Ultra Street Fighter IV/Ibuki

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< Ultra Street Fighter IV
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Ultra Street Fighter IVUSFIV-Header.png

Ibuki

SSFIV-Ibuki Face.jpg

Being trained as a ninja since childhood, Ibuki secretly wishes nothing more than to escape the life she has lived for as long as she can remember and become a "normal" teenage girl in Japan. Although she excels in her training and has become an effective hand-to-hand combatant, as well as an expert at the throwing knife, Ibuki does not enjoy being part of the hidden clan. And as her high school years draw to an end, she is hoping to escape the life of a ninja permanently and become a regular college girl living a regular college life.


In a nutshell

One thing that makes Ibuki so unique is her mobility. From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent. And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links. And once she gets that untechable knock down, it's time for her Kunai traps. Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block. However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.


Ultra SFIV Changes

TBW


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png First hit can whiff and still be chained {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png low {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Both hits high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Both hits high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png 1st hit high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk hits low {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png 2nd hit high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk hits low {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk hits low {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png airthrow {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Able to perform Kunai or Kasumi Suzaku during jump {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hk version can pass through opponent {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex version can be followed up with Kunai; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Use d to change any follow-up hit of the ex version to attack low ; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Perform after mk or hk version of Tsumuji; d + k version hits low {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Able to perform Kunai or Kasumi Suzaku during bounce back; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Cannot be used as a Reversal {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 sp/su 3 2 10 0 +3
Close Strong.gif HL 70 100 40 - 5 4 6 +2 +6
Close Fierce.gif HL 60*70 125*75 40*20 sp/su*- 7 2*2 18 -6 -2
Close Short.gif HL 20 50 20 - 4 4 9 -2 +1
Close Forward.gif HL 70 100 40 sp/su 5 4 14 -4 +1
Close Roundhouse.gif HL 50*60 125*75 40*20 -*J 6 2*2 23 -5 - 2nd hit pursuit property
Far Jab.gif HL 25 50 20 ch 3 2 5 +4 +8
Far Strong.gif HL 70 100 40 - 5 4 6 +2 +6
Far Fierce.gif HL 100 100 60 - 12 4 16 -2 +2
Far Short.gif HL 20 50 20 - 4 4 9 -2 +1
Far Forward.gif HL 70 100 40 sp/su 5 4 14 -4 +1
Far Roundhouse.gif HL 110 200 60 - 10 3 17 -2 +2
Crouch Jab.gif HL 20 50 20 ch/sp/su 4 3 6 +3 +6
Crouch Strong.gif HL 70 100 40 sp/su 8 7 7 0 +3
Crouch Fierce.gif HL 100 200 60 J 9 3 18 -3 +2 Forces stand, pursuit property
Crouch Short.gif L 20 50 20 sp/su 4 2 8 +1 +4
Crouch Forward.gif L 70 100 40 - 6 5 9 0 +3
Crouch Roundhouse.gif L 90 100 60 - 6 2 25 -9 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 6 7 - - -
Jump Up Strong.gif H 80 100 40 - 6 7 - - -
Jump Up Fierce.gif H 120 200 60 - 9 5 - - -
Jump Up Short.gif H 50 50 20 - 6 12 - - -
Jump Up Forward.gif H 80 100 40 - 6 7 - - -
Jump Up Roundhouse.gif H 110 200 60 - 7 3 - - -
