Street Fighter 3: New Generation/Ibuki

From SuperCombo Wiki

Introduction

Ibuki is a kunoichi who would rather live her life as a high school student. She first appears in Street Fighter III: New Generation.

Touting some incredible walkspeed and frame data, Ibuki is a mixup powerhouse that can be frustrating to contend with. Her ability to get frame advantage is startling, and she is often unpunishable by much of the cast. Once she gets started on offense, it can be lights out for the opponent if they can't catch onto her patterns. Another notable aspect is her far reaching and very fast jump, which can be altered by using her Kunai to avoid anti-air attempts and begin her offense.

Super Arts

SA1: Kasumi Suzaku

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). The "recovery" listed for each strength refers to the amount of recovery frames Ibuki has once she reaches the ground, it does not include the time it takes for her to reach the ground from the air. It is difficult for some characters to punish, but fast long-ranged supers can punish Ibuki as she lands if it is not properly spaced (or if it is mashed too much).

It offers a large benefit in it's 3 stock capacity, giving Ibuki more access to EX moves for confirms. Damage isn't particularly good and there's few options to actually confirm into the super, but it adds more threat to Ibuki's already strong air game and mixup potential.

SA2: Yoroi Doushi

Yoroi Doushi is an unblockable command grab super. Will not grab airborne opponents. Throw range: 46. While not as useful as the other supers, SA2's damage is still impressive. It can be comboed into with j.HP on some characters, as it will briefly backturn the opponent.

Yoroi Doushi also has an energy blast (fireball) version. This occurs when the grab version fails. It does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage). The fireball version can reset airborne juggled opponents.

SA3: Hashinsho

Ibuki's best super. 2 stocks, great damage, incredibly fast, incredibly easy to confirm into, covers a large amount of distance during super freeze for easy punishes, and leads to one of the easiest infinite juggles in Street Fighter (cl.HK into itself) because of the juggle state that the super sets up at the end. Basically 3S Chun's SA2 but somehow way better and more absurd. One of the best supers, if not the best super, in the game.


Strengths Weaknesses
  • Incredibly mobile with her amazing walk speed and jumps
  • Incredibly hard to punish. Ibuki's moves are very safe on block
  • Plethora of mixups that can lead to big damage
  • Fast throw, hard to quick rise on reaction
  • Has Hashinsho
  • Has an easy infinite with cl.HK, which can be comboed into from Hashinsho
  • Low stamina character, easily blown up if she messes up
  • Builds meter more slowly than other characters.
  • No confirmable lows except cr.LK
Ibuki
NG Ibuki Portrait Art.png
Vitals
Life Points 1035?
Stun Points 64?
Super Art Stock/Size
SA1 3/88?
SA2 1/104?
SA3 1/80?
Ground Movement
Forward Dash duration/distance 19 (148px)?
Back Dash duration/distance 35 (164px)?
Jumping
Back Jump duration 43(4+36+3)?
Neutral Jump duration 41(4+34+3)?
Forward Jump duration 40(4+33+3)?
Back Super Jump duration 58(5+50+3)?
Neutral Super Jump duration 52(5+44+3)?
Forward Super Jump duration 46(5+38+3)?
Wake up
Wake up duration 68?
Quick rise duration 53?
New Generation Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

