Street Fighter V/Ibuki: Difference between revisions

From SuperCombo Wiki
(s5 frame data)
mNo edit summary
Line 57: Line 57:
<youtube>L0t7Zsgpf2g</youtube>
<youtube>L0t7Zsgpf2g</youtube>
=== [https://www.youtube.com/channel/UCjcbWidM45e7i9dSjZOYNpQ Shoryuken's] Rising Up Series ===
=== [https://www.youtube.com/channel/UCjcbWidM45e7i9dSjZOYNpQ Shoryuken's] Rising Up Series ===
<youtube>xaABoBYpdoY</youtube>
<youtube>uULe47rX7R0</youtube>
<youtube>L8MkQLDznjQ</youtube>
=== [https://www.youtube.com/user/moonlitearthx14/featured|Bafael Bafael's] At a Glance ===
<youtube>SCrtEWvVVHQ</youtube>
<youtube>62sxC-F0U7U</youtube>
==== [https://www.youtube.com/watch?v=IG19NV6o_SA&list=PLOVyB2EcKbJnzsMZJxCrKKyaP5CPw3mzg YouTube Playlist with previous season changes] ====


== Other Useful Guides ==
== Other Useful Guides ==
Line 177: Line 180:
A 17f strike V-Reversal. Ibuki summons a log which knocks the opponent away, and teleports in front of them. This means if used on projectiles, Ibuki will teleport in front of them though it will not strike them or knock them down.
A 17f strike V-Reversal. Ibuki summons a log which knocks the opponent away, and teleports in front of them. This means if used on projectiles, Ibuki will teleport in front of them though it will not strike them or knock them down.
|
|
Tenrai causes Ibuki to take a step back, then shoot a short ki blast in front of her knocking the opponent away on hit. This pulls her hurtbox backwards, and the beam can clash with projectiles. Due to its range, it is difficult to punish. By holding MP+MK Ibuki will charge it up, making it safer on block and do more damage on hit.
Tenrai causes Ibuki to take a step back, then shoot a short ki blast in front of her knocking the opponent away on hit. This pulls her hurtbox backwards, and the beam can clash with projectiles. Due to its range, it is difficult to punish. By holding MP+MK Ibuki will charge it up, making it safer on block and do more damage on hit. This is one of her best tools in neutral, and builds a small amount of V-Gauge even on block
|
TBW
|
|
Rokushua Horokudama is a 3 bar V-Trigger that has Ibuki throw out a small bomb. The timer on the bomb depends on the input used to activate it; HP+HK is the shortest at 3 seconds, b+HP+HK is 5 seconds, and f+HP+HK is 7 seconds. The bombs can be attacked by Ibuki to move them around the screen. After the timer the bomb explodes, knocking the opponent into the air allowing further juggles. After the initial bomb, Ibuki has access to 1 more that can be activated in the same way, without the screen freeze through. The bombs do not go away if Ibuki takes damage.
Rokushua Horokudama is a 3 bar V-Trigger that has Ibuki throw out a small bomb. The timer on the bomb depends on the input used to activate it; HP+HK is the shortest at 3 seconds, b+HP+HK is 5 seconds, and f+HP+HK is 7 seconds. The bombs can be attacked by Ibuki to move them around the screen. After the timer the bomb explodes, knocking the opponent into the air allowing further juggles. After the initial bomb, Ibuki has access to 1 more that can be activated in the same way, without the screen freeze through. The bombs do not go away if Ibuki takes damage.

Revision as of 16:19, 3 June 2020

Template:SFVHeader

Ibuki

SFV-Ibuki Portrait.jpg
VITALS
Health: 925 Stun: 950
WALKING THROWS
Forward Walk Speed: 5.2 Throw Range: 0.8
Back Walk Speed: 3.4 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 121.9 Forward Jump Distance: 224
Back Dash Distance: 92.3 Back Jump Distance 192
NOTABLE MOVE CLASSES
Overheads: f+MK, MP > f+MK Hard Knockdowns: crHK (CH), CA
Low Attacks: crLK, crMK, crHK, df+MK Crush Counters: f+HK, crHK

Summary

Bio

Bio


Why Pick Ibuki?

