Street Fighter V/Ibuki: Difference between revisions

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=====<font style="visibility:hidden; float:right">Chizuri Hayabusa</font>=====
=====<font style="visibility:hidden; float:right">Chizuri Hayabusa</font>=====
{{MoveData
{{MoveData
|image=SFV_Ibuki_MKHP.png
|image=SFV_Ibuki_MKHP_break.png
|name=Chizuri Hayabusa
|name=Chizuri Hayabusa
|input=MKHP
|input=MKHP

Revision as of 14:39, 6 March 2021

Introduction

About Ibuki

Unique Mechanic

At the start of the round, Ibuki has access to 6 Kunai that can be thrown like a projectile on the ground, in the air, or released all at once for extended combos. Once she runs out of Kunai she loses access to these moves until she reloads them. This can be done by performing Kunai Hoju, which can be held to restock 1-6 kunai, or 3-6 kunai with the EX version. The current number of available kunai can be seen next to her V-Meter.

Final Patch

Players to Watch

  • Fujimura (formerly Yukadon)
  • Shine
  • Xian
Ibuki
SFV-Ibuki Portrait.jpg
Vitals
Life Points 925
Stun Points 950
V-Gauge Points
V-Trigger 1 900
V-Trigger 2 600
Ground Movement
Forward Walk Speed 5.2
Backward Walk Speed 3.4
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 121.9
Backward Dash Distance 92.3
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 224
Backward Jump Distance 192
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Ibuki 5LP.png
Startup Active Recovery Hit
3 2 8 2
Damage Stun Attack Block
30 70 H 1
Stand MP
Stand MP
5MP
SFV Ibuki 5MP.png
Startup Active Recovery Hit
5 3 10 4
Damage Stun Attack Block
60 100 H 2
  • Cancel options: sp su vt1 vt2
  • Combo / Frametrap starter
Stand HP
Stand HP
5HP
SFV Ibuki 5HP.png
Startup Active Recovery Hit
10 2 19 0
Damage Stun Attack Block
80 150 H -5
Stand LK
Stand LK
5LK
SFV Ibuki 5LK.png
Startup Active Recovery Hit
4 3 9 0
Damage Stun Attack Block
30 70 H -2
  • Cancel options: sp su vt1 vt2
  • First active frame has shorter range, can potentially whiff on max distance -4 punishes
Stand MK
Stand MK
5MK
SFV Ibuki 5MK.png
Startup Active Recovery Hit
6 2 14 5
Damage Stun Attack Block
60 100 H 2
  • Cancel options: vt1 vt2
  • Combo / Frametrap starter
Stand HK
Stand HK
5HK
SFV Ibuki 5HK.png
Startup Active Recovery Hit
10 3 16(19) 3
Damage Stun Attack Block
90 150 H -2
  • Cancel options: vt1 vt2
  • +3 extra recovery frames on whiff (19)
  • Whiffs on crouching
Crouch LP
Crouch LP
2LP
SFV Ibuki 2LP.png
Startup Active Recovery Hit
4 3 8 3
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
  • Chains into cr.LP and st.LP
Crouch MP
Crouch MP
2MP
SFV Ibuki 2MP.png
Startup Active Recovery Hit
6 3 16 3
Damage Stun Attack Block
60 100 H -1
Crouch HP
Crouch HP
2HP
SFV Ibuki 2HP.png
Startup Active Recovery Hit
9 4 16 2
Damage Stun Attack Block
90 150 H -3
  • Cancel options: sp su vt1 vt2
  • Forces standing on hit
Crouch LK
Crouch LK
2LK
SFV Ibuki 2LK.png
Startup Active Recovery Hit
4 2 8 3
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
  • Chains into crouching LP
Crouch MK
Crouch MK
2MK
SFV Ibuki 2MK.png
Startup Active Recovery Hit
6 3 16 3
Damage Stun Attack Block
60 100 L -2
  • Cancel options: vt1 vt2
  • Hit confirmable into st.LP or LK DP
Crouch HK
Crouch HK
2HK
SFV Ibuki 2HK.png
Startup Active Recovery Hit
8 2 24 KD
Damage Stun Attack Block
100 150 L -12
Jump LP
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Puts opponents into a limited juggle state if used after HK Command Dash
  • Juggle Limit / Increase / Start (after HK Command Dash): 10/5/1
Jump MP
Startup Active Recovery Hit
5 6 - -
Damage Stun Attack Block
60 100 M -
Jump HP
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Puts opponents into a limited juggle state if used after HK Command Dash
  • Juggle Limit / Increase / Start (after HK Command Dash): 10/5/1
Jump LK
Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Can Cross-up
Jump MK
Startup Active Recovery Hit
6 6 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can Cross-up
Jump HK
Startup Active Recovery Hit
8 4 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Kobekudaki
Kobekudaki
6MK
SFV Ibuki 6MK.png
Startup Active Recovery Hit
28 2 16 3
Damage Stun Attack Block
70 100 M -2
  • Cancel options: -
  • Overhead
  • Airborne and projectile invincible on lower body on frames 7-30
Bonshogeri
Bonshogeri
6HK
SFV Ibuki 6HK.png
Startup Active Recovery Hit
14 4 16(19) 2
Damage Stun Attack Block
90 150 H -3
  • Cancel options: -
  • Airborne and projectile invincible on legs on frames 8-26
  • 3 extra recovery frames on whiff
Sazan
Sazan
3MK
SFV Ibuki 3MK.png
Startup Active Recovery Hit
7 11 14 -6
Damage Stun Attack Block
50 100 L -10
  • Cancel options: -
  • Low profile and projectile invincible on head on frames 6-17
  • +4 oH / +0 oB on last active frame
Agemen
Startup Active Recovery Hit
7 2*1 11 4*4
Damage Stun Attack Block
40 70 H -1*0
  • Cancel options: sp su vt1 vt2
  • Hit Confirm notes: *Special cancel on 1st hit only
  • 1st hit causes limited juggle state on airborne opponents
  • 2nd hit is not special cancelable (but is V-Trigger cancelable)
  • 1 frame less hitstun & blockstun on 2nd hit
  • Juggle Limit: 1*3

