Ultra Street Fighter IV/Ibuki/Omega

From SuperCombo Wiki
Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Ibuki

SSFIV-Ibuki Face.jpg


In a nutshell


In USF4, Ibuki was known as a vortex monster who could win the round off a single knockdown into continuous left/right mixups. With the removal of hard knockdowns in Omega, her gameplan is more reminiscent of her Third Strike days, with vastly improved movement speed and frame advantage. Ibuki's walk and dash speeds are among the best in the game, and her faster jump makes it hard for the opponent to anti-air consistently. Ibuki's new ground kunai gives her extensive pressure sequences that are difficult to escape without a risky reversal. Command Dash can now duck underneath fireballs on the LK and MK versions, and Tsujigoe, the eternally useless front flip, now has some utility as Ibuki can use air normals on the way down. Falling with neutral j.HP gives an ambiguous left/right mixup depending on the spacing and strength used.

Yami Shigure massively increases Ibuki's damage output from neutral buffers, and sets up a sort of pseudo-vortex scenario if the opponent quick rises (or if you predict their delay rise). With a full stock of meter, Ibuki can fish for hits into her safe LK Tsumuji, then confirm into the new grounded version of Super for a huge chunk of damage; this also does incredible chip damage, forcing opponents to run away once their life starts dipping under 10% or so. Other versions of Tsumuji have also changed; low enders on MK/HK versions are now unsafe, but the HK version can now FADC for an extended combo (although damage scaling usually renders this a waste of meter).

On the defensive end, MK Kazekiri is now a meterless invincible reversal that can be late-cancelled into Super on block (a feature that is almost non-existent among Omega characters). EX Kazekiri no longer has the gimmicky kunai followup, but it is much improved in terms of range, damage, hitbox, and invincibility. Her backdash is less effective due to a reduction in range, but was also made faster to compensate. Overall, Ibuki remains a strong character with no glaring weaknesses. While she lacks her old mixup game and her damage pales in comparison to many other Omega characters, she has few losing matchups and is perfectly capable of being played at a high level without a secondary.

Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Ibuki
Detailed Frame Data with USF4 Comparisons - Ibuki

  • General/Movement Changes:
    • Walk speed increased (Forward: 0.045 > 0.053, Back: 0.03125 > 0.040)
    • Forward Dash: 3f faster (18f > 15f), slightly shorter distance
    • Back Dash: 3f faster (28f > 25f), much shorter distance
    • Jumps: 3f faster, slightly shorter distance and height. Super jumps are unaffected.
    • Throw: slightly shorter range
    • Air Throw: no height restriction, can now combo in air juggles


  • Normal Move Changes:
    • Far 5HP - new, forward-moving attack that knocks down on hit
    • 2MP - much faster, but has less range and fewer active frames. Works like 5MK with a lower hitbox
    • 2HP - hits twice
    • j.MK - a much better air normal, easy to cross up using Ibuki's new jump arc

    • Sazan - 3LK Slide - new input, formerly 3MK
    • Hammer Kick - 3MK Overhead - new input, formerly 6MK; block advantage now +3 (from +2)
      • Target Combo from Reverse Spin Kick still uses the 6MK overhead input
    • Reverse Spin Kick - new input 4HK, formerly 4MK. Faster, stronger, and +5/+2, making it a strong neutral button
    • Backhand Punch - new input 6HP > HP, formerly Far 5HP > HP; the initial 6HP (Spiral Elbow) is comparable to Ibuki's old Far 5HP

    • Target Combos into 2HK~HK no longer leave opponent in a juggle state
    • Air Target Combos (j.HP~MK, j.LP~HP, j.LK~MK) no longer require a forward input on the 2nd hit
    • 5MP~6LK - new target combo taken from 3rd Strike, it's TC5 without the initial Far 5LP
    • 4MP~HP - another new 3rd Strike target combo


  • Special Move Changes:
    • Kagenui / Ground Kunai (421P) - new move - Button strength determines distance, allows for combo loops
    • Yami Shigure / EX Ground Kunai (421PP) - new move - Referencing 3S Ibuki's SA3. Costs 2 bars, sets up a strong mixup.
    • Tsumuji (214K) - LK version hits once, MK hits once with optional 2nd followup, HK hits twice with optional 3rd followup. Low enders are now unsafe.
    • EX Kazekiri (623KK) - 1f faster and more invincible, but no longer has a kunai followup
    • EX Raida (63214PP) - now a forward moving 2-hit attack. The first hit can FADC.
    • Neckbreaker (41236P) - Now do much more stun to compensate for their lack of mixup potential
    • Hien (421K) - shorter trajectories, knock down on hit
    • Tsujigoe (623P) - can now use neutral jump normals during the flip, which can set up very ambiguous crossups
    • Kasumi Gake (236K) - LK/MK Command Dashes can low profile under most projectiles for a short time. Dashes are also Super/Focus cancellable.