Why Play

Players To Watch
Xian, Shine, Fujimura, Yukadon

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw damage increased from 120 to 130
  • Back throw damage increased from 140 to 150
  • Jump HK hitbox, hurtbox expanded downwards
  • Kazekairi (f,d,df+K) only does 70 damage if only last hit connects
  • Hanagasumi (f+PPP) startup increased from 15f to 17f, active frames decreased from 13f to 4f, hitbox reduced, increased log movement speed, pushback on block decreased, universally -2 on block
  • VT2
    • Fuma Shuriken Haku (HP+HK) damage reduced from 100 to 80
    • Fuma Shuriken Kokufo (b+HP+HK) damage increased from 80 to 100


Season 3 (Arcade Edition)

  • Health reduced from 950 to 925
  • Stand LP advantage on hit reduced from +3 to +2, on block from +2 to +1, cannot rapid cancel, collision box adjusted
  • Stand HP collision box adjusted
  • Stand LK collision box adjusted
  • Stand HK advantage on hit increased from +1 to +3
  • Crouch LP hurtbox expanded
  • Crouch MP recovery increased from 12f to 16f, hurtbox expanded
  • Crouch HP hurtbox reduced
  • Crouch MK advantage on hit increased from 0 to +3, on block reduced from -3 to -2
  • Jump MP combo count eased
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Ageman (b+MP) hitbox expanded, hurtbox reduced, 2nd hit is no longer special cancelable
  • Tobikura (Jump LP > MK) knock back distance on hit increased
  • Shakunage (crMP > f+HK) advantage on hit increased from 0 to +2
  • EX Kunai recovery increased by 4f, knock back on explosion increased on hit
  • Tenrai (MP+MK) V-Gauge gain reduced
  • Kunai Ikkinage (hold P > release) can now be special canceled
  • V-Trigger
    • Rokushua Horokudama (HP+HK) stun deceased from 100 to 80, combo restrictions on hit adjusted, builds EX Meter on hit
      • When second bomb is used in combo, applies 2 hits of scaling instead of 1
  • Added V-Trigger 2: Fuma Shuriken


