Street Fighter V/Ibuki/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
Character legend
Full move name Abbreviated name Input
Kunai Ikkinage Ikkinage Hold P for 50f, then release. If throwing 2 or more kunai, it can be cancelled into a special move or CA.
Air Kunai Ikkinage Air Ikkinage Hold K for 50f, then release while jumping. Can be done after EX Kazekiri with precise timing.

General Combo Notes

Midscreen Combo Enders

  • HK Kazekiri (623HK) does more damage and corner carry, but can be back rolled making the oki weaker
    • All strengths of Kazekiri do the same damage, but HK is the least likely to drop due to range
    • Allows cancels into CA
    • In most juggles, Kazekiri loses a hit which lowers the damage. The main exception is after Crush Counters like 6HK or anti-air 5HK, which give free juggle states.
    • If the opponent back rolls, Ibuki can use dash + meaty 5HK, which will hit crouchers unless they hit a reversal crouching normal. This is +6 on hit, 0 on block.
    • If they quick rise instead, 5HK whiffs quickly enough that Ibuki can often land an immediate 5LP or throw afterwards. An opponent that consistently quick rises gives Ibuki stronger midscreen oki.
  • LP Raida (63214LP) deals more stun, and prevents back roll for stronger oki
    • Sets up a perfect dash + meaty 2LK that links into 5LK, or a microwalk + throw. This low threat makes it risky for the opponent to backdash or back walk, and it is safe against V-Shift Break
    • Raida whiffs after 5MK > 5MP in most scenarios, so either use 623HK or use an EX Kunai to start a juggle
    • Raida is preferred as a juggle ender since it won't lose any hits. However, it tends to whiff after a ranged CC 6HK.
  • HK/EX Command Dash (236HK or KK) into an Air Target Combo followup are useful in some juggle scenarios
    • After 5MK > 2HK > HK, Ibuki can cancel into 236HK > j.LP > j.MK or 236KK > j.HP > j.HK
    • Kazekiri and Raida (including EX) don't have enough juggle potential to combo here

Corner Combo Enders

  • HP Raida (63214HP) is generally preferred, as it gets the damage of Kazekiri with the stun/oki of Raida
  • EX Kazekiri (623KK) can cancel into HK Air Kunai Ikkinage + EX Raida for massive 2-bar corner damage.
    • Because of the high resource cost, this is usually only recommended to secure the stun/kill


Combos with interchangeable Kazekiri/Raida enders will have Damage and Stun listed as a(b), with a = Kazekiri and b = Raida

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 2LP, 5LK xx 623HK/63214LP

155 (141)

294 (329)

0

3-hit confirm from point blank, omit 5LK if farther back

2LP, 5LK xx 623HK

153

253

0

Works from farther ranges, like after blocked 5LP. Raida can whiff at max range.

2LP, 5LP > MP > HP xx 623HK/63214LP

196 (184)

312 (342)

0


2LP, 5LP > MP > HP xx 236LP+MP, 236LK, 63214LP

210

382

1


5LP > MP > HP xx 236LP+MP xx VS2(HP), 236LK, 236MK

148

241

1

V-Skill 2 midscreen combo into meaty caltrop + side switch that works against back roll.

5LP > MP > HP xx 236LP+MP xx VS2(LP), 63214HP

220

361

1

V-Skill 2 corner combo into meaty caltrop. If starting with 5MK, 5MP then juggle 623MK instead of Raida.

2LK, 5LP > MP > HP xx 63214HP

186

342

0

Corner or crouching only; HP Raida is always preferred corner ender

2LK, 5LP > MP > HP xx 236LP+MP, 63214HP

210

382

1

Corner or crouching only

2LK, 5LP > MP > HP xx 623HK xx CA

338

282

3

Corner or crouching only

CH 2LP, 2MP xx 623HK

186

294

0

Counter-hit combo

CH 2LP, 5MP, 5LK xx 623HK

198

335

0

Counter-hit combo

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 5LK xx 623HK/63214LP

183 (167)

283 (323)

0

Kazekiri for damage/corner carry, Raida for stun/oki

5MK, 5LK xx 623HK/63214LP

183 (167)

283 (323)

0

Kazekiri for damage/corner carry, Raida for stun/oki. 5LK has more range than 5MP, making it more consistent if the starter is not point blank.