  • Super/Ultra Changes:
    • Ground Super (236236+K) - new version of Super that can be used while grounded. Allows new combo routes, like Tsumuji xx Super. Also can be used as a safe invincible reversal.
    • Air Super also uses the K input, making it easier to use instant Air Kunai without an accidental Super. Damage increased to 390 max (from 330).


  • Moves with ending Input Buffer:
    • 5MP; Close 5LP; Far 5LP, 5HP; 2LP, 2MP, 2LK, 2MK; Sazan (3MK), Hammer Kick (6HK), Reverse Spin Kick (4HK)
    • TC4 Full (cl.5LP~MP~HP), TC5 Partial (far.5LP~MP), TC7 (4HK~6MK), TC12 (4MP~HP), Focus Attack + Forward Dash
    • Ground Kunai (421P), MK/HK Tsumuji (214K, no followup), EX Tsumuji (214KK), LK Command Dash (236LK)

Character Specific Data

Ibuki

VITALS
Health: 900 Stun: 950
WALKING
Forward Walk Speed: 0.053 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+36+4
(SJ: 3+41+11)
Jump Distance: 2.1 Forward/Back
(SJ: 2.87 Forward, 2.85 Back)
DASHING
Forward Dash Frames: 15 Forward Dash Distance: 1.66
Back Dash Frames: 25 Back Dash Distance: 1.18
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 22
Back Dash Invincibility: 1-9 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-20 FA + Back Dash Airborne: 6-17
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 7 2 5 30 50 M TC Sp Su -
O Ibuki Close5LP.png
5HP (Close) cl. Hp.png 7 2*2 18 -6 -2 60*70 125*75 M*M Sp Su / TC 2 hits
O Ibuki Close5HP 2.png
O Ibuki Close5HP 1.png
5HK (Close) cl. Hk.png 5 2*2 23 -5 KD 50*60 125*75 M*M - / J SJ 2 hits; 2nd hit launches into juggle state, is jump cancellable. KD Adv: +53 (+77 after Jump Cancel)
O Ibuki Close5HK 2.png
O Ibuki Close5HK 1.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 3 2 5 4 8 25 50 M TC Against some crouching characters, may whiff in combos at farther ranges
O Ibuki Far5LP.png
5MP st. Mp.png 5 4 6 2 6 70 100 M TC Sp Su Can whiff in combos against some crouching characters
O Ibuki 5MP.png
5HP (Far) far. Hp.png 8 7 14 -3 KD 100 200 M Sp Su KD Adv: +28; moves forward, causing juggle state on hit
O Ibuki Far5HP.png
5LK st. Lk.png 4 5 9 -2 1 20 50 M TC -
O Ibuki 5LK.png
5MK st. Mk.png 5 4 12 -2 1 70 100 M Sp Su -
O Ibuki 5MK.png
5HK (Far) far. Hk.png 10 3 17 -2 2 110 200 M - -
O Ibuki Far5HK.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 7 2 5 20 50 M Ch Sp Su -
O Ibuki 2LP.png
2MP Down.gifMp.png 5 2 11 1 4 70 100 M Sp Su -
O Ibuki 2MP.png
2HP Down.gifHp.png 9 1*3 18 -3 2 40*60 50*150 M J SJ Jump cancellable through entire animation on hit/block
O Ibuki 2HP 2.png
O Ibuki 2HP 1.png
2LK Down.gifLk.png 4 2 8 1 4 20 50 L Sp Su -
O Ibuki 2LK.png
2MK Down.gifMk.png 6 5 9 0 3 70 100 L - -
O Ibuki 2MK.png
2HK Down.gifHk.png 6 2 25 -9 KD 90 100 L TC KD Adv: +19
O Ibuki 2HK.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Agemen Left.gifMp.png 6 1*2 10 0 4 30*50 50*50 M*M TC Sp Su Cancels on first hit only
O Ibuki 4MP 2.png
O Ibuki 4MP 1.png
Spin Kick Right.gifLk.png 4 4 9 -1 2 30 50 M Sp Su -
O Ibuki 6LK.png
Sazan (Slide) Downright.gifLk.png 7 11 11 -11(-1) -5(5) 70 100 L - 5-17f low profile (can slide under projectiles)
O Ibuki 3LK.png
Hammer Kick (Overhead) Downright.gifMk.png 25 4 8 3 5 65 100 H - 3-31f airborne, 8-28f lower body strike/projectile invuln
O Ibuki 3MK.png
Bonsho Kick Right.gifHk.png 13 2 18 -2 2 100 250 M - 5-26f airborne, 4-14f lower body strike/projectile invuln; +5 on Counterhit
O Ibuki 6HK.png
Reverse Spin Kick Left.gifHk.png 7 2 16 1 5 80 150 M TC Strong neutral poke
O Ibuki 4HK.png
Spiral Elbow Right.gifHp.png 12 4 16 -2 3 100 100 M TC Ibuki's old Far 5HP