All sprites are taken from the site https://www.justnopoint.com/zweifuss/

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
(ibukicloselp).gif
Startup Active Recovery Hit Cr. Hit
2? 1? 5? 5? 5?
Damage Stun Attack Parry Block
5? 5? H? A? 5?
  • Cancel options: tc ch sp su?
  • 14 kara range?
  • Whiffs on crouching Elena, Ibuki, and Oro.?
  • Similar use to far LP as a pressure tool, though not used as often due to its range.?
5LP (far)
Far LP
Lp.png (far)
(ibukilp).gif
Startup Active Recovery Hit Cr. Hit
2? 2? 2? 6? 6?
Damage Stun Attack Parry Block
4? 5? H? A? 6?
  • Cancel options: tc?
  • Whiffs on crouching Elena, Ibuki, Oro, Yun/Yang.?
  • Incredible pressure button; walking forward with far LP allows for strong strike/throw and frametrap pressure.?
5MP
Stand MP
Mp.png
(ibukimp).gif
Startup Active Recovery Hit Cr. Hit
6? 2? 6? 7? 8?
Damage Stun Attack Parry Block
12? 11? H? H? 6?
  • Cancel options: tc?
  • Whiffs on crouching Elena, Ibuki, Oro, Yun/Yang.?
  • Self meter gain: Whiff: 1, Hit: 9, Block: 3.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5HP
Close HP
Hp.png (cl)
(ibukiclosehp).gif
Startup Active Recovery Hit Cr. Hit
9? 1*4? 15? -1? 1?
Damage Stun Attack Parry Block
10*10? 9*6? H*H? H*H? -3?
  • Cancel options: sp su (1st hit), tc (2nd hit)?
  • it connects inconsistently on crouching Dudley.?
  • Self meter gain: Whiff: 3, Hit: 20, Block: 11.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
5HP (far)
Far HP
Hp.png (far)
(ibukihp).gif
Startup Active Recovery Hit Cr. Hit
13? 4? 14? 1? 3?
Damage Stun Attack Parry Block
12? 5? H? H? -1?
  • Cancel options: tc sp su?
  • Combos into MP Kubi Ori for a meterless knockdown from just shy of it.?
  • Self meter gain: Whiff: 3, Hit: 13, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
5HP,HP (far)
Oiura Ken
Hp.png,Hp.png (far)
(ibukihphp).gif
Startup Active Recovery Hit Cr. Hit
2? 3? 31? 1? 3?
Damage Stun Attack Parry Block
12? 15? H? H? -1?
  • 7f window to input 2nd HP (must be input late in the Far HP animation, after hitstop).?
  • Can be inputted if far HP whiffed.?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 4.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5LK
Stand LK
Lk.png
(ibukilk).gif
Startup Active Recovery Hit Cr. Hit
4? 4? 6? 1? 1?
Damage Stun Attack Parry Block
3? 3? H? A? 1?
  • Cancel options: tc?
5MK
Stand MK
Mk.png
(ibukimk).gif
Startup Active Recovery Hit Cr. Hit
5? 4? 14? 2? 3?
Damage Stun Attack Parry Block
17? 11? H? H? 1?
  • Cancel options: tc sp su?
  • 4 kara range?
  • Ibuki moves forward from her origin significantly, giving the move deceptive horizontal range.?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5HK (cl)
Close HK
Hk.png (cl)
(ibukiclosehk).gif
Startup Active Recovery Hit Cr. Hit
5? 1(1)6? 22? D? D?
Damage Stun Attack Parry Block
8*10? 3*8? H*H? H*H? -11 (-14)?
  • Cancel options: sj (2nd hit only, hit/block/parry)?
  • vs. crouch block, 2nd hit only connects on Dudley.
    -Whiffing 2nd hit makes super jump impossible (-14 on block, less pushback).?
  • Because the first hit only has 1 active frame, it can be difficult to time on the opponent's wakeup.?
  • Can work as an anti-air, but close jumps will usually make it whiff due to its poor backwards hitbox.?
  • 4 kara range?
  • Self meter gain: Whiff: 3, Hit: 18, Block: 8.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
5HK (far)
Far HK
Hk.png (far)
(ibukihk).gif
Startup Active Recovery Hit Cr. Hit
9? 3? 21? -1? 1?
Damage Stun Attack Parry Block
19? 13? H? H? -2?
  • Cancel options: sj (on hit only, making it a somewhat risky but rewarding AA)
    - This also allows you to option select a super jump cancel into SA3, only coming out on hit.?
  • Whiffs on crouching Elena, Ibuki, and Oro. Also whiffs on crouching Yun/Yang, unless you are at the closest possible distance.?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Command Normals

