Mike spragg (talk | contribs) (Created page with '{{SFxTHeader}} {{SFxTCharacterHeader|Ibuki|ibuki| TBW | TBW}} == Moves == ==== Unique Attacks ==== {{SFxTMoveListHeader}} {{SFxTMoveListRow | Agemen | b + mp | }} {{SFxTMove...') |
Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
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{{SFxTCharacterHeader|Ibuki|ibuki| | {{SFxTCharacterHeader|Ibuki|ibuki| | ||
Either | |||
| | | | ||
The kunoichi-in-training Ibuki is a very peculiar girl, and her eccentricities saw her to an EVO 2018 tournament | |||
victory. When she’s up close, she can hammer opponents with an overhead that can link into a full combo, crack | |||
open their guard with oppressive pressure using her Target Combos, or suddenly cancel a string mid-hit into her | |||
Kasumi Gake (qcf+K) when her opponent gets complacent so that she can hit them from behind for a full combo. | |||
When she’s far away, she can keep opponents at bay with her Kunai attacks (qcf+P) in the air that causes | |||
knockdown on hit and gives her more time to play keepaway. But when she’s at mid-range, Ibuki’s options are | |||
limited. Her quickest movement options only move her forward, and if she is chased down she has no way to get out | |||
of trouble unless she’s willing to burn two stocks of meter. Her normals typically aren’t the best to play footsies with, | |||
as her best poke, cr.MK might not combo at max range into a boost and that can lead her open for a big punish. | |||
Therefore, it is best that she be brought in by a partner rather than try to bring them in first. She does not have many | |||
safe tag options to cover her mistakes, but having Ibuki as an anchor character can override the difficulties she has in | |||
neutral and immediately begin whittling away at enemy defenses until she can overwhelm opponents with a flurry of | |||
hits coming from all directions. | |||
| | |||
+b+MP is an anti-air that has upper body invincibility on its first hit and leads to combos. Its angle allows it to stop | |||
both forward and neutral jump. | |||
+Has the ability to cancel boost combos into her Target Combo 8 (HP>df+HK>f+HK) with either far or close HP, a | |||
unique trait among the SF cast | |||
+Able to jump cancel from >df+HK>f+HK, which can be used to disengage or canceled into special moves to apply | |||
further pressure | |||
+Very high meter building potential with blockstrings | |||
+EX Kunai can be cancelled into itself, giving her a deadly chip-out tool to use from afar | |||
+Has two identical overheads from f+mk and the end of Target Combo 7 (b+mk > f+mk) where one is -4 and the | |||
other is +4, and she can combo off of both | |||
+Raw Tsumuji Kicks (qcb+K) are -3 on block when done raw and are as much as 0 on block depending on the | |||
followup. | |||
+EX Tsumuji Kick is as much as +5 on block | |||
+st.LP has a 3f startup | |||
+Raida (hcb+P) is the only 2f attack in the game outside of Super Arts, giving her unique punish opportunities | |||
+f+HK can beat out low attacks and cause a stagger on counter hit | |||
| | |||
-Boost combo cl.HP can whiff if used from pokes at a certain range, or in specific difficult matchups | |||
-Reliance on boost and target combos makes her susceptible to alpha counters | |||
-Only invincible reversals are her Super Art (hcb+PPP) and her Cross Art | |||
-Tsuijigoe (DP+P) is an evasive jump with no invincibility, not much range, and is unsafe upon landing | |||
-Neckbreaker (hcf+P) only has very specific uses as it does not go over certain projectiles, is unsafe on block, and | |||
comes out slow enough to react to easily | |||
-Her usual hitconfirms don’t give her much opportunity to spend meter to increase damage | |||
-Has difficulty opening up turtles, throw-reliant | |||
-Low health total at 900}} | |||
== Moves == | == Moves == | ||
==== Normal Attacks ==== | |||
{{SFxTMoveListHeader}} | |||
{{SFxTMoveListRow | Standing Light Punch | {{lp}} | }} | |||
{{SFxTMoveListRow | Standing Medium Punch | {{mp}} | }} | |||
{{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | |||
{{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | |||
{{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} }} | |||
{{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | |||
{{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | {{speccancel}} }} | |||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | }} | |||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} on 1st hit }} | |||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | {{jcancel}} on 2nd hit }} | |||
{{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | |||
{{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | |||
{{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{jcancel}} }} | |||
{{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | |||
{{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} }} | |||
{{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | |||
{{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | {{high}} }} | |||
{{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }} | |||
{{SFxTMoveListRow | Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | {{high}} }} | |||
{{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | {{high}} }} | |||
{{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | {{high}} }} | |||
{{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }} | |||
{{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | |||
