http://photobucket.com/albums/a347/givequicheachance/ibuki-stance.gif
Introduction
Ibuki, High-School Senior Ninja
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 (slams) 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 | 4 |
Sazan | DT.MK | X/X | L | L | 6 | 11 | 9 | 70 | 3 | -16/-15/-5 -6/+4/+5 |
3/4/12 | 5 |
Bonshou Geri | T.HK | X/X | HL | H | 12 | 1 | 20 | 130 | 17 | -1/+1/+3 | 3/6/14 | 6 |
Oiura Ken | HP->HP | X/X | HL | H | 2 | 3 | 31 | 80 | 17 | -1/+1/+3 | 3/4/12 | 7 |
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) Knocks down (slams) an airborn opponent if it hits. Takes Ibuki off the ground. Can go over Remy's low LoV projectiles.
5) 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.
6) Toward+HK takes Ibuki off the ground. 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.
7) Follow-up hit for Ibuki's far standing HP.
Target Combos
Quick List
- In air, LK -> T + MK
- In air, LP -> T + HP
- In air, HP -> T + MK
Note: These air target combos can be performed while jumping diagonally toward the opponent. The HP -> F + MK can also be performed while jumping vertically.
- HP -> HP
- toward+LK -> LK -> LK
- close LP -> MP (1 hit) -> HP
- close LP -> MP (2 hit) -> d.HK -> HK*
- back+MP (1 hit) -> HP
- back+MP (2 hit) -> d.HK -> HK*
- d.HK -> close HK*
- d.HK -> HK*
- close HP (2 hit) -> d.HK -> HK*
- LK -> MK -> HK
- MK -> HK
- LP -> MP -> toward+LK
- close LP -> LP -> MP -> toward+LK
- back+MK -> toward+MK (does not combo)
Details
Air Target Combos
In air, LK -> T + MK | |||||
---|---|---|---|---|---|
Move | Attack | Stun | *SP Notes |
||
MK | 40 | 5 | |||
In air, LP -> T + HP | |||||
Move | Attack | Stun | *SP Notes |
||
HP | 60 | 6 | 1 | ||
In air, HP -> T + MK | |||||
Move | Attack | Stun | *SP Notes |
||
MK | 40 | 5 |
SP Notes:
1) Turns standing opponent around on hit (except Elena and Urien).
Ground Target Combos
back+MK->toward+MK | |||||
---|---|---|---|---|---|
Move | Cancel | Attack | Stun | Advantage Bl/Hit/c.Hit |
*SP Notes |
T+MK | X/X | 70 | 13 | +9/+10/+11 | |
LP->MP->toward+LK | |||||
Move | Cancel | Attack | Stun | Advantage Bl/Hit/c.Hit |
*SP Notes |
MP | X/X | 40 | 6 | +6/+7/+8 | |
T+LK | X/X | 20 | 3 | +2/+3/+4 | 1 |
close LP->MP(1 hit)->HP | |||||
Move | Cancel | Attack | Stun | Advantage Bl/Hit/c.Hit |
*SP Notes |
MP (1st-hit) | C/SC | 30 | 5 | -2/-1/0 | |
HP | C/SC | 50 | 7 | +3/+5/+7 | 2 |
LK->MK->HK | |||||
Move | Cancel | Attack | Stun | Advantage Bl/Hit/c.Hit |
*SP Notes |
MK | C/SC | 50 | 5 | +4/+5/+6 | |
HK | C/SC | 50 | 5 | -2/0/+2 | |
close HP->d.HK->HK | |||||
Move | Cancel | Attack | Stun | Advantage Bl/Hit/c.Hit |
*SP Notes |
d.HK | X/X | 50 | 3 | -8/D/D | |
HK | X/SJ | 40 | 4 | -2/-1/+1 | 3 |
close LP->MP(2hit)->d.HK->HK | |||||
Move | Cancel | Attack | Stun | Advantage Bl/Hit/c.Hit |
*SP Notes |
MP | 1st: C/SC 2nd: X/X |
40 | 6 | -2/-1/0 | |
d.HK | X/X | 40 | 3 | -8/D/D | |
HK | X/SJ | 30 | 3 | -2/-1/+1 | 3 |
SP Notes:
1) T+LK Does not chain into itself during this TC.
2) HP can knock down some air-born opponent if it hits, depending on the opponents distance from the ground (character specific). It will always reset (not knockdown): Ibuki, Oro, Yang, and Yun.
3) Super Jump Cancelable (on hit only).