4MP
Youmen
B.png+Mp.png
(ibukibmp).gif
Startup Active Recovery Hit Cr. Hit
6? 1*6? 10? -1? 0?
Damage Stun Attack Parry Block
5*8? 5*8? H*H? H*H? -2?
  • Cancel options: tc sp su?
  • First hit special cancels, TC into HP; 2nd hit TC into 2HK ?
  • If the 2nd hit whiffs on crouching opponent, frame data is unaffected (0 on cr. hit, -2 on block)?
  • Useful as an anti-air (and against air parry), as Ibuki can choose to TC into HP, then special cancel if desired?
  • Self meter gain: Whiff: 2, Hit: 12, Block: 7.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
6LK
Maki Geri
F.png+Lk.png
(ibukiflk).gif
Startup Active Recovery Hit Cr. Hit
5? 4? 8? -1? -1?
Damage Stun Attack Parry Block
3? 3? H? A? -1?
  • Cancel options: self?
  • Long range relative to its fast startup makes it occasionally useful as a punish?
4MK
Uramaki Geri
B.png+Mk.png
(ibukibmk).gif
Startup Active Recovery Hit Cr. Hit
13? 2? 13? -1? 0?
Damage Stun Attack Parry Block
12? 5? H? H? -2?
  • Cancel options: tc?
  • Doesn't combo into f.MK, and risky to attempt due to the easy parry reaction?
  • Ibuki's longest ranged neutral button, but whiffs on some crouchers?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
6MK
Koube Kudaki
F.png+Mk.png
(ibukifmk).gif
Startup Active Recovery Hit Cr. Hit
27? 3? 1? 10? 11?
Damage Stun Attack Parry Block
14? 13? M? H? 9?
  • Generally safe if parried, except to 3f specials/supers or 2f normals (throws can also punish if Ibuki is close enough).?
  • Can combo into SA3 on reaction.
    -Against short crouching characters, cr.MK is a more consistent combo ender.?
  • Knocks down vs. airborne opponents.?
  • Airborne 10f, Throw invulnerable 12f (until landing), and can hop over many grounded attacks.?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
6HK
Bonshou Geri
F.png+Hk.png
(ibukifhk).gif
Startup Active Recovery Hit Cr. Hit
12? 1? 18? 1? 3?
Damage Stun Attack Parry Block
23? 17? H? H? -1?
  • Holding down at the end of the move adds 1f more recovery (1f worse on hit/block)?
  • Can hop over some projectiles with strict timing (easier timing if you hit the opponent)?
  • 7f airborne, 8f throw invuln?
  • Very strong neutral button against tall crouching characters
    -Can also hit inconsistently against some medium height crouching characters?
  • Whiff recovery is fast enough that an immediate parry or throw afterwards will often catch a whiff punish attempt?
  • Repeated f.HK is Ibuki's strongest post-stun juggle, if screen position and juggle potential allows for it?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
3MK
Sazan
Df.png+Mk.png
(ibukidfmk).gif
Startup Active Recovery Hit Cr. Hit
6? 11? 9? -6 ~ 4? -5 ~ 5?
Damage Stun Attack Parry Block
12? 3? L? L? -16 ~ -6?
  • Can low profile most projectiles, including:?
    • Oro's LP Sun Disk Palm?
    • Shotos' Hadouken?
  • Can also slide under moves which would normally whiff on crouchers, such as Urien's st.MK.?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 7.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(ibukiclp).gif
Startup Active Recovery Hit Cr. Hit
3? 3? 3? 5? 5?
Damage Stun Attack Parry Block
3? 3? H? A? 5?
  • Cancel options: ch sp su?
2MP
Crouch MP
D.png+Mp.png
(ibukicmp).gif
Startup Active Recovery Hit Cr. Hit
9? 7? 9? 3? 4?
Damage Stun Attack Parry Block
12? 7? H? A? 2?
  • Cancel options: sp su?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 4.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2HP
Crouch HP?
D.png+Hp.png
(ibukichp).gif
Startup Active Recovery Hit Cr. Hit
8? 3? 18? -1? 1?
Damage Stun Attack Parry Block
19? 13? H? A? -3?
  • Cancel options: sj (on block, hit or parry)?
  • 22f window to input super jump, making it safer against anti-air parry?
  • 6 kara range?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
2LK
Crouch LK
D.png+Lk.png
(ibukiclk).gif
Startup Active Recovery Hit Cr. Hit
5? 3? 5? 3? 3?
Damage Stun Attack Parry Block
3? 3? L? L? 3?
  • Cancel options: self ch sp su?
  • The self-chain must be input 2f earlier than the normal link timing, allowing for 2LK > 2LK to connect as a 1f link?
2MK
Crouch MK
D.png+Mk.png
(ibukicmk).gif
Startup Active Recovery Hit Cr. Hit
6? 5? 11? -1? 0?
Damage Stun Attack Parry Block
12? 3? L? L? -2?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 4.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2HK
Crouch HK
D.png+Hk.png
(ibukichk).gif
Startup Active Recovery Hit Cr. Hit
10? 2? 24? D? D?
Damage Stun Attack Parry Block
17? 3? L? L? -8?
  • Cancel options: tc (into close/far HK depending on range)?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 7.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(ibukinjlp).gif
Startup Active Recovery Hit Cr. Hit
3? until land? - - -
Damage Stun Attack Parry Block
8? 7? M? H? -
j.LP
Jump LP
Uf.png+Lp.png
(ibukijlp).gif
Startup Active Recovery Hit Cr. Hit
3? 19? - - -
Damage Stun Attack Parry Block
10? 5? M? H? -
  • Cancel options: tc?
8MP
Jump MP (Neutral)
U.png+Mp.png
(ibukinjmp).gif
Startup Active Recovery Hit Cr. Hit
5? 7? - - -
Damage Stun Attack Parry Block
12? 9? M? H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
j.MP
Jump MP
Uf.png+Mp.png
(ibukijmp).gif
Startup Active Recovery Hit Cr. Hit
6? 13? - - -
Damage Stun Attack Parry Block
14? 11? M? H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
8HP
Jump HP (Neutral)
U.png+Hp.png
(ibuki8jhp).gif
Startup Active Recovery Hit Cr. Hit
11? 5? - - -
Damage Stun Attack Parry Block
21? 13? M? H? -
  • Cancel options: tc?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
j.HP
Jump HP
Uf.png+Hp.png
(ibukijhp).gif
Startup Active Recovery Hit Cr. Hit
11? 5? - - -
Damage Stun Attack Parry Block
21? 13? M? H? -
  • Cancel options: tc?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
8LK
Jump LK (Neutral)
U.png+Lk.png
(ibukinjlk).gif
Startup Active Recovery Hit Cr. Hit
4? until land? - - -
Damage Stun Attack Parry Block
8? 5? M? H? -
j.LK
Jump LK
Uf.png+Lk.png
(ibukijlk).gif
Startup Active Recovery Hit Cr. Hit
3? until land? - - -
Damage Stun Attack Parry Block
7? 5? M? H? -
  • Cancel options: tc?
  • First active frame extends farther downward, allowing for instant overhead?
8MK
Jump MK (Neutral)
U.png+Mk.png
(ibukinjmk).gif
Startup Active Recovery Hit Cr. Hit
5? 7? - - -
Damage Stun Attack Parry Block
12? 9? M? H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
j.MK
Jump MK
Uf.png+Mk.png
(ibukijmk).gif
Startup Active Recovery Hit Cr. Hit
7? 13? - - -
Damage Stun Attack Parry Block
12? 9? M? H? -
  • Crossup (narrow hitbox)?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
8HK
Jump HK (Neutral)
U.png+Hk.png
(ibukinjhk).gif
Startup Active Recovery Hit Cr. Hit
10? 3? - - -
Damage Stun Attack Parry Block
19? 13? M? H? -
  • Knocks down vs. airborne opponents?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 7.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
j.HK
Jump HK
Uf.png+Hk.png
(ibukijhk).gif
Startup Active Recovery Hit Cr. Hit
11? 3? - - -
Damage Stun Attack Parry Block
19? 13? M? H? -
  • Knocks down vs. airborne opponents?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 7.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Target Combos