{{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} }} | |||
{{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} <br> crossup }} | |||
{{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} <br> crossup }} | |||
{{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} <br> {{groundbounce}} vs airborne }} | |||
{{MoveListFooter}} | |||
==== Unique Attacks ==== | ==== Unique Attacks ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Agemen | b + mp | }} | {{SFxTMoveListRow | Agemen | {{b}} + {{mp}} | {{knockdown}} vs airborne on 1st hit }} | ||
{{SFxTMoveListRow | Backhand Punch | (far) hp --- f + hp | }} | {{SFxTMoveListRow | Backhand Punch | (far) {{hp}} {{---}} {{f}} + {{hp}} | {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Spin Kick | f + lk | }} | {{SFxTMoveListRow | Spin Kick | {{f}} + {{lk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Reverse Spin Kick | b + mk | }} | {{SFxTMoveListRow | Reverse Spin Kick | {{b}} + {{mk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Hammer Kick | f + mk | }} | {{SFxTMoveListRow | Hammer Kick | {{f}} + {{mk}} | {{high}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Sazan | df + mk | }} | {{SFxTMoveListRow | Sazan | {{df}} + {{mk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Bonsho Kick | f + hk | }} | {{SFxTMoveListRow | Bonsho Kick | {{f}} + {{hk}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Target Combo 1 | air hp --- f + mk | }} | {{SFxTMoveListRow | Target Combo 1 | air {{hp}} {{---}} {{f}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Target Combo 2 | (angled jump) lp --- f + hp | }} | {{SFxTMoveListRow | Target Combo 2 | (angled jump) {{lp}} {{---}} {{f}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Target Combo 3 | (angled jump) lk --- f + mk | }} | {{SFxTMoveListRow | Target Combo 3 | (angled jump) {{lk}} {{---}} {{f}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Target Combo 4 | (close) lp --- <br> f + mp --- f + hp | }} | {{SFxTMoveListRow | Target Combo 4 | (close) {{lp}} {{---}} <br> {{f}} + {{mp}} {{---}} {{f}} + {{hp}} | {{speccancel}} on 2nd of {{m}} <br> and 4th hit }} | ||
{{SFxTMoveListRow | Target Combo 5 | (far) lp --- <br> f + mp --- f + lk | }} | {{SFxTMoveListRow | Target Combo 5 | (far) {{lp}} {{---}} <br> {{f}} + {{mp}} {{---}} {{f}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Target Combo 6 | (close) lp --- <br> f + mp --- df + hk --- f + hk | }} | {{SFxTMoveListRow | Target Combo 6 | (close) {{lp}} {{---}} <br> {{f}} + {{mp}} {{---}} {{df}} + {{hk}} {{---}} {{f}} + {{hk}} | {{low}} on 3rd hit <br> {{jcancel}} on 4th hit <br> {{hardknockdown}} on 3rd and 4th hit <br> {{speccancel}} on 2nd hit of {{m}} }} | ||
{{SFxTMoveListRow | Target Combo 7 | b + mk --- f + mk | }} | {{SFxTMoveListRow | Target Combo 7 | {{b}} + {{mk}} {{---}} {{f}} + {{mk}} | {{high}} on second hit }} | ||
{{SFxTMoveListRow | Target Combo 8 | (close) hp --- <br> df + hk --- f + hk | }} | {{SFxTMoveListRow | Target Combo 8 | (close) {{hp}} {{---}} <br> {{df}} + {{hk}} {{---}} {{f}} + {{hk}} | {{hardknockdown}} on 3rd and 4th hit }} | ||
{{SFxTMoveListRow | Target Combo 9 | lk --- f + mk --- f + hk | }} | {{SFxTMoveListRow | Target Combo 9 | {{lk}} {{---}} {{f}} + {{mk}} {{---}} {{f}} + {{hk}} | {{speccancel}} on 2nd hit <br> {{hardknockdown}} on 3rd hit <br> {{jcancel}} on 3rd hit }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Yami Kazura | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Yami Kazura | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Uki Yami | b + lp + lk | throw }} | {{SFxTMoveListRow | Uki Yami | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Tobizaru | air lp + lk | airthrow }} | {{SFxTMoveListRow | Tobizaru | air {{lp}} + {{lk}} | {{airthrow}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Kunai | air qcf + p | ex }} | {{SFxTMoveListRow | Kunai | air {{qcf}} + {{p}} | {{ex}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Tsuijigoe | dp + p | Can Kunai at peak of jump }} | {{SFxTMoveListRow | Tsuijigoe | {{dp}} + {{p}} | Can Kunai at peak of jump }} | ||
{{SFxTMoveListRow | Neck Breaker | hcf + p | ex | {{SFxTMoveListRow | Neck Breaker | {{hcf}} + {{p}} | {{ex}} <br> {{low}} }} | ||
{{SFxTMoveListRow | Kasumi Gake | qcf + k | }} | {{SFxTMoveListRow | Kasumi Gake | {{qcf}} + {{k}} | }} | ||
{{SFxTMoveListRow | Kazakiri | dp + k | ex ; <br> can Kunai after ex }} | {{SFxTMoveListRow | Kazakiri | {{dp}} + {{k}} | {{ex}} ; <br> can Kunai after {{ex}} }} | ||
{{SFxTMoveListRow | Tsumuji | qcb + k | ex ; <br> press k for mid follow-up ; <br> d + k for low follow-up }} | {{SFxTMoveListRow | Tsumuji | {{qcb}} + {{k}} | {{ex}} ; on {{m}} , {{h}} , or {{ex}} versions: <br> press {{k}} for mid follow-up ; <br> {{d}} + {{k}} for {{low}} follow-up <br> {{knockdown}} on mid follow up <br> {{hardknockdown}} on {{low}} followup <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Hien | rdp + k | ex ; <br> can Kunai as follow-up }} | {{SFxTMoveListRow | Hien | {{rdp}} + {{k}} | {{ex}} ; {{hardknockdown}} on {{ex}} <br> {{knockdown}} vs airborne <br> can Kunai as follow-up }} | ||
{{SFxTMoveListRow | Raida | hcb + p | ex chrg }} | {{SFxTMoveListRow | Raida | {{hcb}} + {{p}} | {{ex}} {{chrg}} <br> {{hardknockdown}} <br> {{unblockable}} on {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Yoroitoshi | hcb + 3p | }} | {{SFxTMoveListRow | Yoroitoshi | {{hcb}} + {{3p}} | {{hardknockdown}} if grab connects ; <br> projectile version {{knockdown}} vs airborne }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Frame Data (updated for v2013) == | |||
