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=== Special Moves === | === Special Moves === | ||
# {{qcf}} + {{P}} Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien. | |||
# {{dp}} + {{K}} Kazekiri can be ground thrown during start-up. Ibuki will be knocked into the air if hit during start-up or while in the air. Available Super Cancel on the ground into SA.2 or SA.3, and in the air into SA.1 on hit, block, or parry (not whiff). | |||
# {{dp}} + {{k}}{{k}} EX Kazekiri can Super Cancel into SA.1(Kasumi Suzaku) on hit, block, parry, or whiff. It has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. It does not launch or knock-down a standing or crouching opponent (unlike the non-EX versions). It temporarily forces crouching opponents into a standing posistion when it hits. It recovers in the air if it hits an opponent. During this time, Ibuki can perform any of her normal air attacks, any of her three air target combos, her qcf+P/2P (Kunai/EX Kunai), or SA.1 (Kasumi Suzaku). She can not air throw or air parry during the recovery state. | |||
# (in air) {{qcf}} + {{P}} Kunai: Strength of button determines angle of knives thrown (not for EX). {{EX}}: Holding toward increases range. Knives can be destroyed by opponents attacks. Maintains jump momentum after the toss. | |||
# To get the 3rd hit of the {{mk}} Tsumuji, you must press {{mk}} again (timing is strict). In order to get the sweep, you must press {{d}} + {{mk}} | |||
# {{hcb}} + {{P}} Raida can not be parried. The opponent can not quick-stand (ground recovery) if hit by it. | |||
# {{rdp}} + {{K}} Hien can go over projectiles. Button strength determins distance. EX version auto-targets. If it hits or is blocked, Ibuki can cancel the recovery in the air with a Kunai (air qcf+P) or SA.1 (Kasumi Suzaku), but not while falling or landing. | |||
# {{qcf}} + {{K}} Kasumi Gake is a command dash. It can cause Ibuki to take 50% extra damage from opponent attacks if she is hit during the move. Does not pass through opponents (unlike her normal dash). | |||
# {{dp}} + {{P}} Tsuiji Goe is a command jump. Attacks with knock Ibuki into the air during start-up. Can be thrown during start-up. During second half of jump arch, Ibuki can cancel into air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku). | |||
=== Super Arts === | === Super Arts === |
Revision as of 16:14, 17 August 2021

Ibuki
Ibuki was born in the village of a ninja clan, and has been trained as a ninja since childhood. However, Ibuki always resented about her life as a ninja and wishes to be a normal girl. She might finally be free from her training as she nears her ninja graduation exam, which requires her to seek and challenge a man named Oro. Thus, Ibuki joins the tournament to find and battle this person.
In a nutshell
Move List
Normal Moves
Standing Jab

30(5 life points)
Close Standing Jab
close

25(4 life points)
Crouching Jab


20(3 life points)
Standing Strong

70(12 life points)
Crouching Strong


70(12 life points)
Rasen Chuu

70(60)(12 life points)
Press
for Ouira Ken followup

Close Standing Fierce
close

130(60+70)(18 life points)
Crouching Fierce


110(100)(19 life points)
Standing Short

20(3 life points)
Crouching Short


20(3 life points)
Standing Forward

100(17 life points)
Crouching Forward


70(12 life points)
Standing Roundhouse

110(19 life points)
Close Standing Roundhouse
close

120(50+70)(18 life points)
Crouching Roundhouse


100(17 life points)
Universal Overhead


40(7 life points)
Jumping Jab
air

50(8 life points)
Diagonal Jumping Jab


60(10 life points)
Jumping Strong
air

70(11 life points)
Diagonal Jumping Strong


80(12 life points)
Jumping Fierce
air

120((19/21 life points)
Jumping Short
air

40(7 life points)
Diagonal Jumping Short


50(8 life points)
Jumping Forward
air

70(12 life points)
Diagonal Jumping Forward


70(12 life points)
Jumping Roundhouse
air

110(95)(90)(19 life points)
Throws
Yamitsudzura





140(21 life points)

Tobizaru





160(21 life points)

Command Normals
Maki Geri


20(3 life points)
Koube Kudaki


80

Bonshou Geri


130(23 life points)
You Men


90(30+60/50)(13 life points)
Ura Maki Geki


70(12 life points)
Sazan


70(12 life points)