Close 5LP TC
Target Combos
(Close LP)
Lp.png>Mp.png Startup Active Recovery Hit Cr. Hit
- - - -1? 0?
Damage Stun Attack Parry Block
5*5*8? 5*4*7? H*H*H? A*H*H? -2?
  • Cancel options: sp su tc (MP 1st hit); tc (MP 2nd hit)?
  • Can't use on crouching Elena, Ibuki, Oro (LP whiffs)?
  • 2nd hit of MP only hits crouching Dudley?
    • Frame data is unchanged even if 2nd hit of MP whiffs?
Lp.png>Mp.png>Hp.png Startup Active Recovery Hit Cr. Hit
- - - 5? 7 (-3)?
Damage Stun Attack Parry Block
5*5*11? 5*4*6? H*H*H? A*H*H? 3 (-5)?
  • Cancel options: sp su?
  • Must cancel the first hit of MP into HP (2nd hit only cancels into cr.HK)?
  • (-3 oH/-5 oB) if the HP whiffs on a crouching opponent?
  • HP only connects on crouching Dudley?
    • On these crouching characters, a link to st.MK is possible for high damage?
  • Due to scaling, this TC does about the same damage as a st.MK starter?
Lp.png>Mp.png>D.pngHk.png Startup Active Recovery Hit Cr. Hit
- - - D? D?
Damage Stun Attack Parry Block
5*5*8*6? 5*4*7*2? H*H*H*L? A*H*H*L? -8?
  • Cancel options: tc?
  • Can only cancel the second hit of MP into cr.HK (impossible on most crouching characters)?
Lp.png>Mp.png>
D.pngHk.png>Hk.png
Startup Active Recovery Hit Cr. Hit
- - - D? D
Damage Stun Attack Parry Block
5*5*8*6*11 5*4*7*2*9 H*H*H*L*H A*H*H*L*H -16 (-2)
  • Cancel options: sj (hit only)
  • If no super jump, Ibuki recovers 11f before opponent lands, allowing for corner meaties
  • Final HK whiffs vs. crouch blocking characters (-16), except Hugo (-2)
  • Final HK whiffs vs. Twelve and Yang on hit
    • It may still worth doing, as the whiffed HK moves Ibuki forward a significant distance
Far 5LP TC
Target Combos
(Far LP/MP)
Lp.png>Mp.png Startup Active Recovery Hit Cr. Hit
- - - 7? 8?
Damage Stun Attack Parry Block
4*11? 5*10? H*H? A*H? 6?
  • Cancel options: tc?
  • The Far LP and st.MP starters both whiff on crouching Elena, Ibuki, Oro, Yun/Yang?
Lp.png>Mp.png>F.pngLk.png Startup Active Recovery Hit Cr. Hit
- - - 3? 4?
Damage Stun Attack Parry Block
4*11*6? 5*10*2? H*H*H? A*H*A? 2?
  • Generally not very strong, but occasionally it's Ibuki's only real punish option when outside close LP range?
Mp.png>F.pngLk.png Startup Active Recovery Hit Cr. Hit
- - - 3? 4?
Damage Stun Attack Parry Block
12*8? 11*2? H*H? H*A? 2?
  • The MP starter can be useful to stuff dashes against some characters, as MP is fairly safe to whiff?
4MP TC
Target Combos
(Back MP)
B.pngMp.png>Hp.png Startup Active Recovery Hit Cr. Hit
- - - 5? 7 (-3)?
Damage Stun Attack Parry Block
5*11? 5*6? H*H? H*H? 3 (-5)?
  • Cancel options: sp su?
  • Functionally similar to LP>MP>HP, but skipping the LP?
  • HP only connects on crouching Dudley?
    • On these crouching characters, a link to st.MK is possible for high damage
B.pngMp.png>D.pngHk.png Startup Active Recovery Hit Cr. Hit
- - - D? D?
Damage Stun Attack Parry Block
5*8*6? 5*8*2? H*H*L? H*H*L? -8?
  • Cancel options: tc?
  • Can only cancel the second hit of MP into cr.HK (impossible on most crouching characters)?
  • Functionally similar to LP>MP>cr.HK, but skipping the LP?
B.pngMp.png>
D.pngHk.png>Hk.png
Startup Active Recovery Hit Cr. Hit
- - - D? D?
Damage Stun Attack Parry Block
5*8*6*11? 5*8*2*10? H*H*L*H? H*H*L*H? -16 (-2)?
  • Cancel options: sj (hit only)?
  • Functionally similar to LP>MP>cr.HK>HK, but skipping the LP?
  • If no super jump, Ibuki recovers 11f before opponent lands, allowing for corner meaties?
  • Final HK whiffs vs. crouch blocking characters (-16)?
  • Final HK whiffs vs. Yun/Yang on hit?
    • It may still worth doing, as the whiffed HK moves Ibuki forward a significant distance?
Close 5HP TC
Target Combos
(Close HP)
Hp.png>D.pngHk.png Startup Active Recovery Hit Cr. Hit
- - - D? D?
Damage Stun Attack Parry Block
10*10*5? 9*6*2? H*H*L? H*H*L? -8?
  • Cancel options: tc?