Target Combos

Tobikura
Tobikura
j.LP > j.MK (air)
Startup Active Recovery Hit
4+4 6 - -
Damage Stun Attack Block
40*63 70*45 M -
  • Cancel options: -
  • First hit puts airborne opponents into a limited juggle state if used after HK Command Dash (So this only combos in-air if used after HK command dash)
Aoji
Startup Active Recovery Hit
9+5 4 - -
Damage Stun Attack Block
90*45 150*72 M -
  • Cancel options: -
  • Can only be performed after HK Command Dash or after her float ability (KK)
  • First hit puts airborne opponents into a limited juggle state
  • Second hit does a spiked knockdown on an airborne opponent
Shinten 1
Shinten 1
5LP > 5MP
Startup Active Recovery Hit
3+5 3 15 -5
Damage Stun Attack Block
30*36 (66) 70*45 (115) H*H -8
Shinten 2
Shinten 2
5LP > 5MP > 5HP
Startup Active Recovery Hit
3+5+6 3 20 -4
Damage Stun Attack Block
40*36*40 (106) 70*45*56 (171) H*H*H -9
  • Cancel options: sp su vt1 vt2
  • Special cancelable only on hit
Yagurakuzushi
Yagurakuzushi
5LP > 5MP > 5LK
Startup Active Recovery Hit
3+5+4 2 15 1
Damage Stun Attack Block
30*36*24 (90) 70*45*40 (155) H*H*H -2
Gogasha 1
Gogasha 1
5MK > 2HK
Startup Active Recovery Hit
6+7 2 23 KD
Damage Stun Attack Block
60*54 (114) 100*54 (154) H*L -12
Gogasha 2
Gogasha 2
5MK > 2HK > 5HK
Startup Active Recovery Hit
6+7+7 2 17 -
Damage Stun Attack Block
60*54*32 (146) 100*54*48 (202) H*L*H -
  • Cancel options: sp su vt1 vt2
  • Last hit whiffs on block
  • Launches opponent into an air reset situation with +17 advantage for Ibuki (+1 after forward dash)
Shakunage
Shakunage
2MP > 6HK
Startup Active Recovery Hit
6+14 3 23(18) 2
Damage Stun Attack Block
60*63 (123) 100*90 (190) H*H -5
  • Cancel options: -
  • 5 frames less recovery on hit (18f)
Sasanaki
Sasanaki
5MP > 6MK
Startup Active Recovery Hit
5+27 2 13 6
Damage Stun Attack Block
70 100 H*M -2
  • Cancel options: -
  • 2nd hit (f+MK) is an Overhead like regularly
  • 2nd hit (f+MK Overhead) has more frame advantage on hit (+6) than the normal version of f+MK Overhead (+3)