O Ibuki 6HP.png
Backhand Punch Right.gifHp.png>Hp.png 12 1(4)9 20 -11 KD 100*80 100*200 M*M Sp Su Ibuki's old Far 5HP>HP; KD Adv: +24
O Ibuki 6HP-HP.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combo 4
(starter)
cl. Lp.png > Mp.png - - - -1 3 30*30x2 50*50x2 M*M Sp Su/TC Only 1st hit of MP can special/super cancel, but both hits can continue TC
+ TC4
(full)
> Hp.png - - - 1 4 *80 *60 M Sp Su Damage/Stun does not factor in scaling
Target Combo 5
(starter)
far Lp.png > Mp.png - - - 1 4 25*40 50*50 M*M TC On some wide characters, this can loop into itself a couple times
+ TC5
(full)
> Right.gifLk.png - - - -1 3 *50 *50 M - -
Target Combo 6
(starter)
cl. Lp.png > Mp.png - - - -1 3 30*30x2 50*50x2 M*M Sp Su/TC Same starter as TC4
+ TC6 (partial) > Down.gifHk.png - - - -9 KD *60 *60 L TC KD Adv: +21
+ TC6 (full) > Hk.png - - - -3 Reset *60 *60 M J SJ Reset Adv: +12 if no JC/SJC +32 from moment of JC/SJC
Target Combo 7 Left.gifHk.png > Right.gifMk.png - - - 1 3 [80]*65 [150]*100 M*H - Combos on counterhit only [100*65 Dmg, 188*100 stun]; good approach tool, but can be punished if used too predictably
Target Combo 8
(starter)
cl. Hp.png > Down.gifHk.png - - - -9 KD 60*70*60 125*75*60 M*L TC KD Adv: +21
+ TC8 (full) > Hk.png - - - -7 Reset *60 *60 M J SJ Reset Adv: +12 if no JC/SJC +32 from moment of JC/SJC
Target Combo 9
(starter)
Lk.png > Mk.png - - - -4 1 20*40 50*50 M*M Sp TC Can be used for easier SJC into U2, but otherwise is a fairly weak starter
+ TC9 (full) > Hk.png - - - -3 1 *60 *60 M - Mostly useless ender, special cancels from MK are stronger
Target Combo 10 Down.gifHk.png > Hk.png - - - -8 Reset 90*60 100*60 L*M J SJ Reset Adv: +11 if no JC/SJC +31 from moment of JC/SJC
Target Combo 11 Mp.png > Right.gifLk.png - - - -1 3 70*50 100*50 M*M - -
Target Combo 12 Left.gifMp.png > Hp.png - - - 1 4 30*50*60 50x2*60 M*M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 6 6 - - - 40 50 H TC -
O Ibuki 9LP.png
j.MP (angled) Upright.gifMp.png 7 8 - - - 70 50 H - -
O Ibuki 9MP.png
j.HP (angled) Upright.gifHp.png 11 5 - - - 100 200 H TC -
O Ibuki 9HP.png
j.LK (angled) Upright.gifLk.png 4 8 - - - 40 50 H TC Weak crossup
O Ibuki 9LK.png
j.MK (angled) Upright.gifMk.png 8 5 [7] - - - 70 100 H - Crossup hitbox [5 active], forward hitbox 7 active
O Ibuki 9MK 2.png
O Ibuki 9MK 1.png
j.HK (angled) Upright.gifHk.png 8 5 - - - 100 200 H - KD vs. airborne opponents; has juggle potential
O Ibuki 9HK.png
j.LP (neutral) Up.gifLp.png 6 7 - - - 50 50 H - -
O Ibuki 8LP.png
j.MP (neutral) Up.gifMp.png 6 7 - - - 80 100 H - -
O Ibuki 8MP.png
j.HP (neutral) Up.gifHp.png 9 5 - - - 100 200 H TC Hits on both sides, can crossup after Tsujigoe flip
O Ibuki 8HP.png
j.LK (neutral) Up.gifLk.png 6 12 - - - 50 50 H - -
O Ibuki 8LK.png
j.MK (neutral) Up.gifMk.png 6 7 - - - 80 100 H - -
O Ibuki 8MK.png
j.HK (neutral) Up.gifHk.png 7 3 - - - 110 200 H - -
O Ibuki 8HK.png
Target Combo 1 Up.gif/Upright.gifHp.png>Mk.png - - - - - 100*40 200*50 H*H - Works from angled/neutral jumps
Target Combo 2 Upright.gifLp.png>Hp.png - - - - - 40*70 50*150 H*H - Works from angled jumps only
Target Combo 3 Upright.gifLk.png>Mk.png - - - - - 40*40 50*50 H*M - Works from angled jumps only
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 34 -21 KD 85 150 M Dash KD Adv: +12; +30 after Forward Dash, +25 after Back Dash
O Ibuki FA.png
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 34 -15 crumple 80 150 M Dash -
O Ibuki FA.png
Focus Attack Lv. 3 Mp.pngMk.png 65 2 34 - crumple 140 200 - Dash Unblockable