Move List

Unique Attacks

SFV-Ibuki-Unique.jpg

Special Moves

SFV-Ibuki-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Ibuki-Vsystem.jpg

Critical Art

SFV-Ibuki-Critical.jpg

Ibuki Discussions

Discussions regarding Ibuki

Ibuki Shoryuken Forum

Ibuki Discord Link

Ibuki Discord

Video Guides

Capcom Fighters' Introduction Series

Sajam's Ibuki Breakdown

Shoryuken's Rising Up Series

Bafael's At a Glance

YouTube Playlist with previous season changes

Other Useful Guides

Noggy's Ibuki AE Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 3 2 8 1 2 4 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 5 3 10 2 4 6 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 12 2 19 -5 0 2 80 150 H ["sp","su","vt1","vt2"] - - - 13 96 180
Stand LK LK 4 3 9 -2 0 2 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MK MK 6 2 14 2 5 7 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HK HK 10 3 16(19) -2 3 22 90 150 H ["vt1","vt2"] - - - 14 108 180
Crouch LP d+LP 4 3 8 2 3 5 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 3 16 -1 3 5 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 9 4 16 -3 2 4 90 150 H ["sp","su","vt1","vt2"] - - - 14 108 180
Crouch LK d+LK 4 2 8 1 3 5 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 6 3 16 -2 3 5 60 100 L ["vt1","vt2"] - - - 9 72 120
Crouch HK d+HK 8 2 24 -12 KD KD 100 150 L ["vt1","vt2"] 67 18 23 16 120 180
Jump LP u+LP 3 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 5 6 - - - ? 60 100 M - - - - 9 72 120
Jump HP u+HP 9 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 3 6 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 6 6 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 8 4 - - - ? 90 150 M - - - - 14 108 180
Tobikura j+LP > j+MK (air) 4+4 6 - - - ? 40*63 70*45 M - - - - CHIP CH_DAMAGE CH_STUN
Aoji j+HP> j+HK (air) 9+5 4 - - - ? 90*45 150*72 M - - - - CHIP CH_DAMAGE CH_STUN
Kobekudaki f+MK 28 2 16 -2 3 5 70 100 M - - - - 11 84 120
Bonshogeri f+HK 14 4 16(19) -3 2 KD 90 150 H - 103 42 47 14 108 180
Sazan df+MK 7 11 14 -10 -6 -4 50 100 L - - - - 8 60 120
Agemen b+MP 7 2*1 11 -1*0 4*4 ? 40 70 H ["sp","su","vt1","vt2"] - - - 6 48 84
Shinten 1 LP > MP 3+5 3 15 -8 -5 -3 30*36 (66) 70*45 (115) H*H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Shinten 2 LP > MP > HP 3+5+6 3 20 -9 -4 -2 40*36*40 (106) 70*45*56 (171) H*H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Yagurakuzushi st.LP > st.MP > st.LK 3+5+4 2 15 -2 1 3 30*36*24 (90) 70*45*40 (155) H*H*H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Gogasha 1 MK > cr.HK 6+7 2 23 -12 KD KD 60*54 (114) 100*54 (154) H*L ["vt1","vt2"] 68 19 24 CHIP CH_DAMAGE CH_STUN
Gogasha 2 MK > cr.HK > HK 6+7+7 2 17 - - ? 60*54*32 (146) 100*54*48 (202) H*L*H ["sp","su","vt1","vt2"] 17 17 17 CHIP CH_DAMAGE CH_STUN
Shakunage d+MP > f+HK 6+14 3 23 -5 2 4 60*63 (123) 100*90 (190) H*H - - - - CHIP CH_DAMAGE CH_STUN
Sasanaki MP > f+MK 5+27 2 13 -2 6 8 70 100 H*M - - - - 11 84 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Yamikazura LP+LK 5 3 17 KD KD KD 130 120 T - 64 5 5 ? 156 144
Kubiori b+LP+LK 5 3 17 KD KD KD 150 200 T - 73 14 14 ? 180 240
Tobizaru LP+LK (air) 5 2 6 - KD KD 140 200 T - - - - ? 168 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Rokushaku Horokudama b or n or f + HP+HK 1 - 5 - - ? 120(160) 80 H - 215 154 159 ? CH_DAMAGE 96
Rokushaku Horokudama 2nd b or n or f + HP+HK 25 - 22 - - ? 120(160) 80 H - 215 154 159 ? CH_DAMAGE 96
Fuma Shuriken (Haku) HP+HK (VT2) 7 - 36 -4 8 10 20*20(80) 40*40(160) H - - - - ? CH_DAMAGE CH_STUN
Fuma Shuriken (Kokufu) b+HP+HK (VT2) 7 - 44 -6 0 2 25*25(100) 40*40(160) H - - - - ? CH_DAMAGE CH_STUN
Tenrai MP+MK (VS1) 15 5 20 -7 KD KD 60 100 H ["vt1","vt2"] 85 26 31 ? 72 120
Tenrai Full Hold MP+MK (VS1) 25 7 18 -2 KD KD 80 150 H ["vt1","vt2"] 87 28 33 ? 96 180
Makibishi MP+MK (VS2) 78 - 24 -3(12) 1(37) ? 20x3 0 H - - - - ? CH_DAMAGE 0
Makibishi - Single MP+MK (VS2) > P 39 - 25 -4(12) 0(37) ? 20 0 H - - - - ? 24 0
Hanagasumi f+PPP 17 4 32 -2 KD KD 60 - H - 75(78) 16(19) 21(24) ? 72 CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Nobusuma KK (air) - - 9 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LK Kasumigake qcf+LK - - 23 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
MK Kasumigake qcf+MK - - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
HK Kasumigake qcf+HK - - 53+4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LK Kazekiri f,d,df+LK 3 13 20+14 -27 KD KD 50*40*30 (120) 50*50*50 (150) H ["su"] 81 22 27 ? CH_DAMAGE CH_STUN
MK Kazekiri f,d,df+MK 4 13 19+15 -27 KD KD 50*40*30 (120) 50*50*50 (150) H ["su"] 81 22 27 ? CH_DAMAGE CH_STUN
HK Kazekiri f,d,df+HK 5 13 19+15 -27 KD KD 50*40*30 (120) 50*50*50 (150) H ["su"] 81 22 27 ? CH_DAMAGE CH_STUN
EX Kazekiri f,d,df+KK 4 13 17+20 -31 KD KD 50*30x3 (140) 50x4 (200) H - 85 26 31 ? CH_DAMAGE CH_STUN
LP Raida hcb+LP 7 2 30 -12 KD KD 100 200 H - 79 20 20 ? 120 240
MP Raida hcb+MP 7 2 30 -12 KD KD 110 200 H - 77 18 18 ? 132 240
HP Raida hcb+HP 7 2 30 -12 KD KD 120 200 H - 79 20 20 ? 144 240
EX Raida hcb+PP 7 3 27 -11 KD KD 20*130 (150) 200 H - 79 20 20 ? CH_DAMAGE 240
LP Kunai qcf+LP 10 - 23 -2 2 4 40 50 H ["su","vs2"] - - - ? 48 60
MP Kunai qcf+MP 10 - 23 -2 2 4 40 50 H ["su","vs2"] - - - ? 48 60
HP Kunai qcf+HP 10 - 23 -2 2 4 40 50 H ["su","vs2"] - - - ? 48 60
EX Kunai qcf+PP 10 - 34 18 KD KD 20*40 50*50 H ["vs2"] - - - ? CH_DAMAGE CH_STUN
LP Airborne Kunai qcf+LP (air) 7 - 13 -8(5) -5(8) ? 40 50 H - - - - ? 48 60
MP Airborne Kunai qcf+MP (air) 7 - 13 -8(7) -5(10) ? 40 50 H - - - - ? 48 60
HP Airborne Kunai qcf+HP (air) 7 - 13 -7(11) -4(14) ? 40 50 H - - - - ? 48 60
EX Airborne Kunai qcf+PP (air) 5 - 13 - KD KD 20*50 50*50 H - 133 74 79 ? CH_DAMAGE CH_STUN
LP Kunai Ikkinage Hold + Release LP 11 - 26 -1(9) KD KD 20 per dagger 20 per dagger H ["sp","su","vt1","vt2"] 110 51 56 ? CH_DAMAGE CH_STUN
MP Kunai Ikkinage Hold + Release MP 11 - 26 -1(9) KD KD 20 per dagger 20 per dagger H ["sp","su","vt1","vt2"] 110 51 56 ? CH_DAMAGE CH_STUN
HP Kunai Ikkinage Hold + Release HP 11 - 26 -1(9) KD KD 20 per dagger 20 per dagger H ["sp","su","vt1","vt2"] 110 51 56 ? CH_DAMAGE CH_STUN
LK Airborne Kunai Ikkinage Hold + Release LK (air) 16 - 13 - KD KD 20 per dagger 20 per dagger H - 110 51 56 ? CH_DAMAGE CH_STUN
MK Airborne Kunai Ikkinage Hold + Release MK (air) 16 - 13 - KD KD 20 per dagger 20 per dagger H - 110 51 56 ? CH_DAMAGE CH_STUN
HK Airborne Kunai Ikkinage Hold + Release HK (air) 16 - 13 - KD KD 20 per dagger 20 per dagger H - 110 51 56 ? CH_DAMAGE CH_STUN
Kunai Hoju Lvl 1 hcb+K 25 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Kunai Hoju Lvl 2 Hold hcb+K 38 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Kunai Hoju Lvl 3 Hold hcb+K 50 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Kunai Hoju Lvl 4 Hold hcb+K 62 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Kunai Hoju Lvl 5 Hold hcb+K 74 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Kunai Hoju Lvl 6 Hold hcb+K 83 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
EX Kunai Hoju Lvl 1 hcb+KK 25 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
EX Kunai Hoju Lvl 2 Hold hcb+KK 38 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
EX Kunai Hoju Lvl 3 Hold hcb+KK 50 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
EX Kunai Hoju Lvl 4 Hold hcb+KK 61 - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Kachofugetsu qcf,qcf+K 5 17 17 -20 KD KD 340 356 H - 9 9 9 ? 408 427
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

Unique Mechanic

At the start of the round, Ibuki has access to 6 Kunai she can either throw like a normal projectile, in the air, or all at once for larger combos. Once she runs out of Kunai she loses access to these moves until she performs Kunai Hoju, which can be held to restock 1-6 kunai. The current number she has can be seen next to her V-Meter

SFV Ibuki Kunai.jpg

V System

V Reversal

A 17f strike V-Reversal. Ibuki summons a log which knocks the opponent away, and teleports in front of them. This means if used on projectiles, Ibuki will teleport in front of them though it will not strike them or knock them down.

V Skill 1

Tenrai causes Ibuki to take a step back, then shoot a short ki blast in front of her knocking the opponent away on hit. This pulls her hurtbox backwards, and the beam can clash with projectiles. Due to its range, it is difficult to punish. By holding MP+MK Ibuki will charge it up, making it safer on block and do more damage on hit. This is one of her best tools in neutral, and builds a small amount of V-Gauge even on block

V Skill 2

TBW

V Trigger 1

Rokushua Horokudama is a 3 bar V-Trigger that has Ibuki throw out a small bomb. The timer on the bomb depends on the input used to activate it; HP+HK is the shortest at 3 seconds, b+HP+HK is 5 seconds, and f+HP+HK is 7 seconds. The bombs can be attacked by Ibuki to move them around the screen. After the timer the bomb explodes, knocking the opponent into the air allowing further juggles. After the initial bomb, Ibuki has access to 1 more that can be activated in the same way, without the screen freeze through. The bombs do not go away if Ibuki takes damage.

V Trigger 2

Fuma Shuriken is a two bar V-Trigger that has Ibuki throw a giant shuriken at the opponent. It flies forward, and after a few seconds comes back hitting the opponent. Pressing HP+HK throws a ground version that comes back around the same angle as back jumps, and pressing b+HP+HK has Ibuki throw it at that same angle and it come back at ground level making the second great for anti-airs. The shuriken does not go away if Ibuki takes damage, making it great for extending combos or setting up resets into mixups.

Strategy

Playing as Ibuki

Fighting Against Ibuki