{| class="wikitable" | |||
! Move !! Command !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! JP !! JC !! JS !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far LP || - || H || 30 || 3 || 2 || 9 || +7 || -1 || - || 1 || 1 || 1 || - | |||
|- | |||
| Far\Close MP || - || H || 60 || 5 || 4 || 11 || +6 || +2 || - || 2 || 1 || 1 || - | |||
|- | |||
| Far HP || - || H || 90 || 10 || 4 || 23 || -2 || -7 || - || 3 || 1 || 1 || - | |||
|- | |||
| Far\Close LK || - || H || 30 || 4 || 4 || 9 || +4 || 0 || - || 1 || 1 || 1 || - | |||
|- | |||
| Far\Close MK || - || H || 60 || 5 || 4 || 14 || +3 || -1 || SM,EX,SA,CA,super jump || 2 || 1 || 1 || - | |||
|- | |||
| Far HK || - || H || 90 || 11 || 3 || 23 || -1 || -6 || - || 3 || 1 || 1 || - | |||
|- | |||
| Close LP || - || H || 30 || 3 || 2 || 10 || +5 || +1 || SM,EX,SA,CA,super jump || 1 || 1 || 1 || - | |||
|- | |||
| Close HP **LC || - || H || 50,40 || 8 || 2,2 || 26 || -2 || -8 || 1st hit SM,EX,SA,CA,super jump || 3 || 1 || 1 || Forces standing, requires d,u to jump cancel | |||
|- | |||
| Close HK || - || H || 50,40 || 7 || 2,2 || 23 || float || -7 || 2nd hit jump || 3 || 1 || 0 || - | |||
|- | |||
| Crouch LP || - || H || 30 || 4 || 3 || 7 || +7 || +3 || SM,EX,SA,CA,super jump || 1 || 1 || 1 || Rapid fire cancelable into light normal moves | |||
|- | |||
| Crouch MP || - || H || 60 || 7 || 5 || 14 || +2 || -2 || SM,EX,SA,CA,super jump || 2 || 1 || 1 || - | |||
|- | |||
| Crouch HP || - || H || 90 || 10 || 3 || 21 || +2 || -4 || jump || 3 || 1 || 1 || Knockdown on airbone opponent | |||
|- | |||
| Crouch LK || - || L || 30 || 4 || 2 || 10 || +5 || +1 || SM,EX,SA,CA,super jump || 1 || 1 || 1 || - | |||
|- | |||
| Crouch MK || - || L || 60 || 7 || 5 || 17 || -1 || -5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Crouch HK **LC || - || L || 90 || 7 || 2 || 26 || hard knockdown || -8 || - || 2 || 1 || - || - | |||
|- | |||
| Jump Up LP || - || M || 40 || 5 || 9 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Up MP || - || M || 70 || 6 || 7 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Up HP || - || M || 100 || 10 || 5 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Up LK || - || M || 40 || 5 || 12 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Up MK || - || M || 70 || 6 || 7 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Up HK || - || M || 100 || 8 || 3 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal LP || - || M || 40 || 5 || 6 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal MP || - || M || 70 || 6 || 8 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal HP || - || M || 100 || 12 || 4 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal LK || - || M || 40 || 4 || 8 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal MK || - || M || 70 || 6 || 5 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal HK || - || M || 75 || 7 || 5 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || Ground bounce on airborne opponent | |||
|- | |||
| Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || switch || -34 || - || 3 || - || - || Crushes crouching attacks frames 1-12, Launches opponent while switching characters | |||
|- | |||
| Cross Cancel || f+HP+HK (while blocking) || H || 100 || 6 || 7(2)8 || 39 || hard knockdown || -24 || Recovery: Kunai || - || - || - || Invulnerability frames 1-7, Airborne frames 8-48, Resembles EX Kazegiri | |||
|- | |||
| Yami Kazura || LP+LK || throw || 130 || 5 || 2 || 20 || - || - || - || - || - || - || - | |||
|- | |||
| Uki Yami || b+LP+LK || throw || 130 || 5 || 2 || 20 || - || - || - || - || - || - || - | |||
|- | |||
| Tobizaru || LP+LK (air) || air throw || 190 || 5 || 2 || until ground+4 || - || - || - || - || - || - || - | |||
|- | |||
| Agemen || b+MP || H || 30,30 || 7 || 1,4 || 13 || +2 || -2 || 1st hit SM,EX,SA,CA || 2,2 || 1,1 || 0 || 1st hit: Knockdown on airborne opponent, Upper body invulnerability frames 1-11 | |||
|- | |||
| Backhand Punch || (far) HP > f+HP || H,H || 90,40 || 6 || 2,2 || 24 || knockdown || -6 || - || 3 || 1 || 0 || - | |||
|- | |||
| Spin Kick || f+LK || H || 60 || 4 || 3 || 13 || 0 || -1 || SM,EX,SA,CA || 1 || 1 || 0 || Knockdown on airborne opponent | |||
|- | |||
| Reverse Spin Kick || b+MK || H || 60 || 11 || 2 || 17 || 0 || -4 || - || 2 || 1 || 0 || Knockdown on airborne opponent | |||
|- | |||
| Hammer Kick || f+MK || M || 50 || 23 || 2 || 17 || +5 || -4 || - || 2 || 1 || 0 || Knockdown on airborne opponent, Airborne frames 3-28 | |||
|- | |||
| Sazan || df+MK || L || 60 || 8 || 11 || 11 || -3 || -7 || - || 2 || 1 || 1 || Knockdown on airborne opponent | |||
|- | |||
| Bansho Kick || f+HK || H || 90 || 14 || 2 || 20 || +2 || 0 || - || 2 || 1 || 0 || Knockdown on airborne opponent, Stagger (+29) on counter hit, Airborne frames 6-31 | |||
|- | |||
| Target Combo 1 || (air) HP > f+MK || H || 60 || 4 || 7 || until ground+4 || +16 || +5 || - || 2 || 1 || - || - | |||
|- | |||
| Target Combo 2 || (air) LP > f+HP || H || 90 || 4 || 5 || until ground+4 || +20 || +8 || - || 3 || 1 || - || - | |||
|- | |||
| Target Combo 3 || (air) LK > f+MK || H || 60 || 4 || 7 || until ground+4 || +16 || +5 || - || 2 || 1 || - || - | |||
|- | |||
| - **LC || (far) LP > f+MP || H || 60 || 5 || 3 || 15 || +4 || 0 || - || 2 || 1 || - || - | |||
|- | |||
| Target Combo 5 || (far) LP > f+MP > f+LK || H || 30 || 5 || 4 || 14 || +2 || 0 || - || 1 || 1 || - || - | |||
|- | |||
| - || (close) LP > f+MP || H || 30,30 || 6 || 1,2 || 18 || +1 || -2 || 1st hit: SM,EX,SA,CA,super jump || 2,2 || 1,1 || - || - | |||
|- | |||
| Target Combo 4 || (close) LP > f+MP > f+HP || H || 90 || 3 || 3 || 17 || +4 || +1 || - || 3 || 1 || - || Forces standing | |||
|- | |||
| - **LC || (close) LP > f+MP > df+HK || L || 90 || 5 || 2 || 26 || hard knockdown || -5 || - || 3 || 1 || - || - | |||
|- | |||
| Target Combo 6 || (close) LP > f+MP > df+HK > f+HK || H || 90 || 5 || 3 || 23 || hard knockdown || -6 || - || 3 || 1 || - || - | |||
|- | |||
| Reverse Spin Kick || b+MK || H || 60 || 11 || 2 || 17 || 0 || -4 || - || 2 || 1 || 0 || - | |||
|- | |||
| Target Combo 7 || b+MK > f+MK || M || 60 || 27 || 2 || 12 || +7 || +4 || - || 2 || 1 || - || - | |||
|- | |||
| - **LC || (close) HP > df+HK || L || 90 || 5 || 2 || 26 || hard knockdown || -5 || - || 3 || 1 || - || - | |||
|- | |||
| Target Combo 8 || (close) HP > df+HK > f+HK || H || 90 || 5 || 3 || 23 || hard knockdown || -6 || jump || 3 || 1 || - || Can be started from Boost Combo | |||
|- | |||
| - || (far) LK > f+MK || H || 60 || 5 || 4 || 18 || +1 || -4 || SM,EX,SA,CA,super jump || 2 || 1 || - || - | |||
|- | |||
| Target Combo 9 || (far) LK > f+MK > f+HK || H || 90 || 5 || 3 || 23 || hard knockdown || -6 || jump || 3 || 1 || - || - | |||
|- | |||
| Kunai || qcf+P (air) || H || 30 || 8 || - || until ground+16 || knockdown || - || - || 6 || 3 || - || - | |||
|- | |||
| Kunai EX || qcf+PP (air) || H || 70,70 || 10 || - || until ground+9 || knockdown || - || EX Kunai (after peak) || 9,9 || 3,3 || - || - | |||
|- | |||
| Tsuijigoe LP || f,d,df+LP || - || - || - || - || 51 || - || - || - || - || - || - || Airborne frames 8-44, Follow-Up with Kunai possible at top of jump arc | |||
|- | |||
| Tsuijigoe MP || f,d,df+MP || - || - || - || - || 55 || - || - || - || - || - || - || Airborne frames 8-48, Follow-Up with Kunai possible at top of jump arc | |||
|- | |||
| Tsuijigoe HP || f,d,df+HP || - || - || - || - || 60 || - || - || - || - || - || - || Airborne frames 9-53, Follow-Up with Kunai possible at top of jump arc | |||
|- | |||
| Neckbreaker LP || hcf+LP || L || 160 || 16 || 10 || 16 || hard knockdown || -13 || - || 3 || 3 || - || Whiffs on airborne opponent | |||
|- | |||
| Neckbreaker MP || hcf+MP || L || 160 || 16 || 12 || 17 || hard knockdown || -13 || - || 3 || 3 || - || Whiffs on airborne opponent | |||
|- | |||
| Neckbreaker HP || hcf+HP || L || 160 || 16 || 21 || 19 || hard knockdown || -13 || - || 3 || 3 || - || Whiffs on airborne opponent | |||
|- | |||
| Neckbreaker EX || hcf+PP || L || 200 || 16 || 14 || 19 || hard knockdown || -13 || - || 3 || 3 || - || Whiffs on airborne opponent | |||
|- | |||
| Kasumi Gake LK || qcf+LK || - || - || - || - || 21 || - || - || - || - || - || - || - | |||
|- | |||
| Kasumi Gake MK || qcf+MK || - || - || - || - || 23 || - || - || - || - || - || - || - | |||
|- | |||
| Kasumi Gake HK || qcf+HK || - || - || - || - || 25 || - || - || - || - || - || - || - | |||
|- | |||
| Kazakiri LK || f,d,df+LK || H || 40x3 || 6 || 13 || 25 || knockdown || -18 || - || 3,4,5 || 1,1,5 || 0 || Airborne frames 9-35 | |||
|- | |||
| Kazakiri MK || f,d,df+MK || H || 45x3 || 8 || 13 || 28 || knockdown || -21 || - || 3,4,5 || 1,1,5 || 0 || Airborne frames 11-38 | |||
|- | |||
| Kazakiri HK || f,d,df+HK || H || 50x3 || 10 || 13 || 25 || knockdown || -18 || - || 3,4,5 || 1,1,5 || 0 || Airborne frames 13-37 | |||
|- | |||
| Kazakiri EX || f,d,df+KK || H || 40,30x2 || 6 || 7(2)8 || 39 || -6 || -29 || Recovery: Jump attack, Kunai || 3,4,5 || 1,1,5 || 0 || Airborne frames 10-49, Knockdown on airborne opponent | |||
|- | |||
| Hien LK || b,d,db+LK || M || 20,100 || 26 || 7 || 17 || 0 || -31 || Recovery: Kunai || 3,3 || 3,3 || 0 || Airborne frames, Cancelable only on connect | |||
|- | |||
| Hien MK || b,d,db+MK || M || 20,120 || 28 || 7 || 17 || -8 || -32 || Recovery: Kunai || 3,3 || 3,3 || 0 || Airborne frames, Cancelable only on connect | |||
|- | |||
| Hien HK || b,d,db+HK || M || 20,140 || 29 || 7 || 17 || -3 || -32 || Recovery: Kunai || 3,3 || 3,3 || 0 || Airborne frames, Cancelable only on connect | |||
|- | |||
| Hien EX || b,d,db+KK || M || 20,50x2,60 || 38 || during jump || 28 || hard knockdown || -25 || Recovery: Kunai || 3,3,3,3 || 0,0,0,3 || 0 || Airborne frames, Cancelable only on connect, Tracks opponent | |||
|- | |||
| Raida LP || hcb+LP || H || 140 || 2 || 5 || 27 || hard knockdown || -19 || - || 3 || 1 || 1 || Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Raida MP || hcb+MP || H || 140 || 2 || 5 || 29 || hard knockdown || -21 || - || 3 || 1 || 1 || Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Raida HP || hcb+HP || H || 140 || 2 || 5 || 29 || hard knockdown || -23 || - || 3 || 1 || 1 || Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Raida EX || hcb+PP || H || 140 || 16 || 5 || 34 || hard knockdown || -27 || - || 3 || 1 || 1 || Chargeable: 51F for Super Art, Unblockable if opponent blocks standing | |||
|- | |||
| Tsumuji LK || qcb+LK || H || 30x2 || 13 || 2(10)2 || 16 || 0 || -3 || - || 3,3 || 3,3 || 1 || Knockdown on airborne opponent | |||
|- | |||
| Tsumuji MK || qcb+MK || H || 30x2 || 17 || 2(12)2 || 14 || +2 || -3 || - || 3,3 || 3,3 || 1 || Knockdown on airborne opponent | |||
|- | |||
| - || qcb+MK > K || H || 30 || 6 || 2 || 20 || knockdown || -7 || - || 3 || 3 || 1 || Knockdown on airborne opponent, Can be delayed | |||
|- | |||
| - || qcb+MK > d+K || L || 50 || 9 || 2 || 15 || hard knockdown || -2 || - || 3 || 3 || - || Can be delayed | |||
|- | |||
| Tsumuji HK || qcb+HK || H || 30x2 || 21 || 2(13)2 || 13 || +3 || -3 || - || 3,3 || 3,3 || 1 || Knockdown on airborne opponent | |||
|- | |||
| - || qcb+HK > K || H || 30 || 6 || 2 || 13 || knockdown || 0 || - || 3 || 3 || 1 || Knockdown on airborne opponent, Can be delayed | |||
|- | |||
| - || qcb+HK > d+HK || L || 50 || 8 || 2 || 25 || hard knockdown || -9 || - || 3 || 3 || - || Can be delayed | |||
|- | |||
| Tsumuji EX || qcb+KK (d for Low attack) || H,H/L,H || 30x4 || 13 || 2(10)2(10)2(10)2 || 9 || knockdown || +4 || - || 3,3,3,3 || 3,3,3,3 || 1 || - | |||
|- | |||
| - || d during EX Tsumuji || L || 30x3,50 || 14 || 2(10)2(10)2(10)2 || 11 || hard knockdown || +5 || - || 3,3,3,3 || 3,3,3,3 || - || - | |||
|- | |||
| Yoroitoshi || hcb+PPP || H || 300 || 1 || 16(31)34 || 40 || hard knockdown || -34,-77 || - || 3 || 3 || - || 63 frames cinematic freeze before attack begins, Invulnerability frames 1-16 | |||
|- | |||
| Yoroitoshi (projectile) || hcb+PPP || H || 25x6,7 || 47 || 34 || 38 || -40 || -77 || - || 4 || 4 || - || Knockdown on airborne opponent | |||
|- | |||
| Cross Art **LC || qcf+MP+MK || H || 150+ || 7 || 4 || 63 || switch || -47 || - || 3 || - || - || 60 frames cinematic freeze before attack begins, Invulnerability frames 1-9, Airborne frames 36-50 | |||
|} | |||
== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far LP || H || 30 || 4 || 2 || 9 || +7 || -1 || - || - | |||
|- | |||
| Far\Close MP **LC || H || 42 || 6 || 4 || 16 || +1 || -3 || - || - | |||
|- | |||
| Far HP **LC || H || 63 || 10 || 4 || 30 || -9 || -14 || - || - | |||
|- | |||
| Far\Close LK || H || 30 || 6 || 4 || 9 || +4 || 0 || - || - | |||
|- | |||
| Far\Close MK || H || 42 || 7 || 4 || 19 || -2 || -6 || EX,SA,CA || - | |||
|- | |||
| Far HK **LC || H || 63 || 11 || 3 || 32 || -10 || -15 || - || - | |||
|- | |||
| Close LP || H || 30 || 4 || 2 || 10 || +5 || +1 || - || - | |||
|- | |||
| Close HP **LC || H || 35,28 || 8 || 2,2 || 33 || -9 || -15 || 1st hit EX,SA,CA || Forces standing, requires d,u to jump cancel | |||
|- | |||
| Close HK || H || 35,28 || 7 || 2,2 || 31 || float || -15 || - || - | |||
|- | |||
| Crouch LP || H || 30 || 4 || 3 || 7 || +7 || +3 || || Rapid fire cancelable into light normal moves | |||
|- | |||
| Crouch MP **LC || H || 42 || 9 || 5 || 19 || -3 || -7 || EX,SA,CA || - | |||
|- | |||
| Crouch HP || H || 63 || 10 || 3 || 26 || -3 || -9 || - || Knockdown on airbone opponent | |||
|- | |||
| Crouch LK || L || 30 || 4 || 2 || 10 || +5 || +1 || - || - | |||
|- | |||
| Crouch MK || L || 42 || 7 || 5 || 22 || -6 || -10 || - || - | |||
|- | |||
| Crouch HK **LC || L || 63 || 7 || 2 || 34 || hard knockdown || -16 || - || - | |||
|} | |||
== Move Analysis == | == Move Analysis == | ||
Line 88: | Line 403: | ||
== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | * cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (386) | ||
(0bar, medium) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | * st.LP~st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(325) | ||
(0bar, medium) | |||
* st.MP, f+LK xx qcb+LK (168) | |||
(0bar, easy) | |||
* cr.MK~st.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (368) | |||
(0bar, low, medium) | |||
=== Post-launch combos === | |||
* cl.HK>jc j.HK, dp+HK | |||
(0bar, easy) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* | * st.MP, f+LK xx qcb+KK, walk forward cl.HK>jc j.HK, dp+HK(374) | ||
(1bar, corner, medium) | |||
overhead | |||
* f+MK, st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(363) | |||
(0bar, medium) | |||
crouching counter | |||
* f+HK, cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (447) | |||
(0bar, counterhit, medium) | |||
anti-air | |||
* b+MP, st.MK xx dp+HK (240) | |||
(0bar, easy) | |||
* b+MP(1) xx qcf+LK, cl.HK>jc j.HK, dp+HK (285) | |||
(0bar, medium) | |||
=== Combos Into Supers === | === Combos Into Supers === | ||
* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | {{Navbox-SFxTK}} | ||
[[Category:Street Fighter X Tekken]] |
Latest revision as of 18:15, 2 October 2023


Ibuki
Ideal Team Position: Either
The kunoichi-in-training Ibuki is a very peculiar girl, and her eccentricities saw her to an EVO 2018 tournament victory. When she’s up close, she can hammer opponents with an overhead that can link into a full combo, crack open their guard with oppressive pressure using her Target Combos, or suddenly cancel a string mid-hit into her Kasumi Gake (qcf+K) when her opponent gets complacent so that she can hit them from behind for a full combo. When she’s far away, she can keep opponents at bay with her Kunai attacks (qcf+P) in the air that causes knockdown on hit and gives her more time to play keepaway. But when she’s at mid-range, Ibuki’s options are limited. Her quickest movement options only move her forward, and if she is chased down she has no way to get out of trouble unless she’s willing to burn two stocks of meter. Her normals typically aren’t the best to play footsies with, as her best poke, cr.MK might not combo at max range into a boost and that can lead her open for a big punish. Therefore, it is best that she be brought in by a partner rather than try to bring them in first. She does not have many safe tag options to cover her mistakes, but having Ibuki as an anchor character can override the difficulties she has in neutral and immediately begin whittling away at enemy defenses until she can overwhelm opponents with a flurry of hits coming from all directions.
Strengths | Weaknesses |
---|---|
+b+MP is an anti-air that has upper body invincibility on its first hit and leads to combos. Its angle allows it to stop both forward and neutral jump. +Has the ability to cancel boost combos into her Target Combo 8 (HP>df+HK>f+HK) with either far or close HP, a unique trait among the SF cast +Able to jump cancel from >df+HK>f+HK, which can be used to disengage or canceled into special moves to apply further pressure +Very high meter building potential with blockstrings +EX Kunai can be cancelled into itself, giving her a deadly chip-out tool to use from afar +Has two identical overheads from f+mk and the end of Target Combo 7 (b+mk > f+mk) where one is -4 and the other is +4, and she can combo off of both +Raw Tsumuji Kicks (qcb+K) are -3 on block when done raw and are as much as 0 on block depending on the followup. +EX Tsumuji Kick is as much as +5 on block +st.LP has a 3f startup +Raida (hcb+P) is the only 2f attack in the game outside of Super Arts, giving her unique punish opportunities +f+HK can beat out low attacks and cause a stagger on counter hit |
-Boost combo cl.HP can whiff if used from pokes at a certain range, or in specific difficult matchups -Reliance on boost and target combos makes her susceptible to alpha counters -Only invincible reversals are her Super Art (hcb+PPP) and her Cross Art -Tsuijigoe (DP+P) is an evasive jump with no invincibility, not much range, and is unsafe upon landing -Neckbreaker (hcf+P) only has very specific uses as it does not go over certain projectiles, is unsafe on block, and comes out slow enough to react to easily -Her usual hitconfirms don’t give her much opportunity to spend meter to increase damage -Has difficulty opening up turtles, throw-reliant -Low health total at 900 |
Moves
Normal Attacks



































































crossup




crossup





Unique Attacks













































and 4th hit














































Throws












Special Moves















can Kunai after







press














can Kunai as follow-up







Super Combo



projectile version

Frame Data (updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | - | H | 30 | 3 | 2 | 9 | +7 | -1 | - | 1 | 1 | 1 | - |
Far\Close MP | - | H | 60 | 5 | 4 | 11 | +6 | +2 | - | 2 | 1 | 1 | - |
Far HP | - | H | 90 | 10 | 4 | 23 | -2 | -7 | - | 3 | 1 | 1 | - |
Far\Close LK | - | H | 30 | 4 | 4 | 9 | +4 | 0 | - | 1 | 1 | 1 | - |
Far\Close MK | - | H | 60 | 5 | 4 | 14 | +3 | -1 | SM,EX,SA,CA,super jump | 2 | 1 | 1 | - |
Far HK | - | H | 90 | 11 | 3 | 23 | -1 | -6 | - | 3 | 1 | 1 | - |
Close LP | - | H | 30 | 3 | 2 | 10 | +5 | +1 | SM,EX,SA,CA,super jump | 1 | 1 | 1 | - |
Close HP **LC | - | H | 50,40 | 8 | 2,2 | 26 | -2 | -8 | 1st hit SM,EX,SA,CA,super jump | 3 | 1 | 1 | Forces standing, requires d,u to jump cancel |
Close HK | - | H | 50,40 | 7 | 2,2 | 23 | float | -7 | 2nd hit jump | 3 | 1 | 0 | - |
Crouch LP | - | H | 30 | 4 | 3 | 7 | +7 | +3 | SM,EX,SA,CA,super jump | 1 | 1 | 1 | Rapid fire cancelable into light normal moves |
Crouch MP | - | H | 60 | 7 | 5 | 14 | +2 | -2 | SM,EX,SA,CA,super jump | 2 | 1 | 1 | - |
Crouch HP | - | H | 90 | 10 | 3 | 21 | +2 | -4 | jump | 3 | 1 | 1 | Knockdown on airbone opponent |
Crouch LK | - | L | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA,super jump | 1 | 1 | 1 | - |
Crouch MK | - | L | 60 | 7 | 5 | 17 | -1 | -5 | - | 2 | 1 | 1 | - |
Crouch HK **LC | - | L | 90 | 7 | 2 | 26 | hard knockdown | -8 | - | 2 | 1 | - | - |
Jump Up LP | - | M | 40 | 5 | 9 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump Up MP | - | M | 70 | 6 | 7 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump Up HP | - | M | 100 | 10 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump Up LK | - | M | 40 | 5 | 12 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump Up MK | - | M | 70 | 6 | 7 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump Up HK | - | M | 100 | 8 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump Diagonal LP | - | M | 40 | 5 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump Diagonal MP | - | M | 70 | 6 | 8 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump Diagonal HP | - | M | 100 | 12 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump Diagonal LK | - | M | 40 | 4 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump Diagonal MK | - | M | 70 | 6 | 5 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump Diagonal HK | - | M | 75 | 7 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | Ground bounce on airborne opponent |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-12, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 100 | 6 | 7(2)8 | 39 | hard knockdown | -24 | Recovery: Kunai | - | - | - | Invulnerability frames 1-7, Airborne frames 8-48, Resembles EX Kazegiri |
Yami Kazura | LP+LK | throw | 130 | 5 | 2 | 20 | - | - | - | - | - | - | - |
Uki Yami | b+LP+LK | throw | 130 | 5 | 2 | 20 | - | - | - | - | - | - | - |
Tobizaru | LP+LK (air) | air throw | 190 | 5 | 2 | until ground+4 | - | - | - | - | - | - | - |
Agemen | b+MP | H | 30,30 | 7 | 1,4 | 13 | +2 | -2 | 1st hit SM,EX,SA,CA | 2,2 | 1,1 | 0 | 1st hit: Knockdown on airborne opponent, Upper body invulnerability frames 1-11 |
Backhand Punch | (far) HP > f+HP | H,H | 90,40 | 6 | 2,2 | 24 | knockdown | -6 | - | 3 | 1 | 0 | - |
Spin Kick | f+LK | H | 60 | 4 | 3 | 13 | 0 | -1 | SM,EX,SA,CA | 1 | 1 | 0 | Knockdown on airborne opponent |
Reverse Spin Kick | b+MK | H | 60 | 11 | 2 | 17 | 0 | -4 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
Hammer Kick | f+MK | M | 50 | 23 | 2 | 17 | +5 | -4 | - | 2 | 1 | 0 | Knockdown on airborne opponent, Airborne frames 3-28 |
Sazan | df+MK | L | 60 | 8 | 11 | 11 | -3 | -7 | - | 2 | 1 | 1 | Knockdown on airborne opponent |
Bansho Kick | f+HK | H | 90 | 14 | 2 | 20 | +2 | 0 | - | 2 | 1 | 0 | Knockdown on airborne opponent, Stagger (+29) on counter hit, Airborne frames 6-31 |
Target Combo 1 | (air) HP > f+MK | H | 60 | 4 | 7 | until ground+4 | +16 | +5 | - | 2 | 1 | - | - |
Target Combo 2 | (air) LP > f+HP | H | 90 | 4 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | - | - |
Target Combo 3 | (air) LK > f+MK | H | 60 | 4 | 7 | until ground+4 | +16 | +5 | - | 2 | 1 | - | - |
- **LC | (far) LP > f+MP | H | 60 | 5 | 3 | 15 | +4 | 0 | - | 2 | 1 | - | - |
Target Combo 5 | (far) LP > f+MP > f+LK | H | 30 | 5 | 4 | 14 | +2 | 0 | - | 1 | 1 | - | - |
- | (close) LP > f+MP | H | 30,30 | 6 | 1,2 | 18 | +1 | -2 | 1st hit: SM,EX,SA,CA,super jump | 2,2 | 1,1 | - | - |
Target Combo 4 | (close) LP > f+MP > f+HP | H | 90 | 3 | 3 | 17 | +4 | +1 | - | 3 | 1 | - | Forces standing |
- **LC | (close) LP > f+MP > df+HK | L | 90 | 5 | 2 | 26 | hard knockdown | -5 | - | 3 | 1 | - | - |
Target Combo 6 | (close) LP > f+MP > df+HK > f+HK | H | 90 | 5 | 3 | 23 | hard knockdown | -6 | - | 3 | 1 | - | - |
Reverse Spin Kick | b+MK | H | 60 | 11 | 2 | 17 | 0 | -4 | - | 2 | 1 | 0 | - |
Target Combo 7 | b+MK > f+MK | M | 60 | 27 | 2 | 12 | +7 | +4 | - | 2 | 1 | - | - |
- **LC | (close) HP > df+HK | L | 90 | 5 | 2 | 26 | hard knockdown | -5 | - | 3 | 1 | - | - |
Target Combo 8 | (close) HP > df+HK > f+HK | H | 90 | 5 | 3 | 23 | hard knockdown | -6 | jump | 3 | 1 | - | Can be started from Boost Combo |
- | (far) LK > f+MK | H | 60 | 5 | 4 | 18 | +1 | -4 | SM,EX,SA,CA,super jump | 2 | 1 | - | - |
Target Combo 9 | (far) LK > f+MK > f+HK | H | 90 | 5 | 3 | 23 | hard knockdown | -6 | jump | 3 | 1 | - | - |
Kunai | qcf+P (air) | H | 30 | 8 | - | until ground+16 | knockdown | - | - | 6 | 3 | - | - |
Kunai EX | qcf+PP (air) | H | 70,70 | 10 | - | until ground+9 | knockdown | - | EX Kunai (after peak) | 9,9 | 3,3 | - | - |
Tsuijigoe LP | f,d,df+LP | - | - | - | - | 51 | - | - | - | - | - | - | Airborne frames 8-44, Follow-Up with Kunai possible at top of jump arc |
Tsuijigoe MP | f,d,df+MP | - | - | - | - | 55 | - | - | - | - | - | - | Airborne frames 8-48, Follow-Up with Kunai possible at top of jump arc |
Tsuijigoe HP | f,d,df+HP | - | - | - | - | 60 | - | - | - | - | - | - | Airborne frames 9-53, Follow-Up with Kunai possible at top of jump arc |
Neckbreaker LP | hcf+LP | L | 160 | 16 | 10 | 16 | hard knockdown | -13 | - | 3 | 3 | - | Whiffs on airborne opponent |
Neckbreaker MP | hcf+MP | L | 160 | 16 | 12 | 17 | hard knockdown | -13 | - | 3 | 3 | - | Whiffs on airborne opponent |
Neckbreaker HP | hcf+HP | L | 160 | 16 | 21 | 19 | hard knockdown | -13 | - | 3 | 3 | - | Whiffs on airborne opponent |
Neckbreaker EX | hcf+PP | L | 200 | 16 | 14 | 19 | hard knockdown | -13 | - | 3 | 3 | - | Whiffs on airborne opponent |
Kasumi Gake LK | qcf+LK | - | - | - | - | 21 | - | - | - | - | - | - | - |
Kasumi Gake MK | qcf+MK | - | - | - | - | 23 | - | - | - | - | - | - | - |
Kasumi Gake HK | qcf+HK | - | - | - | - | 25 | - | - | - | - | - | - | - |
Kazakiri LK | f,d,df+LK | H | 40x3 | 6 | 13 | 25 | knockdown | -18 | - | 3,4,5 | 1,1,5 | 0 | Airborne frames 9-35 |
Kazakiri MK | f,d,df+MK | H | 45x3 | 8 | 13 | 28 | knockdown | -21 | - | 3,4,5 | 1,1,5 | 0 | Airborne frames 11-38 |
Kazakiri HK | f,d,df+HK | H | 50x3 | 10 | 13 | 25 | knockdown | -18 | - | 3,4,5 | 1,1,5 | 0 | Airborne frames 13-37 |