Target Combo 1



100+60
Target Combo 2





-
Target Combo 3



25+40+20
Target Combo 4



20+50+50
Target Combo 5





100+60
Target Combo 6




70+70
Doesn't combo
Target Combo 7
far
>
>
+




25+40+20
Target Combo 8




130(60+70)+50+40
Target Combo 9
From angled jump
>
+



40+40
Target Combo 10
From angled jump
>
+



60+60
Target Combo 11
Jumping
>
+



120+40
Special Moves
Kunai
(in air)
+


50(8 life points)
120(60+60)(18 life points)


Kubi Ori


150(26 life points)
200(26 life points)



Kasumi Gake


-
Tsuji Goe


-
Kazekiri


95/115/140(15/19/23 life points)
180(60+20+20+80(90))(28 life points)


Hien


115/130/150(19/22/25 life points)
190(40+150)(32 life points)


Raida


150(28/30/32 life points)
Tsumuji


110(60+50)/160(60+50+50)/190(60+50+80)(18/18/31 life points)
150(50+50+50)+70/(80(40+40)+60 D)(35 life points)

Followup with
or
+
;




• Refers to Jab/Short,Strong/Forward,Fierce/Roundhouse respectively
Super Arts
Kasumi Suzaku
(in air)
+



360*(45 life points) *35x20 Damage when all hits connect
Mash
for more hits

Yoroi Dooshi



435*(77 life points)/280*(48 life points)

Yami Shigure



335*(55 life points)

Frame Data
Move Analysis
Normal Moves
Command Normals
Target Combos
Normal Throws
Special Moves
+
Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien.
+
Kazekiri can be ground thrown during start-up. Ibuki will be knocked into the air if hit during start-up or while in the air. Available Super Cancel on the ground into SA.2 or SA.3, and in the air into SA.1 on hit, block, or parry (not whiff).
+
EX Kazekiri can Super Cancel into SA.1(Kasumi Suzaku) on hit, block, parry, or whiff. It has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. It does not launch or knock-down a standing or crouching opponent (unlike the non-EX versions). It temporarily forces crouching opponents into a standing posistion when it hits. It recovers in the air if it hits an opponent. During this time, Ibuki can perform any of her normal air attacks, any of her three air target combos, her qcf+P/2P (Kunai/EX Kunai), or SA.1 (Kasumi Suzaku). She can not air throw or air parry during the recovery state.
- (in air)
+
Kunai: Strength of button determines angle of knives thrown (not for EX).
: Holding toward increases range. Knives can be destroyed by opponents attacks. Maintains jump momentum after the toss.
- To get the 3rd hit of the
Tsumuji, you must press
again (timing is strict). In order to get the sweep, you must press
+
+
Raida can not be parried. The opponent can not quick-stand (ground recovery) if hit by it.
+
Hien can go over projectiles. Button strength determins distance. EX version auto-targets. If it hits or is blocked, Ibuki can cancel the recovery in the air with a Kunai (air qcf+P) or SA.1 (Kasumi Suzaku), but not while falling or landing.
+
Kasumi Gake is a command dash. It can cause Ibuki to take 50% extra damage from opponent attacks if she is hit during the move. Does not pass through opponents (unlike her normal dash).
+
Tsuiji Goe is a command jump. Attacks with knock Ibuki into the air during start-up. Can be thrown during start-up. During second half of jump arch, Ibuki can cancel into air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku).
Super Arts
Strategy
Tips and Tricks
Basic Strategy
Advanced Strategy
Matchups
- Vs. Akuma
TBW (To be written)
- Vs. Alex
TBW
- Vs. Chun-Li
TBW
- Vs. Dudley
TBW
- Vs. Elena
TBW
- Vs. Gill
TBW
- Vs. Hugo
TBW
- Vs. Ibuki
TBW
- Vs. Ken
TBW
- Vs. Makoto
TBW
- Vs. Necro
TBW
- Vs. Oro
TBW
- Vs. Q
TBW
- Vs. Remy
TBW
- Vs. Ryu
TBW
- Vs. Sean
TBW
- Vs. Twelve
TBW
- Vs. Urien
TBW
- Vs. Yang
TBW
- Vs. Yun
TBW