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

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{{OmegaSFIVFrameDataRow|Target Combo 6<br>(starter)|cl. {{lp}} > {{mp}}|-|-|-|-1|3|30*30x2|50*50x2|M*M|Sp Su/TC|Same starter as TC4|}}
{{OmegaSFIVFrameDataRow|Target Combo 6<br>(starter)|cl. {{lp}} > {{mp}}|-|-|-|-1|3|30*30x2|50*50x2|M*M|Sp Su/TC|Same starter as TC4|}}
{{OmegaSFIVFrameDataRow| + TC6 (partial)|> {{Down}}{{hk}}|-|-|-|-9|KD|*60|*60|L|TC|KD Adv: +21|}}
{{OmegaSFIVFrameDataRow| + TC6 (partial)|> {{Down}}{{hk}}|-|-|-|-9|KD|*60|*60|L|TC|KD Adv: +21|}}
{{OmegaSFIVFrameDataRow| + TC6 (full)|> {{hk}}|-|-|-|-7|Reset|*60|*60|M|J SJ|Reset Adv: |}}
{{OmegaSFIVFrameDataRow| + TC6 (full)|> {{hk}}|-|-|-|-3|Reset|*60|*60|M|J SJ|Reset Adv: |}}
{{OmegaSFIVFrameDataRow|Target Combo 7|{{Left}}{{hk}} > {{Right}}{{mk}}|-|-|-|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|}}
{{OmegaSFIVFrameDataRow|Target Combo 7|{{Left}}{{hk}} > {{Right}}{{mk}}|-|-|-|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|}}
{{OmegaSFIVFrameDataRow|Target Combo 8<br>(starter)|cl. {{hp}} > {{Down}}{{hk}}|-|-|-|-9|KD|60*70*60|125*75*60|M*L|TC|KD Adv: +21|}}
{{OmegaSFIVFrameDataRow|Target Combo 8<br>(starter)|cl. {{hp}} > {{Down}}{{hk}}|-|-|-|-9|KD|60*70*60|125*75*60|M*L|TC|KD Adv: +21|}}