5MK, 5MP xx 623HK

210

310

0

Always use Kazekiri for meterless ender, as Raida whiffs. Must start close to the opponent for 5MP to reach.

5MK, 5MP xx 236LP+MP, 236LK, 63214LP

232

410

1


5MK, 5MP xx 236LP+MP, 236HK, j.HP > j.HK

255

423

1

More damage, stun, corner carry than LP Raida ender, but worse oki

5MK, 5MP xx 236LP+MP, 236HK, j.LP > j.MK

232

349

1

Air reset instead of damage/knockdown; can only crossup the opponent in the corner

5MP, 2LP xx 236LP+HP, 236MK, 4MP

156

278

1

Must input 4MP as 6MP, as quickly as possible while Ibuki is still considered to be on the opposite side. Sets up a midscreen left/right mixup after the air reset.

5MK, 5MP xx 623KK xx HK Air Ikkinage, 63214PP

400

554

2

Corner only

5MK, 5MP xx 236LP+HP, HP Ikkinage xx 236HK, j.HP, 63214PP

361

530

2

Combo must start with 5 kunai to juggle j.HP properly

5MK, 5MP xx 623HK xx CA

432

270

3


5HK, 5LK xx 623HK/63214LP

213 (197)

333 (373)

0

Standing only; 5LK is a more consistent link than 5LP

5HK, 5LP > MP > HP xx 63214HP

256

422

0

Corner and standing only

5HK, 5LP > MP > HP xx 236LP+MP, 63214HP

280

462

1

Corner and standing only

5HK, LP > MP > HP xx 623HK xx CA

408

362

3

Corner and standing only

6MK, 5LP xx 623HK/63214LP

193 (177)

283 (323)

0

Overhead combo; Against Laura, always end with 623HK, as Raida whiffs if she attempts a throw tech

6MK, 5LP > MP > HP xx 63214HP

236

372

0

Overhead combo, corner only

2MP xx 236HP xx CA

360

145

3

Easy, safe mid-range confirm into CA

2MK, 623LK

168

235

0

Point blank low starter; after blocked 5LP, this can catch every back-walking character except Sakura

2MK, 5LP xx 623HK

183

283

0

Crouching only (also works if Ibuki is fully cornered)

CH 2MK, 5LK xx 623HK

195

303

0

Counter-hit confirm; at farther ranges, 5LK may whiff but 623HK can still link

CH 2MK, CA

394

120

3

Counter-hit confirm, works from max range

CH 2MP, 5LK xx 623HK/63214LP

195 (179)

303 (343)

0

Counter-hit confirm

CH 5MK, 2HP xx 623HK/63214LP

249 (233)

375 (415)

0

Counter-hit confirm, 2HP forces stand which can be used for 236KK combos

Punishes

Notation Damage Stun Meter Cost Notes

5LP > MP > HP xx 623HK/63214LP

190 (176)

276 (311)

0

3f punish

5LK xx 623HK/63214LP

138 (120)

205 (250)

0

4f punish, great range; Raida can work but may whiff at max distance

5MP xx 623HK/63214LP

168 (150)

235 (280)

0

5f punish; stronger but less range than 5LK; Raida tends to whiff near max range

2MP xx 623HK/63214LP

168 (150)

235 (280)

0

6f punish; longer range than 5MP

5MK > 2HK > 5HK xx 236HK, j.LP > j.MK

216

281

0

6f punish with great corner carry and reset, but less range than 2MP

5MK > 2HK > 5HK xx 236LK, 236KK, j.HP > j.HK

20

381

1

6f punish; 1 bar gives extra damage, stun, corner carry, and knockdown

2HP xx 623HK/63214LP

198 (180)