Special Moves
Quick List
- Kubi Ori | qcf + P | (EX) |
- Kazekiri | dp + K | (EX) |
- Kunai | air, qcf + P | (EX) |
- Tsumuji | qcb + K | (EX) |
- Raida | hcb + P | |
- Hien | rdp + K | (EX) |
- Kasumi Gake | qcf + K | |
- Tsuiji Goe | dp + P |
Details
Kubi Ori, qcf + P | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Str. | SC | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Meter | * SP |
LP | N | L | L | 14 | 11 | 15 | 150 | 38 | 15 | -10/D/D | 0/0/7 | 1 |
MP | N | L | L | 15 | 12 | 18 | 150 | 38 | 15 | -16/D/D | 0/0/7 | - |
HP | N | L | L | 17 | 14 | 19 | 150 | 38 | 15 | -19/D/D | 0/0/7 | - |
2P(EX) | N | L | L | 15 | 10 | 19 | 200 | 50 | 21 | -15/D/D | - | - |
Kazekiri, dp + K | ||||||||||||
Str. | SC | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Meter | * SP |
LK | Y | HL | HL | 4 | 1 | 26 | 40/20/60 | 14 | 3/3/5 | -17/D/D | 3/12/17 | 2 |
MK | Y | HL | HL | 6 | 1 | 29 | 50/20/70 | 18 | 3/3/7 | -16/D/D | 3/12/17 | - |
HK | Y | HL | HL | 8 | 1 | 29 | 60/20/20/90 | 22 | 3/3/5/9 | -17/D/D | 3/13/21 | - |
2K(EX) | Y | HL | HL | 4 | 1 | 33 | 40/20/20/80 | 20 | 3/3/5/7 | -21/n/n | - | 3 |
Kunai, air, qcf + P | ||||||||||||
Str. | SC | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Meter | * SP |
LP | Y | HL | H | 8 | 1 | 9 | 50 | 3 | 3 | - | 0/1/2 | 4 |
MP | Y | HL | H | 9 | 1 | 11 | 50 | 3 | 3 | - | 0/1/2 | - |
HP | Y | HL | H | 10 | 1 | 14 | 50 | 3 | 3 | - | 0/1/2 | - |
2P(EX) | Y | HL | H | 7 | 1 | 12 | 55/55 | 7 | 3/3 | - | - | - |
Tsumuji, qcb + K | ||||||||||||
Str. | SC | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Meter | * SP |
LK | N | HL | HL | 11 | 1 | 19 | 60/50 | 7 | 3/3 | -4/0/+2 | 3/9/15 | |
Lower | N | L | L | 11 | 2 | 30 | - | 7 | - | -12/D/D | 0/1/2 | |
MK | N | HL | HL | 13 | 1 | 21 | 60/50/50 | 10 | 3/3/5 | -2/0/+2 | 3/10/17 | |
3rd-Hit | - | - | - | - | - | - | - | - | - | -7/+1/+3 | - | 5 |
Lower | N | L | L | 13 | 2 | 30 | - | 10 | - | -12/D/D | 0/1/2 | - |
HK | N/Y/N | HL | HL | 14 | 1 | 24 | 60/50/80 | 12 | 3/5/5 | -8/0/+2 | 3/10/17 | |
Lower | N | L | L | 14 | 2 | 30 | - | 11 | - | -12/D/D | 0/1/2 | |
2K(EX) | Y | HL | HL | 7 | 1 | 28 | 50/50/50/70 | 14 | 3/5/5/3 | -11/D/D | - | |
Lower | Y | L | L | 7 | 2 | 30 | - | - | - | -16/D/D | - | |
Raida, hcb + P | ||||||||||||
Str. | SC | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Meter | * SP |
LP | N | HL | X | 4 | 3 | 28 | 160 | - | 9 | -5/D/D | 3/2/9 | 6 |
MP | N | HL | X | 5 | 5 | 30 | 170 | - | 11 | -6/D/D | 3/2/9 | - |
HP | N | HL | X | 6 | 7 | 32 | 180 | - | 13 | -7/D/D | 3/2/9 | - |
Hien, rdp + K | ||||||||||||
Str. | SC | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Meter | * SP |
LK | Y | H | H | 22 | 3/2 | 13 | 40/75 | 15 | 7/7 | -31/-31/-31 | 3/9/15 | 7 |
MK | Y | H | H | 25 | 3/2 | 13 | 40/75 | 16 | 7/7 | -38/-38/-38 | 3/9/15 | - |
HK | Y | H | H | 28 | 4/2 | 13 | 40/75 | 17 | 7/9 | -35/-35/-35 | 3/9/15 | - |
2K(EX) | Y | H | H | 26 | 4/2 | 11 | 40/75 | 19 | 7/9 | -30/-30/-30 | - | - |
Kasumi Gake, qcf + K | ||||||||||||
Str. | SC | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Meter | * SP |
LK | N | 20 | 8 | |||||||||
MK | N | 22 | - | |||||||||
HK | N | 25 | - | |||||||||
Tsuiji Goe, dp + P | ||||||||||||
Str. | SC | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Meter | * SP |
LP | Y | 42 | 2 | 9 | ||||||||
MP | Y | 44 | 2 | - | ||||||||
HP | Y | 48 | 2 | - |
SP Notes:
1) Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien.
2) Kunai. Strength of button determines angle of knives thrown (not for EX). EX: Holding toward increases range. Knives can be destroyed by opponents attacks. Maintains jump momentum after the toss.
3) Kazekiri can be ground thrown during start-up. Ibuki will be knocked into the air if hit during start-up or while in the air. Available Super Cancel on the ground into SA.2 or SA.3, and in the air into SA.1 on hit, block, or parry (not whiff).
4) EX Kazekiri can Super Cancel into SA.1 on hit, block, parry, or whiff. It has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. It does not launch or knock-down a standing or crouching opponent (unlike the non-EX versions). It temporarily forces crouching opponents into a standing posistion when it hits. It recovers in the air if it hits an opponent. During this time, Ibuki can perform any of her normal air attacks, any of her three air target combos, her qcf+P/2P (Kunai/EX Kunai), or SA.1 (Kasumi Suzaku). She can not air throw or air parry during the recovery state.
5) To get the 3rd hit of the MK Tsumuji, you must press MK again (timing is strict). In order to get the sweep, you must press down and MK
6) Raida can not be parried. The opponent can not quick-stand (ground recovery) if hit by it.
7) Hien can go over projectiles. Button strength determins distance. EX version auto-targets. If it hits or is blocked, Ibuki can cancel the recovery in the air with a Kunai (air qcf+P) or SA.1 (Kasumi Suzaku), but not while falling or landing.
8) Kasumi Gake is a command dash. It can cause Ibuki to take 50% extra damage from opponent attacks if she is hit during the move. Does not pass through opponents (unlike her normal dash).
9) Tsuiji Goe is a command jump. Attacks with knock Ibuki into the air during start-up. Can be thrown during start-up. During second half of jump arch, Ibuki can cancel into air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku).
Super Arts
Quick List
- SA I | Kasumi Suzaku | air, qcf, qcf + P | (j.236236+P) | 3 Stocks |
- SA II | Yoroi Doushi | qcf, qcf + P | (236236+P) | 1 Stock |
- SA III | Yami Shigure | qcf, qcf + P | (236236+P) | 1 Stock |
Details
SA.I - Kasumi Suzaku: air, qcf, qcf + P | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Str. | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Stocks | * SP |
|
LP | HL | H | 3 | 1 | 4 | 35x12-20 | 105 | 0 | - | 3 | 1 | |
MP | HL | H | 5 | 1 | 6 | 35x12-20 | 105 | 0 | - | 3 | - | |
HP | HL | H | 7 | 1 | 9 | 35x12-20 | 105 | 0 | - | 3 | - | |
SA.II - Yoroi Doushi: qcf, qcf + P | ||||||||||||
Type | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Stocks | * SP |
|
Grab | X | X | 1 | 1 | 65 | 460 | - | 13 | n/D/D | 1 | 2 | |
Blast | HL | H | 12 | 1 | 65 | 32x13 | 18 | 0 | -54/D/D | 1 | 3 | |
SA.III - Yami Shigure: qcf, qcf + P | ||||||||||||
Str. | Bl. | Pry. | St. Up |
Hit | Rec. | Atk. | Chip | Stun | Advantage Bl/Hit/c.Hit |
Stocks | * SP |
|
LP | L | L | 2 | 1 | 32 | 335 | 21 | 25 | -10/D/D | 1 | 4 | |
MP | L | L | 3 | 1 | 32 | 335 | 21 | 25 | -10/D/D | 1 | - | |
HP | L | L | 4 | 1 | 32 | 335 | 21 | 25 | -10/D/D -6/D/D |
1 | - |
SP Notes:
1) Kasumi Suzaku automatically turns Ibuki to face the opponent. Strength of button determines angle/distance of knives thrown. Rapidly pressing punch increases number of knives thrown and raises Ibuki higher into the air. Throws 12 knives by default, and up to a maximum of 20. Each knife does 35 attack for a maximum of 335 (scaled damage).
2) Yoroi Doushi is an unblockable Command Grab Super. Occurs when it successfully grabs an opponent. Will not grab airborn opponents. Throw range: 35.
3) Yoroi Doushi, energy blast (fireball) version. Occurs when the Grab version fails. Does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage).
4) Yami Shigure, strength of button determines angle/distance of knives thrown. Block Advantage Range: -10 to -6.
Strategies
Game Play
(Personal Note: work in progress, feel free to add to it)
Pokes
Air-to-Air
Anti- Air
Jump-ins
Block Strings
Meaties
Wake-ups
Throw Traps
Mix-Ups
Rushdown and Pressure
Pre-Buffs
Parry Reaction Buffers
Technical Information
Miscellaneous information about Ibuki's Target Combos and Special moves.
Work in progress. Feel free to edit.
Combos
Work in progress. Feel free to edit.
Combos
Links
Character Specific
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Mokoto
Necro
Oro
Q
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun