Ultra Street Fighter IV/Ibuki/Omega: Difference between revisions

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== Omega Ibuki Notable Changes ==
== Notable Changes from USF4 to Omega ==
* Walk speed increased
* '''Throw''': slightly shorter range
* '''Air Throw''': no height restriction, can now combo in air juggles


* 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.
*Normal Move Changes:
** Far 5HP is a new, forward-moving attack that knocks down on hit
** 2MP (d+MP) is much faster, but has less range and fewer active frames. Works like 5MK with a lower hitbox.
** 2HP (d+HP) hits twice
** j.MK is a much better air normal, easy to cross up using Ibuki's new jump arc
* Command Normal Changes:
** Sazan (slide) is now 3LK (df+LK), formerly 3MK
** Hammer Kick (overhead) is now 3MK (df+MK), formerly 6MK. The Target Combo from Reverse Spin Kick still uses the 6MK input.
** Reverse Spin Kick is now 4HK (b+HK), formerly 4MK. Faster and +5/+2, making it a strong neutral button.
** Backhand Punch is now 6HP > HP, formerly Far HP > HP; The initial 6HP (Spiral Elbow) is comparable to Ibuki's old Far 5HP
* Target Combos:
** All TCs into 2HK > HK no longer launch for a juggle state
** Air TCs (j.HP>MK, j.LP>HP, j.LK>MK) no longer require a forward input on the 2nd hit
** 5MP > 6LK (st.MP > f.LK) - taken from 3S, it's TC5 without the initial Far 5LP
** 4MP > HP (b+MP > HP) - another 3S 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, making them overall less safe
** 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 / 2xQCF+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 less likely to use accidentally while attempting instant jump kunai. Damage increased to 390 max (from 330).


== Character Specific Data ==
== Character Specific Data ==
Ibuki{{OmegaSFIVCharacterData|900|950|0.053|0.040|4+'''36'''+4<br>(SJ: 3+'''41'''+11)|2.1<br>(SJ: 2.87/2.85)|15|1.66|25|1.18|17|22|1-9|0|9-20|6-17|-3|-7|-1|+3|}}
Ibuki{{OmegaSFIVCharacterData|900|950|0.053|0.040|4+'''36'''+4<br>(SJ: 3+'''41'''+11)|2.1<br>(SJ: 2.87/2.85)|15|1.66|25|1.18|17|22|1-9|0|9-20|6-17|-3|-7|-1|+3|}}


<!-- Make an Omega version of this template with tweaks - no W Ultra or Red Focus, no need for Lv 1 focus on hit (but could keep on block), add super jump data, add separate focus backdash data -->





Revision as of 20:46, 20 March 2022

Ultra Street Fighter IVUSFIV-Header.png

Ibuki

SSFIV-Ibuki Face.jpg

Fill in Omega SF4 Ibuki info


In a nutshell


-Omega SF4 frame data, combos, new moves, etc. will be put on this page and then linked from the main Ibuki page. Once the formatting is complete, it can expand to other characters.

Notable Changes from USF4 to Omega

  • Throw: slightly shorter range
  • Air Throw: no height restriction, can now combo in air juggles
  • 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.
  • Normal Move Changes:
    • Far 5HP is a new, forward-moving attack that knocks down on hit
    • 2MP (d+MP) is much faster, but has less range and fewer active frames. Works like 5MK with a lower hitbox.
    • 2HP (d+HP) hits twice
    • j.MK is a much better air normal, easy to cross up using Ibuki's new jump arc
  • Command Normal Changes:
    • Sazan (slide) is now 3LK (df+LK), formerly 3MK
    • Hammer Kick (overhead) is now 3MK (df+MK), formerly 6MK. The Target Combo from Reverse Spin Kick still uses the 6MK input.
    • Reverse Spin Kick is now 4HK (b+HK), formerly 4MK. Faster and +5/+2, making it a strong neutral button.
    • Backhand Punch is now 6HP > HP, formerly Far HP > HP; The initial 6HP (Spiral Elbow) is comparable to Ibuki's old Far 5HP
  • Target Combos:
    • All TCs into 2HK > HK no longer launch for a juggle state
    • Air TCs (j.HP>MK, j.LP>HP, j.LK>MK) no longer require a forward input on the 2nd hit
    • 5MP > 6LK (st.MP > f.LK) - taken from 3S, it's TC5 without the initial Far 5LP
    • 4MP > HP (b+MP > HP) - another 3S 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, making them overall less safe
    • 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 / 2xQCF+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 less likely to use accidentally while attempting instant jump kunai. Damage increased to 390 max (from 330).

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
(SJ: 2.87/2.85)
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): -3 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): -1 Lv2 FA + Back Dash (Block): +3



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