Kazakiri EX | f,d,df+KK | H | 40,30x2 | 6 | 7(2)8 | 39 | -6 | -29 | Recovery: Jump attack, Kunai | 3,4,5 | 1,1,5 | 0 | Airborne frames 10-49, Knockdown on airborne opponent |
Hien LK | b,d,db+LK | M | 20,100 | 26 | 7 | 17 | 0 | -31 | Recovery: Kunai | 3,3 | 3,3 | 0 | Airborne frames, Cancelable only on connect |
Hien MK | b,d,db+MK | M | 20,120 | 28 | 7 | 17 | -8 | -32 | Recovery: Kunai | 3,3 | 3,3 | 0 | Airborne frames, Cancelable only on connect |
Hien HK | b,d,db+HK | M | 20,140 | 29 | 7 | 17 | -3 | -32 | Recovery: Kunai | 3,3 | 3,3 | 0 | Airborne frames, Cancelable only on connect |
Hien EX | b,d,db+KK | M | 20,50x2,60 | 38 | during jump | 28 | hard knockdown | -25 | Recovery: Kunai | 3,3,3,3 | 0,0,0,3 | 0 | Airborne frames, Cancelable only on connect, Tracks opponent |
Raida LP | hcb+LP | H | 140 | 2 | 5 | 27 | hard knockdown | -19 | - | 3 | 1 | 1 | Chargeable: 51F for EX Version and 100F for Super Art |
Raida MP | hcb+MP | H | 140 | 2 | 5 | 29 | hard knockdown | -21 | - | 3 | 1 | 1 | Chargeable: 51F for EX Version and 100F for Super Art |
Raida HP | hcb+HP | H | 140 | 2 | 5 | 29 | hard knockdown | -23 | - | 3 | 1 | 1 | Chargeable: 51F for EX Version and 100F for Super Art |
Raida EX | hcb+PP | H | 140 | 16 | 5 | 34 | hard knockdown | -27 | - | 3 | 1 | 1 | Chargeable: 51F for Super Art, Unblockable if opponent blocks standing |
Tsumuji LK | qcb+LK | H | 30x2 | 13 | 2(10)2 | 16 | 0 | -3 | - | 3,3 | 3,3 | 1 | Knockdown on airborne opponent |
Tsumuji MK | qcb+MK | H | 30x2 | 17 | 2(12)2 | 14 | +2 | -3 | - | 3,3 | 3,3 | 1 | Knockdown on airborne opponent |
- | qcb+MK > K | H | 30 | 6 | 2 | 20 | knockdown | -7 | - | 3 | 3 | 1 | Knockdown on airborne opponent, Can be delayed |
- | qcb+MK > d+K | L | 50 | 9 | 2 | 15 | hard knockdown | -2 | - | 3 | 3 | - | Can be delayed |
Tsumuji HK | qcb+HK | H | 30x2 | 21 | 2(13)2 | 13 | +3 | -3 | - | 3,3 | 3,3 | 1 | Knockdown on airborne opponent |
- | qcb+HK > K | H | 30 | 6 | 2 | 13 | knockdown | 0 | - | 3 | 3 | 1 | Knockdown on airborne opponent, Can be delayed |
- | qcb+HK > d+HK | L | 50 | 8 | 2 | 25 | hard knockdown | -9 | - | 3 | 3 | - | Can be delayed |
Tsumuji EX | qcb+KK (d for Low attack) | H,H/L,H | 30x4 | 13 | 2(10)2(10)2(10)2 | 9 | knockdown | +4 | - | 3,3,3,3 | 3,3,3,3 | 1 | - |
- | d during EX Tsumuji | L | 30x3,50 | 14 | 2(10)2(10)2(10)2 | 11 | hard knockdown | +5 | - | 3,3,3,3 | 3,3,3,3 | - | - |
Yoroitoshi | hcb+PPP | H | 300 | 1 | 16(31)34 | 40 | hard knockdown | -34,-77 | - | 3 | 3 | - | 63 frames cinematic freeze before attack begins, Invulnerability frames 1-16 |
Yoroitoshi (projectile) | hcb+PPP | H | 25x6,7 | 47 | 34 | 38 | -40 | -77 | - | 4 | 4 | - | Knockdown on airborne opponent |
Cross Art **LC | qcf+MP+MK | H | 150+ | 7 | 4 | 63 | switch | -47 | - | 3 | - | - | 60 frames cinematic freeze before attack begins, Invulnerability frames 1-9, Airborne frames 36-50 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far LP | H | 30 | 4 | 2 | 9 | +7 | -1 | - | - |
Far\Close MP **LC | H | 42 | 6 | 4 | 16 | +1 | -3 | - | - |
Far HP **LC | H | 63 | 10 | 4 | 30 | -9 | -14 | - | - |
Far\Close LK | H | 30 | 6 | 4 | 9 | +4 | 0 | - | - |
Far\Close MK | H | 42 | 7 | 4 | 19 | -2 | -6 | EX,SA,CA | - |
Far HK **LC | H | 63 | 11 | 3 | 32 | -10 | -15 | - | - |
Close LP | H | 30 | 4 | 2 | 10 | +5 | +1 | - | - |
Close HP **LC | H | 35,28 | 8 | 2,2 | 33 | -9 | -15 | 1st hit EX,SA,CA | Forces standing, requires d,u to jump cancel |
Close HK | H | 35,28 | 7 | 2,2 | 31 | float | -15 | - | - |
Crouch LP | H | 30 | 4 | 3 | 7 | +7 | +3 | Rapid fire cancelable into light normal moves | |
Crouch MP **LC | H | 42 | 9 | 5 | 19 | -3 | -7 | EX,SA,CA | - |
Crouch HP | H | 63 | 10 | 3 | 26 | -3 | -9 | - | Knockdown on airbone opponent |
Crouch LK | L | 30 | 4 | 2 | 10 | +5 | +1 | - | - |
Crouch MK | L | 42 | 7 | 5 | 22 | -6 | -10 | - | - |
Crouch HK **LC | L | 63 | 7 | 2 | 34 | hard knockdown | -16 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (386)
(0bar, medium)
Hit Confirm Combos
- st.LP~st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(325)
(0bar, medium)
- st.MP, f+LK xx qcb+LK (168)
(0bar, easy)
- cr.MK~st.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (368)
(0bar, low, medium)
Post-launch combos
- cl.HK>jc j.HK, dp+HK
(0bar, easy)
Advanced Combos
- st.MP, f+LK xx qcb+KK, walk forward cl.HK>jc j.HK, dp+HK(374)
(1bar, corner, medium)
overhead
- f+MK, st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(363)
(0bar, medium)
crouching counter
- f+HK, cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (447)
(0bar, counterhit, medium)
anti-air
- b+MP, st.MK xx dp+HK (240)
(0bar, easy)
- b+MP(1) xx qcf+LK, cl.HK>jc j.HK, dp+HK (285)
(0bar, medium)
Combos Into Supers
- N/A