O Ibuki FA.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Yami Kazura
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +6
O Ibuki Throw.png
Uki Yami
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +2
O Ibuki Throw.png
Tobizaru
(Air Throw)
Up.gif+Lp.pngLk.png 3 2 4 land - KD 180 200 T - KD Adv: +7 (Min height) to +13 (Max height); No height restriction
O Ibuki AirThrow.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Kagenui
(Kunai)
Rdp.pngP.png
421+P
11 6 22 0 3 60 50 M - Strength determines distance; can lead to combo loops
O Ibuki 421P.png
Yami Shigure
(Ex.pngEx.png Kunai)
Rdp.png2p.png
421+PP
11 10 24 -6(-7) KD 20x3*250 250 M - Uses 2 bars; KD Adv: +43; Initial hit throws 3 kunai, only one must connect for full animation
O Ibuki 421PP.png
Air Kunai Air Qcf.pngP.png
Air 236+P
7 - 12 land -12(8) -8(12) 30 60 M Su Forward/Neutral jump only; Frame Adv depends on angle
O Ibuki Air 236P.png
Ex.png Air Kunai Air Qcf.png2p.png
Air 236+PP
8 - 7 land -3(13) 6(22) 40*40 50*50 M - Works from any jump
O Ibuki Air 236PP.png
LK Tsumuji
(Spin Kicks)
Qcb.pngLk.png
214+LK
11 2 15 -3 KD 100 100 M Su Great neutral tool, can safely fish for Super confirms
O Ibuki 214LK.png
MK Tsumuji
(Spin Kicks)
Qcb.pngMk.png
214+MK
15 2 15 -1 3 60 50 M Su Can link afterward like Ground Kunai, or confirm into followup
O Ibuki 214MK 1.png
+ High followup + Mk.png 6 2 16 -4 3 60 80 M Su -
O Ibuki 214K 2High.png
+ Low followup + Down.gifMk.png 8 2 20 -8 KD 50 60 L - KD Adv: +20
O Ibuki 214K 2Low.png
HK Tsumuji
(Spin Kicks)
Qcb.pngHk.png
214+HK
15 2(13)2 20 -4 0 50*30 70*60 M Su Can FADC the first hit for extension, +3 on hit
O Ibuki 214HK 1.png
+ High followup + Hk.png 6 2 18 -6 1 60 80 M Su -
O Ibuki 214K 2High.png
+ High followup + Down.gifHk.png 7 2 24 -12 KD 50 60 L - -
O Ibuki 214K 2Low.png
Ex.png Tsumuji
(Spin Kicks)
Qcb.png2k.png
214+KK
12 2(10)2(10)
2(10)2
9 -2 KD 40*30x3 60x3*70 M - KD Adv: +47; Allows corner juggles; If first hit connects vs. airborne, entire sequence juggles; On hit/block, hold down to switch to low kicks
O Ibuki 214KK.png
+ Low 2nd/3rd Hold Down.gif - - - - - 45 50 L - Can switch back to mid kicks by letting go of down; each low kick adds a hit of damage scaling
O Ibuki 214KK Low.png
+ Low ender Hold Down.gif 7 2 11 -2 KD 70 70 L - KD Adv: +29
O Ibuki 214KK Low.png
LK Kazekiri
(Upkicks)
Dp.pngLk.png
623+LK
5 2*1*6 16+9 land -23 KD 50*20*65 40x3 M Su FA* 1-6f throw invuln, 8-29f airborne; On block, can only late Super cancel; KD Adv: +35
O Ibuki 623LK 2.png
O Ibuki 623LK 1.png
MK Kazekiri
(Upkicks)
Dp.pngMk.png
623+MK
5 2*1*10 18+17 land -37 KD 50*20*75 40x3 M Su FA* 1-6f full invuln, 8-35f airborne; On block, can only late Super cancel; KD Adv: +21
O Ibuki 623MK 3.png
O Ibuki 623MK 2.png
O Ibuki 623MK 1.png
HK Kazekiri
(Upkicks)
Dp.pngHk.png
623+HK
9 2*1*16 21+10 land -39 KD 50*20*90 40x3 M Su FA* 1-10f throw invuln, 12-48f airborne; On block, can only late Super cancel; KD Adv: +19
O Ibuki 623HK 3.png
O Ibuki 623HK 2.png
O Ibuki 623HK 1.png
Ex.png Kazekiri
(Upkicks)
Dp.png2k.png
623+KK
4 4(5)1 19+12 land -31 KD 60x2*20*50 50x2*0*100 M FA 1-13f full invuln, 14-45f airborne; KD Adv: +27; No more kunai followup
O Ibuki 623KK 4.png
O Ibuki 623KK 3.png
O Ibuki 623KK 2.png
O Ibuki 623KK 1.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Raida
(Energy Grab)
Hcb.pngLp.png
63214+LP
6 5 25 -14 KD 180 200 M - 1-10f throw invuln
O Ibuki 63214P.png
MP Raida
(Energy Grab)
Hcb.pngMp.png
63214+MP
6 5 27 -16 KD 180 200 M - 1-10f throw invuln
O Ibuki 63214P.png
HP Raida
(Energy Grab)
Hcb.pngHp.png
63214+HP
