Street Fighter V/Ibuki/Combos: Difference between revisions

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|notes=
|notes=
Always use Kazekiri for meterless ender (Raida whiffs)
Always use Kazekiri for meterless ender (Raida whiffs).
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
6MK, 5LP xx HK uppercut
5MK, 5MP xx 236LP+MP, 236LK, 63214LP
|damage=
|damage=
193
232
|stun=
410
|meter=
1
|notes=
 
}}
 
{{Combo-SFV
|notation=
5MK, 5MP xx 236LP+MP, 236HK, j.HP > j.HK
|damage=
255
|stun=
423
|meter=
1
|notes=
More damage, stun, corner carry than LP Raida ender, but worse oki
}}
 
{{Combo-SFV
|notation=
5MK, 5MP xx 236LP+MP, 236HK, j.LP > j.MK
|damage=
232
|stun=
349
|meter=
1
|notes=
Air reset instead of damage/knockdown; can only crossup the opponent in the corner
}}
 
{{Combo-SFV
|notation=
5MK, 5MP xx 623KK [hold + release HK], 63214PP
|damage=
400
|stun=
554
|meter=
2
|notes=
Corner only
}}
 
{{Combo-SFV
|notation=
5MK, 5MP xx 236LP+HP, [hold + release HP] xx 236HK, j.HP, 63214PP
|damage=
361
|stun=
|stun=
283
530
|meter=
|meter=
0
2
|notes=
|notes=
Overhead combo
Combo must start with 5 kunai to juggle j.HP properly
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
6MK, 5LP xx LP raida
5MK, 5MP xx 623HK xx CA
|damage=
|damage=
177
432
|stun=
|stun=
323
270
|meter=
|meter=
0
3
|notes=
|notes=
Overhead combo
 
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5HK, 5LP xx HK uppercut
5HK, 5KP xx 623HK
|damage=
|damage=
213
213
Line 263: Line 315:
0
0
|notes=
|notes=
Standing Only
Standing only; 5LK is more consistent link than 5LP
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5HK, 5LP xx LP raida
5HK, 5LK xx 63214LP
|damage=
|damage=
197
197
Line 276: Line 328:
0
0
|notes=
|notes=
Standing Only
Standing only; 5LK is more consistent link than 5LP
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
j.HK, 2HP xx LP kunai release, HK uppercut
5HK, 5LP > MP > HP xx 63214HP
|damage=
|damage=
316
256
|stun=
|stun=
451
422
|meter=
|meter=
0
0
|notes=
|notes=
Post stun
Corner and standing only
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx lpmp EX kunai, 236LK, LP raida
5HK, 5LP > MP > HP xx 236LP+MP, 63214HP
|damage=
|damage=
232
280
|stun=
|stun=
410
462
|meter=
|meter=
1
1
|notes=
|notes=
 
Corner and standing only
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx lpmp EX kunai, 236HK, j.HP > j.HK
5HK, LP > MP > HP xx 623HK xx CA
|damage=
|damage=
255
408
|stun=
|stun=
423
362
|meter=
|meter=
1
3
|notes=
|notes=
Corner and standing only
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx lpmp EX kunai, 236HK, HP air kunai, LP raida
6MK, 5LP xx 623HK
|damage=
|damage=
250
193
|stun=
|stun=
425
283
|meter=
|meter=
1
0
|notes=
|notes=
Tacks on a bit of extra damage
Overhead combo; most consistent option
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx lpmp EX kunai, 236MK, 4MP
6MK, 5LP xx 63214LP
|damage=
|damage=
183
177
|stun=
|stun=
305
323
|meter=
|meter=
1
0
|notes=
|notes=
Reset
Overhead combo; Raida whiffs on Laura if she whiffs a throw tech
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx lpmp EX kunai, 236HK, j.LP > j.MK
6MK, 5LP > MP > HP xx 63214HP
|damage=
|damage=
232
236
|stun=
|stun=
349
372
|meter=
|meter=
1
0
|notes=
|notes=
Reset
Overhead combo, corner only
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx lphp EX kunai, HP kunai release xx HK dash, j.HP, EX raida 361/530
2MP xx 236HP xx CA
|damage=
|damage=
 
360
|stun=
|stun=
 
145
|meter=
|meter=
 
3
|notes=
|notes=
Easy, safe mid-range confirm into CA
}}


}}
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5LK xx HK uppercut xx CA
2MK, 623LK
|damage=
|damage=
405
168
|stun=
|stun=
243
235
|meter=
|meter=
3
0
|notes=
|notes=
Point blank low starter; after blocked 5LP, this can catch every back-walking character except Sakura
}}


}}
{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx HK uppercut xx CA
2MK, 5LP xx 623HK
|damage=
|damage=
432
183
|stun=
|stun=
270
283
|meter=
|meter=
3
0
|notes=
|notes=
 