  • Functionally similar to LP>MP>cr.HK or b.MP>cr.HK, but the starter will work on all crouchers?
  • The first hit of cl.HP only hits inconsistently against crouching Dudley, giving more confirm time?
Hp.png>D.pngHk.png>Hk.png Startup Active Recovery Hit Cr. Hit
- - - D? D?
Damage Stun Attack Parry Block
10*10*5*8? 9*6*2*10? H*H*L*H? H*H*L*H? -16 (-2)?
  • Cancel options: sj (hit only)?
  • If no super jump, Ibuki recovers 11f before opponent lands, allowing for corner meaties?
  • Final HK whiffs vs. crouch blocking characters (-16)?
  • Final HK whiffs vs. Yun/Yang on hit?
    • It may still worth doing, as the whiffed HK moves Ibuki forward a significant distance?
2HK TC
Target Combos
(cr.HK)
D.pngHk.png>Hk.png
(close)
Startup Active Recovery Hit Cr. Hit
- - - D? D?
Damage Stun Attack Parry Block
17*7*9? 3*2*7? L*H*H? L*H*H? -11 (-14)?
  • Cancel options: sj (2nd hit only, hit/block/parry)?
  • vs. crouch block, 2nd hit only connects on Dudley?
    • Whiffing 2nd hit makes super jump impossible (-14 on block, less pushback)?
  • Strong punish option (especially after close range parry), leading to juggle mixups?
D.pngHk.png>Hk.png
(far)
Startup Active Recovery Hit Cr. Hit
- - - D? D?
Damage Stun Attack Parry Block
17*17? 3*12? L*H? L*H? -16 (-2)?
  • Cancel options: sj (hit only)?
  • On hit, final HK always whiffs on Yang; also whiffs on Yun/Yang, unless perfectly spaced at the closest Far HK range?
  • Final HK whiffs on crouch block?
  • If no super jump, Ibuki recovers 11f before opponent lands, allowing for corner meaties?
5LK TC
Target Combos
(LK/MK)
Lk.png>Mk.png Startup Active Recovery Hit Cr. Hit
- - - 5? 6?
Damage Stun Attack Parry Block
3*8? 3*6? H*H? A*H? 4?
  • Cancel options: tc sp su?
  • Allows for easier confirms than st.MK on its own, at the risk of being parried in either direction?
  • Better frame advantage than regular st.MK, but the pushback is too far to easily take advantage of this?
Lk.png>Mk.png>Hk.png Startup Active Recovery Hit Cr. Hit
- - - 0? 2 (-11)?
Damage Stun Attack Parry Block
3*8*13? 3*6*6? H*H*H? A*H*H? -2 (-13)?
  • Very rarely used (a special move after MK is always preferable)?
  • Can only chain into Far HK regardless of range, and this version cannot super jump cancel?
  • The HK always whiffs on crouching Elena, and Oro (-11 oH/-13 oB)?
  • On hit, the HK whiffs on crouching Ibuki, Ken, Ryu, Sean, Yun/Yang (-11 oH)?
Mk.png>Hk.png Startup Active Recovery Hit Cr. Hit
- - - 0? 2 (-11)?
Damage Stun Attack Parry Block
17*13? 11*6? H*H? H*H? -2 (-13)?
  • Very rarely used (a special move after MK is always preferable)?
  • Can only chain into Far HK regardless of range, and this version cannot super jump cancel?
  • The HK always whiffs on crouching Elena, and Oro (-11 oH/-13 oB)?
  • On hit, the HK whiffs on crouching Ibuki, Ken, Ryu, Sean, Yun/Yang (-11 oH)?
4MK TC
Target Combo
(b.MK)
B.pngMk.png>F.pngMk.png Startup Active Recovery Hit Cr. Hit
- - - 10? 11?
Damage Stun Attack Parry Block
12*12? 5*9? H*M? H*H? 9?
  • b.MK is Ibuki's longest ranged poke, and the overhead is her only potential followup?
  • Generally not worth it, as the b.MK telegraphs Ibuki's already slow overhead, making it easily interrupted?
Air TCs
Air Target Combos
j.Lp.png>F.pngHp.png
(diagonal jump)
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
10*17? 5*12? M*M? H*H? -
  • Strong option against AA parries because it works well high or close to the ground?
  • Backturns the opponent, allowing for SA2 Throw to connect (except vs. Elena)?
j.Hp.png>F.pngMk.png Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
21*8? 13*8? M*M? H*H? -
  • Can be done from angled or neutral jump?
j.Lk.png>F.pngMk.png
(diagonal jump)
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
7*8? 5*8? M*M? H*H? -
  • In the corner, the j.LK can crossup (hold away from the corner while inputting j.MK)?




