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{{SSFIVAEHeader}} | {{SSFIVAEHeader}} | ||
{{SSFIVCharacterHeader|Ibuki|Ibuki| | {{SSFIVCharacterHeader|Ibuki|Ibuki| | ||
Being trained as a ninja since childhood, Ibuki secretly wishes nothing more than to escape the life she has lived for as long as she can remember and become a "normal" teenage girl in Japan. Although she excels in her training and has become an effective hand-to-hand combatant, as well as an expert at the throwing knife, Ibuki does not enjoy being part of the hidden clan. And as her high school years draw to an end, she is hoping to escape the life of a ninja permanently and become a regular college girl living a regular college life. | Being trained as a ninja since childhood, Ibuki secretly wishes nothing more than to escape the life she has lived for as long as she can remember and become a "normal" teenage girl in Japan. Although she excels in her training and has become an effective hand-to-hand combatant, as well as an expert at the throwing knife, Ibuki does not enjoy being part of the hidden clan. And as her {{high}} school years draw to an end, she is hoping to escape the life of a ninja permanently and become a regular college girl living a regular college life. | ||
| | | | ||
One thing that makes Ibuki so unique is her mobility. From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent. And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links. And once she gets that untechable knock down, it's time for her Kunai traps. Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block. However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.}} | One thing that makes Ibuki so unique is her mobility. From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent. And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links. And once she gets that untechable knock down, it's time for her Kunai traps. Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block. However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Agemen | b + mp | }} | {{SSFIVMoveListRow | Agemen | {{b}} + {{mp}} | }} | ||
{{SSFIVMoveListRow | Backhand Punch | (far from opponent) hp --- hp | First hit can whiff and still be chained }} | {{SSFIVMoveListRow | Backhand Punch | (far from opponent) {{hp}} {{---}} {{hp}} | First hit can whiff and still be chained }} | ||
{{SSFIVMoveListRow | Spin Kick | f + lk | }} | {{SSFIVMoveListRow | Spin Kick | {{f}} + {{lk}} | }} | ||
{{SSFIVMoveListRow | Reverse Spin Kick | b + mk | }} | {{SSFIVMoveListRow | Reverse Spin Kick | {{b}} + {{mk}} | }} | ||
{{SSFIVMoveListRow | Hammer Kick | f + mk | high }} | {{SSFIVMoveListRow | Hammer Kick | {{f}} + {{mk}} | {{high}} }} | ||
{{SSFIVMoveListRow | Sazan | df + mk | low }} | {{SSFIVMoveListRow | Sazan | {{df}} + {{mk}} | {{low}} }} | ||
{{SSFIVMoveListRow | Bonsho Kick | f + hk | }} | {{SSFIVMoveListRow | Bonsho Kick | {{f}} + {{hk}} | }} | ||
{{SSFIVMoveListRow | Target Combo 1 | (while jumping) hp --- f + mk | Both hits high }} | {{SSFIVMoveListRow | Target Combo 1 | (while jumping) {{hp}} {{---}} {{f}} + {{mk}} | Both hits {{high}} }} | ||
{{SSFIVMoveListRow | Target Combo 2 | (during angled jump) lp --- f + hp | Both hits high }} | {{SSFIVMoveListRow | Target Combo 2 | (during angled jump) {{lp}} {{---}} {{f}} + {{hp}} | Both hits {{high}} }} | ||
{{SSFIVMoveListRow | Target Combo 3 | (during angled jump) lk --- f + mk | 1st hit high }} | {{SSFIVMoveListRow | Target Combo 3 | (during angled jump) {{lk}} {{---}} {{f}} + {{mk}} | 1st hit {{high}} }} | ||
{{SSFIVMoveListRow | Target Combo 4 | (near opponent) lp --- mp (1 or 2 hits) --- hp | }} | {{SSFIVMoveListRow | Target Combo 4 | (near opponent) {{lp}} {{---}} {{mp}} (1 or 2 hits) {{---}} {{hp}} | }} | ||
{{SSFIVMoveListRow | Target Combo 5 | (far from opponent) lp --- mp --- f + lk | }} | {{SSFIVMoveListRow | Target Combo 5 | (far from opponent) {{lp}} {{---}} {{mp}} {{---}} {{f}} + {{lk}} | }} | ||
{{SSFIVMoveListRow | Target Combo 6 | (near opponent) lp --- mp (1 or 2 hits) --- d + hk --- hk | d + hk hits low }} | {{SSFIVMoveListRow | Target Combo 6 | (near opponent) {{lp}} {{---}} {{mp}} (1 or 2 hits) {{---}} {{d}} + {{hk}} {{---}} {{hk}} | {{d}} + {{hk}} hits {{low}} }} | ||
{{SSFIVMoveListRow | Target Combo 7 | b + mk --- f + mk | 2nd hit high }} | {{SSFIVMoveListRow | Target Combo 7 | {{b}} + {{mk}} {{---}} {{f}} + {{mk}} | 2nd hit {{high}} }} | ||
{{SSFIVMoveListRow | Target Combo 8 | (near opponent) hp (2 hits) --- d + hk --- hk | d + hk hits low }} | {{SSFIVMoveListRow | Target Combo 8 | (near opponent) {{hp}} (2 hits) {{---}} {{d}} + {{hk}} {{---}} {{hk}} | {{d}} + {{hk}} hits {{low}} }} | ||
{{SSFIVMoveListRow | Target Combo 9 | lk --- mk --- hk | }} | {{SSFIVMoveListRow | Target Combo 9 | {{lk}} {{---}} {{mk}} {{---}} {{hk}} | }} | ||
{{SSFIVMoveListRow | Target Combo 10 | d + hk --- hk | d + hk hits low }} | {{SSFIVMoveListRow | Target Combo 10 | {{d}} + {{hk}} {{---}} {{hk}} | {{d}} + {{hk}} hits {{low}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Yami Kazura | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Yami Kazura | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Uki Yami | b + lp + lk | throw }} | {{SSFIVMoveListRow | Uki Yami | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Tobizaru | (in air) lp + lk | airthrow }} | {{SSFIVMoveListRow | Tobizaru | (in air) {{lp}} + {{lk}} | {{airthrow}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Kunai | (in air) qcf + p | ex }} | {{SSFIVMoveListRow | Kunai | (in air) {{qcf}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Tsuijigoe | dp + p | Able to perform Kunai or Kasumi Suzaku during jump }} | {{SSFIVMoveListRow | Tsuijigoe | {{dp}} + {{p}} | Able to perform Kunai or Kasumi Suzaku during jump }} | ||
{{SSFIVMoveListRow | Neck Breaker | hcf + p | ex armorbreak }} | {{SSFIVMoveListRow | Neck Breaker | {{hcf}} + {{p}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Raida | hcb + p | ex armorbreak }} | {{SSFIVMoveListRow | Raida | {{hcb}} + {{p}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Kasumi Gake | qcf + k | hk version can pass through opponent }} | {{SSFIVMoveListRow | Kasumi Gake | {{qcf}} + {{k}} | {{hk}} version can pass through opponent }} | ||
{{SSFIVMoveListRow | Kazegiri | dp + k | ex version can be followed up with Kunai; ex }} | {{SSFIVMoveListRow | Kazegiri | {{dp}} + {{k}} | {{ex}} version can be followed up with Kunai; {{ex}} }} | ||
{{SSFIVMoveListRow | Tsumuji | qcb + k | Use d to change any follow-up hit of the ex version to attack low ; ex }} | {{SSFIVMoveListRow | Tsumuji | {{qcb}} + {{k}} | Use {{d}} to change any follow-up hit of the {{ex}} version to attack {{low}} ; {{ex}} }} | ||
{{SSFIVMoveListRow | Follow Up Attack | k or d + k | Perform after mk or hk version of Tsumuji; d + k version hits low }} | {{SSFIVMoveListRow | Follow Up Attack | {{k}} or {{d}} + {{k}} | Perform after {{mk}} or {{hk}} version of Tsumuji; {{d}} + {{k}} version hits {{low}} }} | ||
{{SSFIVMoveListRow | Hien | rdp + k | Able to perform Kunai or Kasumi Suzaku during bounce back; ex }} | {{SSFIVMoveListRow | Hien | {{rdp}} + {{k}} | Able to perform Kunai or Kasumi Suzaku during bounce back; {{ex}} }} | ||
{{SSFIVMoveListRow | High Jump | Tap db or d or df immediately followed by ub or u or uf | Cannot be used as a Reversal }} | {{SSFIVMoveListRow | High Jump | Tap {{db}} or {{d}} or {{df}} immediately followed by {{ub}} or {{u}} or {{uf}} | Cannot be used as a Reversal }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Kasumi Suzaku | (in air) qcf qcf + p | }} | {{SSFIVMoveListRow | Kasumi Suzaku | (in air) {{qcf}} qcf + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Yoroitoshi | hcb hcb + 3p | throw }} | {{SSFIVMoveListRow | Yoroitoshi | {{hcb}} hcb + {{3p}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Hashinsho | qcf qcf + 3k | armorbreak }} | {{SSFIVMoveListRow | Hashinsho | {{qcf}} qcf + {{3k}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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=====Notes | =====Notes===== | ||
*: "J" means jump and super-jump cancellable | *: "J" means jump and super-jump cancellable | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:25, 9 December 2020


Ibuki
Being trained as a ninja since childhood, Ibuki secretly wishes nothing more than to escape the life she has lived for as long as she can remember and become a "normal" teenage girl in Japan. Although she excels in her training and has become an effective hand-to-hand combatant, as well as an expert at the throwing knife, Ibuki does not enjoy being part of the hidden clan. And as her school years draw to an end, she is hoping to escape the life of a ninja permanently and become a regular college girl living a regular college life.
In a nutshell
One thing that makes Ibuki so unique is her mobility. From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent. And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links. And once she gets that untechable knock down, it's time for her Kunai traps. Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block. However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.
Players to Watch
Acqua, F-Word, Sako
Moves
Unique Attacks

















































































Throws












Special Moves











































Super Combo


Ultra Combos






AE ver. 2012 Changes
Hammer Kick (Stick Forward + Medium Kick)
Changed startup from 26F to 25F. Changes move’s total frame count from 37F to 36F.Accordingly, Target Combo 7′s startup is 25F.
Bonsho Kick
Adjusted trajectory to facilitate hitting crouching opponents. Enabled a +1F advantage on a hit and a -3F (dis)advantage on a block. Enabled a possible +5F advantage for the attacker on a counter-hit.
Hashinsho
Made all hits connect with airborne opponents until locked animation sequence. Made first hit do forcible stand-up damage when it connects with crouching opponents.
Yoroitoshi
Made projectiles fully hit against airborne opponents. Made easy command mode input the same as SSF4.
Tsuijigoe
Made move throw-invincible from start until 7th frame. Removed all hurtboxes apart from that over the head region from start until 12th frame. Made move super-cancelable from 10th frame after start onward.
AE Changes
- Standing Light Kick has a 4 frame start-up, so it'll be easier to utilize as a weak attack.
- Standing Medium Kick got changed to have a 5 frame start-up so it's possible to use it as the starting point of combos.
- Kunai's (Dagger Toss) damage was decreased.
- Neck Breaker had damage and stun nerf.
- Jump back Kunai's trajectory has been changed to nearly straight vertical-wise.
- A Crouching Hard Kick into Standing Hard Kick Target Combo was added. It works in the same way as the later part of her Target Combo 6.
- Her Jump Flip (Tsuijigoe) would register as a counter hit when she was hit out of it, so this was fixed.
The Basics
Combos
Strategy
Matchups
Frame Data
Notes
*: "J" means jump and super-jump cancellable