7 5 29 -18 KD 180 200 M - 1-11f throw invuln
O Ibuki 63214P.png
Ex.png Raida
(Energy Grab)
Hcb.png2p.png
63214+PP
10 4(5)1 25 -10 KD 60*140 0*250 M FA/- 1st hit is FA cancellable; Hard KD if only 1st hit connects vs. airborne (but not worth the lost damage/stun)
O Ibuki 63214PP 2.png
O Ibuki 63214PP 1.png
LP Neckbreaker Hcf.pngLp.png
41236+LP
15 10 16 -13 KD 150 300 L - -
O Ibuki 41236P.png
MP Neckbreaker Hcf.pngMp.png
41236+MP
15 12 17 -13 KD 150 300 L - -
O Ibuki 41236P.png
HP Neckbreaker Hcf.pngHp.png
41236+HP
15 21 19 -13 KD 150 300 L - -
O Ibuki 41236P.png
Ex.png Neckbreaker Hcf.png2p.png
41236+PP
15 14 19 -13 KD 160 350 L - 1-28f projectile invuln; On hit, Ibuki recoils backward and the final recovery frame is vulnerable (careful vs. Dhalsim/Decapre U1)
O Ibuki 41236PP.png
LK Hien Rdp.pngLk.png
421+LK
25 5 18 land
[8/2 land]
-26 KD 100 200 H *Sp Su 2 hits, [refers to recoil after block/hit]; *Air Kunai only, hits meaty after KD; KD Adv: +6
O Ibuki 421K.png
MK Hien Rdp.pngMk.png
421+MK
26 5 18 land
[8/2 land]
-28 KD 100 200 H *Sp Su 2 hits, [refers to recoil after block/hit]; *Air Kunai only, hits meaty after KD; KD Adv: +5
O Ibuki 421K.png
HK Hien Rdp.pngHk.png
421+HK
27 5 19 land
[8/2 land]
-28 KD 100 200 H *Sp Su 2 hits, [refers to recoil after block/hit]; *Air Kunai only, hits meaty after KD; KD Adv: +5
O Ibuki 421K.png
Ex.png Hien Rdp.png2k.png
421+KK
39 8 30 land
[8/8 land]
-9 KD 170 270 H *Sp Side switches; [refers to recoil after block/hit]; *Air Kunai only; KD Adv: +3
O Ibuki 421KK.png
LK Kasumi Gake
(Command Dash)
Qcf.pngLk.png
236+LK
- - 20 - - - - - Su 1-11f low profile (goes under most projectiles)
O Ibuki 236LKMK.png
MK Kasumi Gake
(Command Dash)
Qcf.pngMk.png
236+MK
- - 22 - - - - - Su 1-12f low profile (goes under most projectiles)
O Ibuki 236LKMK.png
HK Kasumi Gake
(Command Dash)
Qcf.pngHk.png
236+HK
- - 24 - - - - - Su Can pass through opponent
O Ibuki 236HK.png
Tsujigoe
(Flip)
Dp.pngP.png
623+P
45/47/46
(L/M/H)
- 7 land - - - - - Sp Su 8f airborne; strength determines distance; can use neutral jump normals during descent; kunai or super will face opposite of original direction
O Ibuki 623P.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Kasumi Suzaku
(Ground Super)
Qcf.pngQcf.pngK.png
236236+K
1+6 96 total 8 land -3 -3(0) 65x6 - M - 1-6f full invuln
O Ibuki Super.png
Kasumi Suzaku
(Air Super)
Air Qcf.pngQcf.pngK.png
Air 236236+K
1+7 varies 5 land -3(3) -3(0) 65x6 - M - 1-7f full invuln; each pair of kunai is active until it reaches the ground
O Ibuki Super.png
Yoroitoshi
(Ultra 1 Throw)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+1 2 - - KD 501 - T - 1-2f full invuln; becomes fireball if throw whiffs
O Ibuki U1 1.png
Yoroitoshi
(Ultra 1 Fireball)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+13 59 31 -5 -1 240 - M - Knocks down airborne opponents; Damage distribution: 38*11*38x4*39
O Ibuki U1 3.png
O Ibuki U1 2.png
Hashinsho
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+9 2(2)2(15)
2(26)3(8)2
81 -63 KD 30x6*[289] - M - 1-7f full invuln, 8f strike invuln, 8-71f projectile invuln; [cinematic damage vs. grounded opponents only]
O Ibuki U2 4.png
O Ibuki U2 3.png
O Ibuki U2 2.png
O Ibuki U2 1.png
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 267/393, 0 bar -- 2LK, 2LP, 5MK xx MK Tsumuji (1st), far.5LP, far.5HP xx HK Kazekiri
  • 287/394, 0 bar -- 2MK, far.5LP, far.5HP xx HK Kazekiri
  • 253/314, 0 bar -- 3MK Overhead, 2LP, 5MK xx HK Kazekiri
  • 270/490, 0 bar -- 4HK, 2MP xx HP Neckbreaker
  • 400/250, 4 bar -- 2LP x2, 2MP xx LK Tsumuji xx HK Super