Throws

LPLK
Yamitsudzura
Lp.png+Lk.png
(ibukigtr).gif
Startup Active Recovery Hit Cr. Hit
2? 1? 21? D? D?
Damage Stun Attack Parry Block
21? 12? T? - -
  • 16 throw range?
  • Besides the throw direction, forward/backward throws are identical?
LPLK (air)
Tobizaru
Lp.png+Lk.png (air)
(ibukiatr).gif
Startup Active Recovery Hit Cr. Hit
6? 1? - D? -
Damage Stun Attack Parry Block
26? 16? T? - -
  • Can be teched in the air?





Universal Overhead

MPMK
Souken
Mp.png+Mk.png
(ibukioh).gif
Startup Active Recovery Hit Cr. Hit
15? 10? 5? 0 ~ 8? 1 ~ 9?
Damage Stun Attack Parry Block
7? 3? M? H? -5 ~ 7?
  • Airborne 5-25f?
  • If well-timed as a close range meaty, can link into LP Raida?
    • Other followups are possible but LP Raida is good for safety and consistency?




Special Moves

236P (air)
Kunai
Qcf.png+P.png (air)
(ibukikunail).gif
Lp.png
(ibukikunaim).gif
Mp.png
(ibukikunaih).gif
Hp.png
LP? Startup Active Recovery Hit Cr. Hit
9? - 9 land? varies? varies?
Damage Stun Attack Parry Block
8? 3? H? H? varies?
  • Cancel options: su?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
MP? Startup Active Recovery Hit Cr. Hit
10? - 11 land? varies? varies?
Damage Stun Attack Parry Block
8? 3? H? H? varies?
  • Cancel options: su?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
HP? Startup Active Recovery Hit Cr. Hit
11? - 14 land? varies? varies?
Damage Stun Attack Parry Block
8? 3? H? H? varies?
  • Cancel options: su?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
63214P
Raida
Hcb.png+P.png
(ibukiraida).gif
Lp.png/Mp.png/Hp.png
LP? Startup Active Recovery Hit Cr. Hit
4? 3? 28? D? D?
Damage Stun Attack Parry Block
28? 8? H? N? -5?
  • 44 throw range?
  • Hit-grab (can't be parried); prevents quick rise?
  • Block advantage is not increased when timed as a meaty?
MP? Startup Active Recovery Hit Cr. Hit
5? 5? 30? D? D?
Damage Stun Attack Parry Block
30? 10? H? N? -6?
  • 46 throw range?
  • Hit-grab (can't be parried); prevents quick rise?
  • Block advantage is not increased when timed as a meaty?
HP? Startup Active Recovery Hit Cr. Hit
6? 7? 32? D? D?
Damage Stun Attack Parry Block
32? 12? H? N? -7?
  • 48 throw range?
  • Hit-grab (can't be parried); prevents quick rise?
  • Block advantage is not increased when timed as a meaty?
623K
Kazekiri
Dp.png+K.png
(ibukikaze).gif
Lk.png/Mk.png/Hk.png
LK? Startup Active Recovery Hit Cr. Hit
4? 12? 26? D? D?
Damage Stun Attack Parry Block
19? 9? H? A? -17?
  • Cancel options: su?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
MK? Startup Active Recovery Hit Cr. Hit
6? 10? 29? D? D?
Damage Stun Attack Parry Block
23? 11? H? A? -16?
  • Cancel options: su?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
HK? Startup Active Recovery Hit Cr. Hit
8? 11? 29? D? D?
Damage Stun Attack Parry Block
30? 16? Hv A? -17?
  • Cancel options: su?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
  • Self meter gain: Whiff: 3, Hit: 24, Block: 18.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
214K
Tsumuji
Qcb.png+K.png
(ibukitsumuji).gif
Lk.png/Mk.png/Hk.png
LK (high) Startup Active Recovery Hit Cr. Hit
11? 1(14)1? 19? 0? 2?
Damage Stun Attack Parry Block
10*(8)? 3*(2)? H*H? H*H? -4?
  • 2nd high kick comes out automatically if not holding D.png?
    • Safe on block, except against particularly fast/far ranged punish supers?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
LK (low end) Startup Active Recovery Hit Cr. Hit
11? 1(19)2? 30? D? D?
Damage Stun Attack Parry Block
10*(8)? 3*(3)? H*L? H*L? -12?
  • Hold D.png for a low 2nd kick?
    • Doesn't combo, but can mess up parry attempts in exchange for safety?
MK Startup Active Recovery Hit Cr. Hit
13? 1(15)1? 21? 0? 2?
Damage Stun Attack Parry Block
10*8? 3*2? H*H? H*H? -2?
  • Safe on block against most characters; can follow up with 3rd kick after confirming a hit?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
+ MK (3rd High) Startup Active Recovery Hit Cr. Hit
- 1? 21? 1? 3?
Damage Stun Attack Parry Block
8? 5? H? H? -7?
  • Press K.png for a high third kick - 6f window, shortly after 2nd kick?
  • The timing of the 3rd hit doesn't change regardless of when it is input during this 6f window?
  • Full active frame data: 1(15)1(15)1?