Revision as of 18:13, 23 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, 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 / 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 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 -
5HP (Close) cl. Hp.png 7 2*2 18 -6 -2 60*70 125*75 M*M Sp Su / TC 2 hits
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)
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
5MP st. Mp.png 5 4 6 2 6 70 100 M TC Sp Su Can whiff in combos against some crouching characters
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
5LK st. Lk.png 4 5 9 -2 1 20 50 M TC -
5MK st. Mk.png 5 4 12 -2 1 70 100 M Sp Su -
5HK (Far) far. Hk.png 10 3 17 -2 2 110 200 M - -
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 -
2MP Down.gifMp.png 5 2 11 1 4 70 100 M Sp Su -
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
2LK Down.gifLk.png 4 2 8 1 4 20 50 L Sp Su -
2MK Down.gifMk.png 6 5 9 0 3 70 100 L - -
2HK Down.gifHk.png 6 2 25 -9 KD 90 100 L TC KD Adv: +19
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
Spin Kick Right.gifLk.png 4 4 9 -1 2 30 50 M Sp Su -
Sazan (Slide) Downright.gifLk.png 7 11 11 -11(-1) -5(5) 70 100 L - 5-17f low profile (can slide under projectiles)
Hammer Kick (Overhead) Downright.gifMk.png 25 4 8 3 5 65 100 H - 3-31f airborne, 8-28f lower body strike/projectile invuln
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
Reverse Spin Kick Left.gifHk.png 7 2 16 1 5 80 150 M TC Strong neutral poke
Spiral Elbow Right.gifHp.png 12 4 16 -2 3 100 100 M TC Ibuki's old Far 5HP
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
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:
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:
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 Sp Su/TC -
Target Combo 11 Mp.png > Right.gifLk.png - - - -1 3 70*50 100*50 M*M Sp Su/TC -
Target Combo 12 Left.gifMp.png > Hp.png - - - 1 4 30*50*60 50x2*60 M*M Sp Su/TC -
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 -
j.MP (angled) Upright.gifMp.png 7 8 - - - 70 50 H - -
j.HP (angled) Upright.gifHp.png 11 5 - - - 100 200 H TC -
j.LK (angled) Upright.gifLk.png 4 8 - - - 40 50 H TC Weak crossup
j.MK (angled) Upright.gifMk.png 8 5 [7] - - - 70 100 H - Crossup hitbox [5 active], forward hitbox 7 active
j.HK (angled) Upright.gifHk.png 8 5 - - - 100 200 H - KD vs. airborne opponents; has juggle potential
j.LP (neutral) Up.gifLp.png 6 7 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 6 7 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 9 5 - - - 100 200 H TC Hits on both sides, can crossup after Tsujigoe flip
j.LK (neutral) Up.gifLk.png 6 12 - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png 6 7 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 7 3 - - - 110 200 H - -
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 21 2 34 -21 KD 85 150 M Dash KD Adv: +12; +30 after Forward Dash, +25 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 29 2 34 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 34 - crumple 140 200 - Dash Unblockable
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 - - 170 200 T - KD Adv: +6
Uki Yami
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - - 170 200 T - KD Adv: +2
Tobizaru
(Air Throw)
Up.gif+Lp.pngLk.png 3 2 4 land - - 180 200 T - KD Adv: +7 (Min height) to +13 (Max height); No height restriction
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
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
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
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
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
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
+ High followup + Mk.png 6 2 16 -4 3 60 80 M Su -
+ Low followup + Down.gifMk.png 8 2 20 -8 KD 50 60 L - KD Adv: +20
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
+ High followup + Hk.png 6 2 18 -6 1 60 80 M Su -
+ High followup + Down.gifHk.png 7 2 24 -12 KD 50 60 L - -
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; On hit/block, hold down to switch to low kicks
+ 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
+ Low ender Hold Down.gif 7 2 11 -2 KD 70 70 L - KD Adv: +29
LK Kazekiri
(Upkicks)
Dp.pngLk.png
623+LK
5 9 16+9 land -23 KD 50*20*65 40x3 M Su 1-6f throw invuln; KD Adv: +35
MK Kazekiri
(Upkicks)
Dp.pngMk.png
623+MK
5 13 18+17 land -37 KD 50*20*75 40x3 M Su 1-6f throw invuln; KD Adv: +21
HK Kazekiri
(Upkicks)
Dp.pngHk.png
623+HK
9 19 21+10 land -39 KD 50*20*90 40x3 M Su 1-10f throw invuln; KD Adv: +19; can Super cancel very late
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; KD Adv: +27; No more kunai followup
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
MP Raida
(Energy Grab)
Hcb.pngMp.png
63214+MP
6 5 27 -16 KD 180 200 M - 1-10f throw invuln
HP Raida
(Energy Grab)
Hcb.pngHp.png
63214+HP
7 5 29 -18 KD 180 200 M - 1-11f throw invuln
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)
LP Neckbreaker Hcf.pngLp.png
41236+LP
15 10 16 -13 KD 150 300 L - -
MP Neckbreaker Hcf.pngMp.png
41236+MP
15 12 17 -13 KD 150 300 L - -
HP Neckbreaker Hcf.pngHp.png
41236+HP
15 21 19 -13 KD 150 300 L - -
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)
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
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
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
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
LK Kasumi Gake
(Command Dash)
Qcf.pngLk.png
236+LK
- - 20 - - - - - Su 1-11f low profile (goes under most projectiles)
MK Kasumi Gake
(Command Dash)
Qcf.pngMk.png
236+MK
- - 22 - - - - - Su 1-12f low profile (goes under most projectiles)
HK Kasumi Gake
(Command Dash)
Qcf.pngHk.png
236+HK
- - 24 - - - - - Su Can pass through opponent
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
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 0 M - 1-6f full invuln
Kasumi Suzaku
(Air Super)
Air Qcf.pngQcf.pngK.png
Air 236236+K
1+7 varies 5 land -3(3) -3(0) 65x6 0 M - 1-7f full invuln; each pair of kunai is active until it reaches the ground
Yoroitoshi
(Ultra 1 Throw)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+1 2 - - KD 501 0 T - 1-2f full invuln; becomes fireball if throw whiffs
Yoroitoshi
(Ultra 1 Fireball)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+13 59 31 -5 -1 240 0 M - Knocks down airborne opponents; Damage distribution: 38*11*38x4*39
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] 0 M - 1-7f full invuln, 8f strike invuln, 8-71f projectile invuln; [cinematic damage vs. grounded opponents only]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes


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