285 (330)

0

7f punish

5HK, 5LK xx 623HK/63214LP

213 (197)

333 (373)

0

10f punish, standing only; 5LK drops near max 5HK range

5HP xx 623HK/63214LP

188 (170)

285 (330)

0

10f punish, great range and consistency but less damage than 5HK starter

[hold LP], j.HK, 2HP xx LP Ikkinage xx 623HK/63214LP

351 (337)

486 (521)

0

Strong meterless post-stun combo; if near the corner, use HP Raida ender instead.

Crush Counter Punish

Notation Damage Stun Meter Cost Notes

CC 6HK, 623HK

204

300

0

Meterless Crush Counter, easily confirmable from any range. Raida can also juggle, but only from very close range.

CC 5HK, 5HP xx 623HK/63214LP

256 (242)

405 (440)

0

Meterless Crush Counter punish, low execution, works from almost any range

CC 5HK, 5HK, 5LK xx 623HK/63214LP

273 (261)

439 (469)

0

Meterless Crush Counter punish from close-mid range

CC 5HK, dash, 5MK > 2HK > 5HK xx 236HK, j.LP > j.MK

270

393

0

Meterless Crush Counter punish; excellent corner carry, reset situation

CC 5HK, dash, 5MK > 2HK > 5HK xx 236LK, 236KK, j.HP > j.HK

298

457

1

Crush Counter punish; excellent corner carry and knockdown

VT1 Combo

Notation Damage Stun Meter Cost Notes

3MK xx 5HP+HK, 2MP xx Delay 6HK, (explosion), j.HP > j.HK

236

334

0

VT1 1st bomb combo from slide

2MK xx 5HP+HK, 5MK, 623HK, 236LK, 63214LP

260

355

0

VT1 1st bomb combo

5MK, 5MP xx 6HP+HK, 3MK, 63214LP

241

360

0

VT1 1st bomb combo

5LP > MP > HP xx 236HP xx 6HP+HK, 2MP xx 236LK, 63214LP

266

376

0

VT1 2nd bomb combo

5MK, 5MP xx 236HP xx 6HP+HK, 623MK, 63214PP

319

408

1

VT1 2nd bomb combo; MK Kazekiri hits before explosion, allowing for juggle

VT2 Combo

Notation Damage Stun Meter Cost Notes

2MK xx HP+HK [hold LP], 2HP xx 63214HP, (shuriken return), LP Ikkinage xx 236MK, CA

440

334

3

Midscreen VT2 combo from confirmable 2MK; Can possibly work in corner if Raida cancel is perfectly delayed

2MK xx HP+HK [hold HP], 5MK, 623HK, (shuriken return), HP Ikkinage, CA

422

379

3

Corner VT2 combo from confirmable 2MK; delay CA slightly to avoid whiffing

5MK, 5MP xx HP+HK [hold LP], 2MP xx 6HK, (shuriken return), nj.HK, 5HP xx LP Ikkinage, CA

437

447

3

VT2 combo; in the corner, delay the chain into 6HK to give the shuriken more time to return and link 2HP instead of 5HP for more damage

236HP xx HP+HK [hold LP], 63214PP, (shuriken return), LP Ikkinage, 63214PP

292

404

2

VT2 combo from midscreen whiff punish

4HP+HK [hold LP], 63214PP, (shuriken return), LP Ikkinage, 63214PP

407

528

2

VT2 anti-air combo; can also be done after CC 6HK. May need to cancel Ikkinage into Command Dash first depending on screen position.

HP+HK, 2HP xx 63214HP, (shuriken return), HP Ikkinage xx 236HK, j.HP, CA

557

613

3

Midscreen VT2 combo, requires 5 kunai for j.HP to juggle properly for a CA followup. With 3-4 kunai, using 2LP in place of 2HP allows the juggle at the cost of some damage/stun

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