+ MK (3rd Low) Startup Active Recovery Hit Cr. Hit
- 2? 30? D? D?
Damage Stun Attack Parry Block
8? 3? L? L? -12?
  • Press D.png+K.png for a low third kick - 6f window, shortly after 2nd kick?
  • The timing of the 3rd hit doesn't change regardless of when it is input during this 6f window?
  • Only combos against crouching opponents (easily confirmed after the first 2 hits connect)?
  • Full active frame data: 1(15)1(21)2?
HK (high) Startup Active Recovery Hit Cr. Hit
14? 1(13)1(15)1? 24? 0? 2?
Damage Stun Attack Parry Block
10*8*(13)? 3*4*(4)? H*H*H? H*H*H? -8?
  • Cancel options: su (2nd hit only, into SA2 fireball or SA3)?
  • Third high kick comes out automatically if not holding D.png?
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
HK (low end) Startup Active Recovery Hit Cr. Hit
- 2? 30? D? D?
Damage Stun Attack Parry Block
12? 3? L? L? -12?
  • Hold D.png after 2nd kick to use the low ender?
  • Frame data is for the 3rd low kick only, not the entire sequence?
  • Can't be comboed into, but can mess up parry attempts at the risk of being more unsafe on block?
  • Full active frame data: 1(13)1(18)2?
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
421K
Hien
Rdp.png+K.png
(ibukihien).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
22? 3? 22? -31 ~ -30? -
Damage Stun Attack Parry Block
7*12? 7*6? M*M? H*H? -31?
  • Cancel options: sp su?
  • 1f Airborne, 5f throw invuln?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
MK Startup Active Recovery Hit Cr. Hit
25? 3? 16? -38 ~ -37? -
Damage Stun Attack Parry Block
7*15? 7*6? M*M? H*H? -38?
  • Cancel options: sp su?
  • 1f Airborne, 5f throw invuln?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
HK Startup Active Recovery Hit Cr. Hit
28? 4? 15? -35 ~ -34? -
Damage Stun Attack Parry Block
7*18? 7*8? M*M? H*H? -35?
  • Cancel options: sp su?
  • 1f Airborne, 6f throw invuln?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
236P
Kubiori
Qcf.png+P.png
(ibukikbr).gif
Lp.png/Mp.png/Hp.png
LP? Startup Active Recovery Hit Cr. Hit
14? 11? 15? D? D?
Damage Stun Attack Parry Block
26? 14? L? L? -10?
  • 40 throw range?
  • If well-spaced, can be as safe as 0 on block (i.e. after cr.MP)?
  • 11-25f low profiles projectiles from Ken, Oro, Ryu, Sean (SA1)?
  • 1-33f low profiles Remy LP/MP/HP projectile?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
MP? Startup Active Recovery Hit Cr. Hit
15? 12? 18? D? D?
Damage Stun Attack Parry Block
26? 14? L? L? -16?
  • 40 throw range?
  • At best, can be -5 on block with perfect spacing?
  • 12-27f low profiles projectiles from Ken, Oro, Ryu, Sean (SA1)?
  • 1-36f low profiles Remy LP/MP/HP projectile?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
HP Startup Active Recovery Hit Cr. Hit
17? 14? 19? D? D?
Damage Stun Attack Parry Block
26? 14? L? L? -19?
  • 40 throw range?
  • At best, can be -6 on block with perfect spacing?
  • 14-31f low profiles projectiles from Ken, Oro, Ryu, Sean (SA1)?
  • 1-41f low profiles Remy LP/MP/HP projectile?
  • Self meter gain: Whiff: 2, Hit: 10, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
236+K
Kasumi Gake
Qcf.png+K.png
(ibukiksmg).gif
Startup Active Recovery Hit Cr. Hit
20/22/25? - - - -
Damage Stun Attack Parry Block
- - - - -
  • Ibuki takes 50% extra damage from opponent attacks if she is hit out of Kasumi Gake?
  • Does not pass through opponents, unlike her normal dash?
  • Frame Data for normals cancelled into QCF+LK (oH/oB vs standing; 2f worse for QCF+MK, 5f worse for QCF+HK)?
    • -5/-6: st.MK, cr.MP, b.MP (1st hit), LK>MK, cl.LP>MP?
    • -2/-4: LP>MP>HP, b.MP>HP?
    • -3/-5: cl.HP, far.HP?
    • -11/-11: cr.LK, cr.LP, cl.LP?
623+P
Tsuiji Goe
Dp.png+P.png
(ibukitjgo).gif
Startup Active Recovery Hit Cr. Hit
42/44/48? - 2 land? - -
Damage Stun Attack Parry Block
- - - - -
  • Cancel options: sp su?
  • Airborne frame 1?
  • Throw invuln frame 5/6/7 (LP/MP/HP)?
  • Ibuki faces the opposite direction during her descent, and will throw kunai in this new direction?
    • SA1 will autocorrect regardless of which side Ibuki is facing?
  • Can be used sparingly to escape the corner at semi-low risk due to its airborne frames?
  • If Ibuki holds down when landing, she will be in a crouching recovery state?




Super Arts

236236P (air SA1)
Kasumi Suzaku
Qcf.pngQcf.png+P.png (air SA1)
(ibukisa1).gif
Startup Active Recovery Hit Cr. Hit
3? 87? 4/6/9 land (LP/MP/HP)? -23 ~ 4? -
Damage Stun Attack Parry Block
45? - H? H? -24 ~ 2?
  • Button strength determines range - LP=close, MP=mid, HP=far
    -LP: +4 to -12 oH, +1 to -13 oB, +3 to -9 if parried
    -MP: -3 to -17 oH, -5 to -18 oB, -1 to -14 if parried
    -HP: -9 to -23 oH, -11 to -24 oB, -7 to -20 if parried
    -These values do not account for pushback possibly making later hits whiff?
  • Will always autocorrect to face the opponent?
  • Cornered opponents won't get pushed back on hit/block, making it more unsafe
    -Additionally, stand blocking tends to cause more pushback than crouch blocking?
  • Mash P for more hits (up to 20) - causes Ibuki to float higher, giving worse frame advantage
    -Higher strength P = higher float when mashing extra hits
    ?
3S Ibuki SA1 MashCompare.png
236236P (SA2)
Yoroi Doushi
Qcf.pngQcf.png+P.png (SA2)
(ibukisa2).gif
Startup Active Recovery Hit Cr. Hit
1? 1? 65? D? D?
Damage Stun Attack Parry Block
77? 12? T? N? -
  • 46 throw range?
  • Can't be escaped after super freeze if the opponent is within throw range?
236236P (miss SA2)
Missed grab (Chi Blast)
Qcf.pngQcf.png+P.png (miss SA2)
(ibukisa2miss).gif
Startup Active Recovery Hit Cr. Hit
13? 15? 65? D? D?
Damage Stun Attack Parry Block
48? - H? A? -54?
  • Fireball requires 13 parries unless opponent is too far for early hits to connect
    - Down parry at close range can make some of the later hits whiff?
  • Ibuki freezes during these parries (unlike many other projectile supers), so she does not gain frame advantage when the opponent parries multiple hits?
236236P (SA3)
Yami Shigure
Qcf.pngQcf.png+P.png (SA3)
(ibukisa3).gif
Startup Active Recovery Hit Cr. Hit
2/3/4 (LP/MP/HP)? 3? 30? D? D?
Damage Stun Attack Parry Block
55? 23? L? L? -10 ~ -6?
  • If first hit (kunai throw) trades, followup does not come out?
  • Ibuki becomes invincible once the dash animation starts?
    • This allows the move to counter projectiles if done preemptively from farther ranges?

NG Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Select Your Character
Alex
Dudley
Elena
Ibuki
Ken
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Oro
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Sean
Yun
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