Punishes:

  • 346/455, 0 bar -- 5MP, 5MK xx LP Kunai, far.5LP, far.5HP xx HK Kazekiri
  • 403/460, 2 bar -- 5MK, 5MK xx LP Kunai, far.5LP, 5MK xx Yami Shigure (421PP)
  • 336/541, 0 bar -- 2HP xx jump cancel MP Air Kunai, 5LP, 5MK xx MP Kunai, far.5LP, far.5HP xx HK Kazekiri
    • Starter is difficult and character-specific


Ranged Punishes:

  • 6LK xx special -- max range 4f punish
  • 2MP xx special -- 5f punish, better cancel routes
  • Ultra 2 -- good range, punishes anything -9 or worse, including many sweeps
  • HK Kazekiri -- 9f startup but has decent horizontal range
  • EX Kazekiri - 4f startup and good horizontal range, but not the best use of meter


Ultra Setups:

  • Focus Crumple - only way to combo into U1 throw animation
  • cl.5HK launch or Corner EX Tsumuji - can juggle into U1 fireball or a very weak U2 juggle
  • Super Jump Cancel - useful after 2MP, 5MK, 2HP, cancellable TCs - leads to full Ultra 2 animation
    • Input U2 as 2362369+KKK or 2369236+KKK, hitting the 3K right as Ibuki starts to super jump