Crouching only (also works if Ibuki is fully cornered)
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5HK, LP > MP > HP xx HK uppercut xx CA
CH 2MK, 5LK xx 623HK
|damage=
|damage=
408
195
|stun=
|stun=
362
303
|meter=
|meter=
3
0
|notes=
|notes=
Corner only
Counter-hit confirm; at farther ranges, 5LK may whiff but 623HK can still link
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5HK, 5LP > MP > HP xx HP raida
CH 2MK, CA
|damage=
|damage=
256
394
|stun=
|stun=
422
120
|meter=
|meter=
0
3
|notes=
|notes=
Corner only. always opt for hp raida, more damage/stun than hk uppercut
Counter-hit confirm, works from max range
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5HK, 5LP > MP > HP xx lpmp EX kunai, HP raida
CH 2MP, 5LK xx 623HK
|damage=
|damage=
280
195
|stun=
|stun=
462
303
|meter=
|meter=
1
0
|notes=
|notes=
Corner only.
Counter-hit confirm
}}
}}


{{Combo-SFV
{{Combo-SFV
|notation=
|notation=
5MK, 5MP xx EX uppercut xx HK kunai release, EX raida
CH 5MK, 2HP xx 623HK
|damage=
|damage=
400
249
|stun=
|stun=
554
375
|meter=
|meter=
2
0
|notes=
|notes=
Corner Only.
Counter-hit confirm, 2HP forces stand which can be used for 236KK combos
}}
}}



Revision as of 20:54, 8 June 2022

General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 2LP, 5LK xx 623HK

155

294

0

3-hit confirm from point blank, omit 5LK if farther back

2LK, 2LP, 5LK xx 63214LP

141

329

0

3-hit confirm from point blank, omit 5LK if farther back

2LP, 5LK xx 623HK

153

253

0

Works from farther ranges, like after blocked 5LP

2LP, 5LP > MP > HP xx 623HK

196

312

0


2LP, 5LP > MP > HP xx 63214LP

184

342

0


2LP, 5LP > MP > HP xx 236LP+MP, 236LK, 63214LP

210

382

1


5LP > MP > HP xx 236LP+MP xx MP+MK (~HP), 236LK, 236MK

148

241

1

V-Skill 2 midscreen combo into meaty caltrop + side switch that works against back roll.

2LK, 5LP > MP > HP xx 63214HP

186

342

0

Corner only; HP Raida is always preferred corner ender

2LK, 5LP > MP > HP xx 236LP+MP, 63214HP

210

382

1

Corner only

2LK, 5LP > MP > HP xx 623HK xx CA

338

282

3

Corner only

CH 2LP, 2MP xx 623HK

186

294

0

Counter-hit combo

CH 2LP, 5MP, 5LK xx 623HK

198

335

0

Counter-hit combo

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 5LK xx 623HK

183

283

0

More damage and corner carry than LP Raida ender

5MP, 5LK xx 63214LP

167

323

0

More stun than Kazekiri ender, opponent cannot back roll

5MK, 5LK xx 623HK

183

283

0

More damage and corner carry than LP Raida ender

5MK, 5LK xx 63214LP

167

323

0

More stun than Kazekiri ender, opponent cannot back roll

5MK, 5MP xx 623HK

210

310

0

Always use Kazekiri for meterless ender (Raida whiffs).

5MK, 5MP xx 236LP+MP, 236LK, 63214LP

232

410

1


5MK, 5MP xx 236LP+MP, 236HK, j.HP > j.HK

255

423

1

More damage, stun, corner carry than LP Raida ender, but worse oki

5MK, 5MP xx 236LP+MP, 236HK, j.LP > j.MK

232

349

1

Air reset instead of damage/knockdown; can only crossup the opponent in the corner

5MK, 5MP xx 623KK [hold + release HK], 63214PP

400

554

2

Corner only

5MK, 5MP xx 236LP+HP, [hold + release HP] xx 236HK, j.HP, 63214PP

361

530

2

Combo must start with 5 kunai to juggle j.HP properly

5MK, 5MP xx 623HK xx CA

432

270

3


5HK, 5KP xx 623HK

213

333

0

Standing only; 5LK is more consistent link than 5LP

5HK, 5LK xx 63214LP

197

373

0

Standing only; 5LK is more consistent link than 5LP

5HK, 5LP > MP > HP xx 63214HP

256

422

0

Corner and standing only

5HK, 5LP > MP > HP xx 236LP+MP, 63214HP

280

462

1

Corner and standing only

5HK, LP > MP > HP xx 623HK xx CA

408

362

3

Corner and standing only

6MK, 5LP xx 623HK

193

283

0

Overhead combo; most consistent option

6MK, 5LP xx 63214LP

177

323

0

Overhead combo; Raida whiffs on Laura if she whiffs a throw tech

6MK, 5LP > MP > HP xx 63214HP

236

372

0

Overhead combo, corner only

2MP xx 236HP xx CA

360

145

3

Easy, safe mid-range confirm into CA

2MK, 623LK

168

235

0

Point blank low starter; after blocked 5LP, this can catch every back-walking character except Sakura