Jump Forward Jab.gif H 40 50 20 - 6 6 - - -
Jump Forward Strong.gif H 70 50 40 - 7 8 - - -
Jump Forward Fierce.gif H 120 200 60 - 11 5 - - -
Jump Forward Short.gif H 40 50 20 - 4 8 - - -
Jump Forward Forward.gif H 70 100 40 - 8 7 - - -
Jump Forward Roundhouse.gif H 100 200 60 - 8 5 - - - [air-hit] limited juggle knockdown, pursuit property
Agemen Left.gif+Strong.gif HL 30*60 50*50 40*40 sp/su*- 6 1*2 10 0 +4 1st ground hit forces stand, 1st air hit limited juggle knockdown, 2nd hit pursuit property
Backhand Punch
Fierce.gif > Fierce.gif
HL 50 200 60 - 3 2 20 -4 0
Spin Kick Right.gif+Short.gif HL 70 100 40 - 4 4 9 0 +4
Reverse Spin Kick
Left.gif+Forward.gif
HL 30 50 20 sp/su 10 2 17 -1 +2
Hammer Kick Right.gif+Forward.gif H 80 100 40 - 25 2 10 +3 +5 3~31f airborne, 8~27f legs strike invincible
Sazan Downright.gif+Forward.gif L 70 100 20 - 7 11 11 -11 -5 5~17f upper body projectile invincible
Bonsho Kick Right.gif+Roundhouse.gif HL 100 210 60 - 13 2 21 -3 +1 5~30f airborne, [counter-hit] +5 frame advantage
High Jump - - - - - - - Total 55[56] - - 5~44f airborne, 1~4f special move or ultra cancellable, 11 grounded recovery frames, can use jump attack or special move once airborne (3 grounded recovery frames), [] refers to backwards jump, treated as a special move
Target Combo 1
Up.gif or Upright.gif+Fierce.gif > Right.gif+Forward.gif
H 40 50 20 - 3 7 - - -
Target Combo 2
Upright.gif+Jab.gif > Right.gif+Fierce.gif
H 70 150 30 - 4 5 - - -
Target Combo 3
Upright.gif+Short.gif > Right.gif+Forward.gif
HL 40 50 20 - 4 7 - - -
Target Combo 4, 6
Jab.gif > Strong.gif
HL 30*30 50*50 40*40 sp/su*- 5 1*2 11 -1 +3 Forces stand
Target Combo 4
Jab.gif > Strong.gif > Fierce.gif
HL 100 60 30 sp/su 2 3 10 +1 +4
Target Combo 5
Jab.gif > Strong.gif
HL 40 50 20 - 4 3 9 +2 +5
Target Combo 5
Jab.gif > Strong.gif > Right.gif+Short.gif
HL 20 30 10 - 4 4 9 -1 +2
Target Combo 6, 8
... > Down.gif+Roundhouse.gif
L 60 60 30 - 4 2 25 -9 -
Target Combo 6, 8, 10
... > Down.gif+Roundhouse.gif > Roundhouse.gif
HL 60 60 30 J 5 3 18 -7 - pursuit property
Target Combo 7
Left.gif+Forward.gif > Right.gif+Forward.gif
H 80 100 40 - 25 2 12 +1 +3 3~32f airborne, 8~27f legs strike invincible
Target Combo 9
Short.gif > Forward.gif
HL 40 50 20 sp/su 4 4 14 -4 +1
Target Combo 9
Short.gif > Forward.gif > Roundhouse.gif
HL 60 60 30 - 5 3 18 -3 +1
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 34 -20 -20
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 34 -14 -
Focus Attack LVL 3 - 140 200 60 - 65 2 34 - -
Forward Throw 0.90 130 140 40 - 3 2 20 - - Hard knockdown
Back Throw 0.90 130 120 40 - 3 2 20 - - Hard knockdown
Air Throw 1.10 150 100 40 - 3 2 - - - Hard knockdown
Kunai HL 30 60 10/10 su 7 - After landing 16 - - projectile is a strike hitbox, projectile disappears when it touches a strike or projectile
Kunai EX.gif HL 50*50 100*100 -250/0 - 8 - After landing 9 - - pursuit property, projectile is a strike hitbox, projectile disappears when it touches a strike or projectile, 2nd projectile startup 15f
Tsuijigoe Jab.gif - - - 20/- sp/su - - Total 50 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 27f~ can cancel into kunai or super combo
Tsuijigoe Strong.gif - - - 20/- sp/su - - Total 54 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 29f~ can cancel into kunai or super combo
Tsuijigoe Fierce.gif - - - 20/- sp/su - - Total 59 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 30f~ can cancel into kunai or super combo
Neck Breaker Jab.gif L 120 200 30/30 - 15 10 16 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker Strong.gif L 120 200 30/30 - 15 12 17 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker Fierce.gif L 120 200 30/30 - 15 21 19 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker EX.gif L 160 250 -250/0 - 15 14 19 -13 - 1~28f projectile invincible, hard knockdown, armor break, on block switches to 23f recovery animation