Useful Info

Reversals:

  • MK Kazekiri (Dp.pngMk.png / 623+MK) - Meterless invincible DP, can late cancel into Super on block for safety but no FADC
  • EX Kazekiri (Dp.png2k.png / 623+KK) - Faster and more invincible than MK version, and can FADC on block
  • Super (Qcf.pngQcf.pngK.png / 236236+K) - Fast, fully invincible startup, safe on block
  • Ultra 1 (Hcb.pngHcb.png3p.png / 63214,63214+PPP) - Invincible command throw, opponent can jump post-flash if they didn't commit to an attack
    • If it whiffs, fireball comes out making it harder to punish; hitbox can even hit some jumps or backdashes
  • Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - A little slow and the invincibility runs out before it hits, but still a viable option


Anti-Airs:

  • Agemen (Left.gifMp.png / 4MP) - All-around reliable AA, can cancel the first hit into command dash then juggle cl.5HK
  • 2HP - A little slower and less rewarding, but fairly consistent
  • cl.5HK - Great vertical hitbox for close range jumps, leads to strong juggles like Air Throw or 6HK
  • MK/EX Kazekiri (Dp.pngMk.png/2k.png / 623MK/KK) - Invincible uppercuts, but can whiff at close range due to the forward movement
  • Air Throw - strong option against close range jumps, can be done very low to the ground

Anti-Focus:

  • Raida (Hcb.pngP.png / 63214+P) - Armor breaker, EX version has great horizontal range
  • Neckbreaker (Hcf.pngP.png / 41236+P) - Armor breaker with more range than Raida; slow enough that it may get counterhit, but can also catch backdash attempts
  • Kazekiri (Dp.pngK.png / 623+K) - MK and EX versions are fast and invincible multi-hit attacks, especially useful as a cancel when your poke is absorbed
  • Super, U1, U2 - All have invincibility and beat armor
  • Yami Shigure (Rdp.png2p.png / 421+PP) - The initial kunai throw is multi-hit, will break armor unless it was too far for multiple kunai to connect
  • Various Target Combos can hit quickly enough to break armor


Anti-Projectile:

  • EX Neckbreaker (Hcf.png2p.png / 41236+PP) - 1f projectile invuln and great range
  • Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - Another powerful option from within ~half screen, drops if done from too far away
  • HK Super (Qcf.pngQcf.pngHk.png / 236236+HK) - Works from around 1/3 screen but doesn't go over all fireballs; safe as long as it doesn't whiff
  • Slide (Downright.gifLk.png / 3LK) - Low profiles under most projectiles, but can be punished if used at close range
  • Overhead (Downright.gifMk.png / 3MK) - As a prediction, can hop over some projectiles
  • Super Jump + Kunai - Not a punish, but helps to safely navigate around projectiles while locking down the opponent
  • * LK/MK Command Dash (Qcf.pngK.png / 236+K) - Low profile early in the dash, which can avoid many fireballs if well-timed


Juggles:

  • EX Tsumuji juggles into Raida, Kazekiri, 2HP in the corner
    • Other juggles are possible but generally not worth it (U1 fireball, U2 non-cinematic)
  • 4MP (1st hit) xx Command Dash puts opponent in juggle state
    • End with cl.5HK into Air Throw, 6HK, 2HP, or EX Raida
  • HK Kazekiri can do a very late cancel into Super for a powerful juggle ender
  • EX Kazekiri xx FADC most consistent followup is cl.5HK, jump Air Throw
    • Delay the cl.5HK as late as possible to avoid facing the wrong direction as the opponent crosses over Ibuki


Miscellaneous:

  • Ibuki's corner throw keeps her in range for throw loops; mix with meaty 5MK xx Kunai
  • EX Raida xx FADC goes through crouching Balrog on hit (not worth the meter)
    • Must delay followup button or else it will combo instead of resetting the damage
  • For kunai loops, 5LP or 2LP can whiff on some characters (same with 2MP vs. 5MK at the end) - practice routes on each character standing and crouching
  • Normals into Ground Kunai can be interrupted with invincible moves on block, except for cr.HP jump cancel Kunai, which is very difficult and pushes back too far to be very useful
  • In the corner, Target Combos ending in 2HK > HK can be followed up with a forward dash to cross under (dash may be punishable if used too predictably)


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief