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Moves List
Normal Moves
Air Normals
Name | Type | Start-up | Hit | Attack | Stun | Meter M/Bl/Hit |
*SP Notes |
---|---|---|---|---|---|---|---|
Jab | Vertical | 3 | Land | 50 | 7 | 0/1/2 | |
Diagonal | 3 | 19 | 60 | 5 | 0/1/2 | ||
Strong | Vertical | 5 | 7 | 80(70) | 11(9) | 2/4/8 | |
Diagonal | 6 | 13 | 80(70) | 11(9) | 2/4/8 | ||
Fierce | Vertical | 11 | 5 | 120 | 13 | 3/6/14 | 1 |
Diagonal | 11 | 5 | 120 | 13 | 3/6/14 | 1 | |
Name | Type | Start-up | Hit | Attack | Stun | Meter M/Bl/Hit |
*SP Notes |
Short | Vertical | 4 | Land | 50 | 5 | 0/1/2 | |
Diagonal | 3 | 7 | 40 | 5 | 0/1/2 | ||
Forward | Vertical | 5 | 7 | 70(60) | 9 | 2/4/8 | |
Diagonal | 7 | 13 | 70(60) | 9(7) | 2/4/8 | ||
Round House | Vertical | 10 | 3 | 110(90) | 13(11) | 3/4/12 | 2 |
Diagonal | 11 | 3 | 110(90) | 13(11) | 3/4/12 | 2 |
SP Notes:
1) Turns standing opponent around on hit (except Elena and Urien).
2) Knocks down an air-born opponent if it hits.
Ground Normals
Name | Type | Cancel C/SC/SJ |
Block H/L |
Parry H/L |
St. Up |
Hit | Rec. | Attack | Stun | Advantage Bl/Hit/c.Hit |
Meter M/Bl/Hit |
* SP |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Close | C/SC | HL | HL | 2 | 1 | 5 | 30 | 5 | +5/+5/+5 | 0/1/2 | |
Far | X/X | HL | HL | 2 | 2 | 2 | 25 | 5 | +6/+6/+6 | 0/1/2 | ||
Crouch | C/SC | HL | HL | 3 | 3 | 3 | 20 | 3 | +5/+5/+5 | 0/1/2 | ||
Strong | Stand | X/X | HL | H | 6 | 2 | 6 | 70(65) | 11(9) | +6/+7/+8 | 1/2/7 | |
Crouch | C/SC | HL | HL | 9 | 7 | 9 | 70 | 7 | +2/+3/+4 | 2/2/7 | ||
Fierce | Close | 1st: C/SC 2nd: X/X |
HL | H | 9 | 1/4 | 15 | 60/70 | 9/7 | -3/-1/+1 | 3/7/16 | |
Far | C/SC | HL | H | 13 | 4 | 14 | 70(60) | 5(3) | -1/+1/+3 | 2/2/7 | ||
Crouch | X/SJ | HL | HL | 8 | 3 | 18 | 110(100) | 15 | -3/-1/+1 | 3/6/14 | 1 | |
Name | Type | Cancel C/SC/SJ |
Block H/L |
Parry H/L |
St. Up |
Hit | Rec. | Attack | Stun | Advantage Bl/Hit/c.Hit |
Meter M/Bl/Hit |
* SP |
Short | Stand | X/X | HL | HL | 4 | 4 | 6 | 20 | 3 | +1/+1/+1 | 0/1/2 | |
Crouch | C/SC | L | L | 5 | 3 | 5 | 20 | 3 | +3/+3/+3 | 0/1/2 | 2 | |
Forward | Stand | C/SC | HL | H | 5 | 4 | 14 | 100 | 11 | +1/+2/+3 | 2/4/8 | |
Crouch | X/X | L | L | 6 | 5 | 11 | 70 | 3 | -2/-1/0 | 2/2/7 | ||
Round House | Close | X/SJ | HL | H | 5 | 1/6 | 22 | 50/70 | 3/9 | -11/D/D | 3/5/14 | 3 |
Far | X/SJ | HL | H | 9 | 3 | 21 | 110 | 13 | -2/-1/+1 | 3/6/14 | 4 | |
Crouch | X/X | L | L | 8 | 3 | 18 | 110(100) | 15 | -3/-1/+1 | 3/6/14 |
SP Notes:
1) Super Jump Cancelable on hit, parry, or block.
2) Chains into itself.
3) Super Jump Cancelable on second hit (hit, parry, or block). Launches opponent on hit, opponent can be juggled.
4) Super Jump Cancelable on hit only (not on block or parry).
Throws
Name | Command | Start-up | Hit | Recovery | Attack | Stun | Meter M/Hit |
Range | *SP Notes |
---|---|---|---|---|---|---|---|---|---|
Yamitsudzura | LP+LK | 2 | 1 | 21 | 120 | 13 | 0/7 | 16 | 1 |
Tobizaru | air LP+LK | 6 | 1 | - | 160 | 18 | 0/14 | 12 | 2 |
SP Notes:
1) Ibuki's defensive, offensive, and neutral throws are all identical.
2) Horizontal range: 12. Vertical range: Top 44, Bottom 67. You can grab defense (air tech) Ibuki's airthrow
Special Normals
Name | Input | Cancel C/SC/SJ |
Block H/L |
Parry H/L |
St. Up |
Hit | Rec. | Atk. | Stun | Advantage Bl/Hit/c.Hit |
Meter M/Bl/Hit |
* SP |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Souken UOH |
MP+MK | X/X | H | H | 15 | 10 | 5 | 40 | 3 | -5/0/+1 +7/+8/+9 |
0/1/2 | 1 |
Taunt PA |
HP+HK | X/X | HL | HL | 15 | 9 | 8 | 0 | 7 | - | 0/1/2 | 2 |
Maki Geri | T.LK | X/X | HL | HL | 5 | 4 | 8 | 20 | 3 | -1/-1/-1 | 0/1/2 | 3 |
You Men | B.MP | 1st: C/SC 2nd: X/X |
HL | H | 6 | 1/6 | 10 | 30/60 | 5/9 | -2/-1/-0 | 2/5/10 | |
Ura Maki Geri | B.MK | X/X | HL | H | 13 | 2 | 13 | 70 | 5 | -2/-1/-0 | 2/4/8 | |
Koube Kudaki | T.MK | X/X | H | H | 27 | 3 | 3 | 70(80) | 13 | +9/+10/+11 | 2/4/8 | |
Sazan | DT.MK | X/X | L | L | 6 | 11 | 9 | 70 | 3 | -16/-15/-5 -6/+4/+5 |
3/4/12 | 4 |
Bonshou Geri | T.HK | X/X | HL | H | 12 | 1 | 20 | 130 | 17 | -1/+1/+3 | 3/6/14 | 5 |
Oiura Ken | HP->HP | X/X | HL | H | 2 | 3 | 31 | 80 | 17 | -1/+1/+3 | 3/4/12 | 6 |
SP Notes:
1) Universal Over-Head. Block and Hit Advantage range: -5/0/+1 to +7/+8/+9
2) Personal Action. Opponent can tech out of with throw defense (LP+LK). Can be parried or blocked. Does not grab airborn opponents. Can be comboed. Opponent can not tech out if it is comboed. Sucsessful grab results in damage increase for 1 combo. Effects ware off if Ibuki is hit.
3) T.LK Chains into itself. Not Special or Super cancelable.
4) DT.MK Block and Hit Advantage range: -16/-6/-5 to -6/+4/+5. This move has a very small/low hitbox and can pass under high fireballs from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. It can also go under Ryu's SA.1, SA.3, and Sean's SA.1.
5) Toward+HK can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien. Ibuki will only pass over Urien's LP fireball if she hits him.
6) Follow-up hit for Ibuki's far standing HP.
Target Combos
- In air, HP -> F + MK
- In air, LK -> F + MK
- LP -> MP -> F + LK
- Close LK -> Close MK -> HK
- Close LP -> Close MP (1 hit) -> HP
- B + MP (1 hit) -> HP
- In air LP -> F + HP
- Close HP (2 hits) -> D + HK -> HK
- B + MK -> F + MK
- Close LP -> Close MP (2 hits) -> D + HK -> HK
- B + MP (2 hits) -> D + HK -> HK
Special Moves
Raida | F, DF, D, DB, B + P | |
Kubi Ori | B, DB, D, DF, F + P | (EX) |
Kunai | In air, D, DF, F + P | |
Tsuji Goe | F, D, DF + P | |
Kasumi Gake | D, DF, F + K | |
Kazekiri | F, D, DF + K | (EX) |
Tsumuji | D, DB, B + K | (EX) |
Hien | B, D, DB + K | (EX) |
Super Arts
I | Kasumi-Suzaku | In air, D, DF, F, D, DF, F + P | 3 stocks |
II | Yoroi-Doushi | D, DF, F, D, DF, F + P | 1 stock |
III | Yami-Shigure | D, DF, F, D, DF, F + P | 1 stock |