2MK, 5LP xx 623HK

183

283

0

Crouching only (also works if Ibuki is fully cornered)

CH 2MK, 5LK xx 623HK

195

303

0

Counter-hit confirm; at farther ranges, 5LK may whiff but 623HK can still link

CH 2MK, CA

394

120

3

Counter-hit confirm, works from max range

CH 2MP, 5LK xx 623HK

195

303

0

Counter-hit confirm

CH 5MK, 2HP xx 623HK

249

375

0

Counter-hit confirm, 2HP forces stand which can be used for 236KK combos

Punishes

Notation Damage Stun Meter Cost Notes

5LP > MP > HP xx 623HK

190

276

0

3f punish

5LK xx 623HK

138

205

0

4f punish, great range; Raida can work but may whiff at max distance

5MP xx 623HK

168

235

0

5f punish; stronger but less range than 5LK

2MP xx 623HK

168

235

0

6f punish; longer range than 5MP

5MK > 2HK > 5HK xx 236HK, j.LP > j.MK

216

281

0

6f punish with great corner carry and reset, but less range than 2MP

5MK > 2HK > 5HK xx 236LK, 236KK, j.HP > j.HK

20

381

1

6f punish; 1 bar gives extra damage, stun, corner carry, and knockdown

2HP xx HK uppercut

198

285

0

7f punish

5HK, 5LK xx 623HK

213

333

0

10f punish, standing only; 5LK drops near max 5HK range

5HP xx 623HK

188

285

0

10f punish, great range and consistency but less damage than 5HK starter

Crush Counter Punish

Notation Damage Stun Meter Cost Notes

CC 6HK, 623HK

204

300

0

Meterless Crush Counter, easily confirmable from any range

CC 5HK, 5HP xx 623HK

256

405

0

Meterless Crush Counter punish, low execution, works from almost any range

CC 5HK, 5HK, 5LK xx 623HK

273

439

0

Meterless Crush Counter punish from close-mid range

CC 5HK, dash, 5MK > 2HK > 5HK xx 236HK, j.LP > j.MK

270

393

0

Meterless Crush Counter punish; excellent corner carry, reset situation

CC 5HK, dash, 5MK > 2HK > 5HK xx 236LK, 236KK, j.HP > j.HK

298

457

1

Crush Counter punish; excellent corner carry and knockdown

VT1 Combo

Notation Damage Stun Meter Cost Notes

3MK xx 5HP+HK, 2MP xx Delay 6HK, (explosion), j.HP > j.HK

236

334

0

VT1 1st bomb combo from slide

2MK xx 5HP+HK, 5MK, 623HK, 236LK, 63214LP

260

355

0

VT1 1st bomb combo

5MK, 5MP xx 6HP+HK, 3MK, 63214LP

241

360

0

VT1 1st bomb combo

5LP > MP > HP xx 236HP xx 6HP+HK, 2MP xx 236LK, 63214LP

266

376

0

VT1 2nd bomb combo

5MK, 5MP xx 236HP xx 6HP+HK, 623MK, 63214PP

319

408

1

VT1 2nd bomb combo; MK Kazekiri hits before explosion, allowing for juggle

VT2 Combo

Notation Damage Stun Meter Cost Notes

2MK xx HP+HK [hold LP], 2HP xx 63214HP, (shuriken return), ]release LP[ xx 236MK, CA

440

334

3

Midscreen VT2 combo from confirmable 2MK; Can possibly work in corner if Raida cancel is perfectly delayed

2MK xx HP+HK [hold HP], 5MK, 623HK, (shuriken return), ]release HP[, CA

422

379

3

Corner VT2 combo from confirmable 2MK;

5MK, 5MP xx HP+HK [hold LP], 2MP xx 6HK, (shuriken return), nj.HK, 5HP xx ]release LP[, CA

437

447

3

VT2 combo; in the corner, delay the chain into 6HK to give the shuriken more time to return and link 2HP instead of 5HP for more damage

236HP xx HP+HK [hold LP], 63214PP, (shuriken return), ]release LP[, 63214PP

292

404

2

VT2 combo from midscreen whiff punish

4HP+HK [hold LP], 63214PP, (shuriken return), ]release LP[, 63214PP

407

528

2

VT2 anti-air combo; can also be done after CC 6HK

HP+HK, 2HP xx 63214HP, (shuriken return), ]release HP[ xx 236HK, j.HP, CA

557

613

3

Midscreen VT2 combo, requires 5 kunai for j.HP to juggle properly for a CA followup. With 3-4 kunai, using 2LP in place of 2HP allows the juggle at the cost of some damage/stun

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