Raida Jab.gif HL 110 200 10/30 - 6 5 25 -14 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.01
Raida Strong.gif HL 110 200 10/30 - 6 5 27 -16 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.06
Raida Fierce.gif HL 110 200 10/30 - 6 5 29 -18 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.10
Raida EX.gif HL 140 250 -250/0 - 6 5 20 -9 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.25
Kasumi Gake Short.gif - - - - - - - Total 20 - -
Kasumi Gake Forward.gif - - - - - - - Total 22 - -
Kasumi Gake Roundhouse.gif - - - - - - - Total 24 - - 3~12f can pass through opponent
Kazegiri Short.gif HL 50*20*65 40x3 10/20x3 su 5 1*1*11 17 + After landing 8 -27 - 1~6f unthrowable, 8~34f airborne, pursuit property
Kazegiri Forward.gif HL 50*20*75 40x3 10/20x3 su 7 1*1*11 18 + After landing 10 -30 - 1~8f unthrowable, 10~37f airborne, pursuit property
Kazegiri Roundhouse.gif HL 50*20*90 40x3 10/20x3 su 9 1*1*11 15 + After landing 10 -27 - 1~10f unthrowable, 12~36f airborne, pursuit property
Kazegiri EX.gif HL 40*40*80 40x3 -250/0 su 5 3*4(2)8 25 + After landing 14 -26 - 1~6f Invincible, 8~45f airborne, pursuit property, 36f~ can cancel into kunai or super combo
Tsumuji Short.gif HL 50*50 50*60 10/20*20 - 12 2(10)2 16 -4 +3 [air-hit] limited juggle knockdown
Tsumuji Forward.gif HL 35*35 70*60 10/20*20 - 15 2(12)2 14 0 +4 [air-hit] limited juggle knockdown
Tsumuji Forward.gif (followup) HL 50 60 10/20 - 14 2 17 -3 +1 [air-hit] limited juggle knockdown, treated as a separate move
Tsumuji Forward.gif (Down.gif followup) L 20 60 10/20 - 17 2 15 -2 - Hard knockdown, treated as a separate move
Tsumuji Roundhouse.gif HL 50*40 70*60 10/20*20 -*su 15 2(14)2 20 -4 0 [air-hit] limited juggle knockdown
Tsumuji Roundhouse.gif (followup) HL 50 70 10/20 - 15 2 19 -5 -1 [air-hit] limited juggle knockdown, treated as a separate move
Tsumuji Roundhouse.gif (Down.gif followup) L 20 60 10/20 - 18 2 25 -9 - Hard knockdown, treated as a separate move
Tsumuji EX.gif HL 40*30X3 60x3*70 -250/0 - 12 2(10)2(10)2(10)2 9 -2 -
Tsumuji EX.gif (2nd-3rd Down.gif followup) L 30 50 -/0 - 12 2 - - - treated as a separate move
Tsumuji EX.gif (4th Down.gif followup) L 25 70 -/0 - 12 2 12 -2 - Hard knockdown, treated as a separate move
Hien Short.gif H 40*75 70*70 10/0*20 - 25 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien Forward.gif H 40*90 70*70 10/0*40 - 27 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien Roundhouse.gif H 40*110 70*90 10/0*60 - 28 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien EX.gif H 40x3*50 70*0*0*200 -250/0 - 36 12 19 + After landing 11 - - 1~13f projectile and throw invincible, 9f~ airborne, after 2nd hit on hit/block 4th hit will go into recoil animation, listed startup is point blank, startup is distance dependent, tracks opponent
Hien (recoil) - - - - sp/su - - After landing 8 - - 21f~ (EX version 9f~) can cancel into kunai or super combo
Super Combo HL (27*28)x6 0 -1000/0 - 1+7 - After landing 5 - - 1~5f Invincible, pursuit property, projectiles are strike hitboxes, does not nullify projectiles, 2 projectiles released at the same time, every projectile thereafter released every 20f
Ultra Combo 1 (1.10)*HLx7 501[38*45*38x4*39] 0[50*0x6] 0/0 - 0+1[13] 2(10)17 Total 107 -5 -1 1~2f Invincible, 1st hit is a throw, untechable limited juggle knockdown, 1st hit on air hit releases projectile, recovery and [] refers to projectile, projectile is active for 59f, projectiles have pursuit properties
Ultra Combo 2 HL 30x6*289 0 0/0 - 0+9 2(2)2(15)2(26)1*2(8)2 70 -63 - 1~8f Invincible, 9~70f projectile invincible, 59~101f airborne, hard knockdown, armor break, 6th hit goes into animation, block advantage based on 4th hit
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes:
*: "J" means jump and super-jump cancellable