Throws

Yamikazura
Yamikazura
Throw
LPLK
SFV Ibuki LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 120 T -
Kubiori
Kubiori
Back Throw
4LPLK
SFV Ibuki 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -

Special Moves

Nobusuma
Nobusuma
KK (air)
Startup Active Recovery Hit
- - 9 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Ibuki is suspect to special counter-hits during the entire duration of this move (also any follow-ups done from this move) by any medium / heavy / command normal, this special counter-hit state puts Ibuki into a free juggle state
  • Can be followed up with any air normal / air target combos / or air kunais (cannot air throw after the float)
  • Recovery frames listed refers to grounded recovery frames upon landing (9F) without canceling into another other move in air
  • Ibuki is in a crouching state (and crouching hurtbox size) during last 7 frames of grounded recovery
LK Kasumigake
LK Kasumigake
236LK
SFV Ibuki 236LK.png
Startup Active Recovery Hit
- - 23 -
Damage Stun Attack Block
- - - -
MK Kasumigake
MK Kasumigake
236MK
SFV Ibuki 236MK.png
Startup Active Recovery Hit
- - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Passes through grounded enemies
HK Kasumigake
HK Kasumigake
236HK
SFV Ibuki 236HK.png
Startup Active Recovery Hit
- - 53+4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Normal attacks possible on frame 17 and onwards and Airborne Kunais on frame 20 and onwards
  • Confers extra juggle potential to first hit of airborne target combos
  • 4 landing recovery frames
LK Kazekiri
LK Kazekiri
623LK
SFV Ibuki 623LK.png
Startup Active Recovery Hit
3 1*1*11 20+14 KD
Damage Stun Attack Block
50*40*30 (120) 50*50*50 (150) H -27
  • Cancel options: su
  • Airborne on frame 5
  • Deals 70 damage if only the last hit connects
  • Can hit crossups
MK Kazekiri
MK Kazekiri
623MK
SFV Ibuki 623MK.png
Startup Active Recovery Hit
4 1*1*11 19+15 KD
Damage Stun Attack Block
50*40*30 (120) 50*50*50 (150) H -27
  • Cancel options: su
  • Airborne on frame 6
  • Deals 70 damage if only the last hit connects
  • Can hit crossups
HK Kazekiri
HK Kazekiri
623HK
SFV Ibuki 623HK.png
Startup Active Recovery Hit
5 1*1*11 19+15 KD
Damage Stun Attack Block
50*40*30 (120) 50*50*50 (150) H -27
  • Cancel options: su
  • Airborne on frame 7
  • Deals 70 damage if only the last hit connects
  • Can hit crossups
EX Kazekiri
EX Kazekiri
623KK
SFV Ibuki 623KK.png
Startup Active Recovery Hit
4 1*2*5*5 17+20 KD
Damage Stun Attack Block
50*30x3 (140) 50x4 (200) H -31
  • Cancel options: -
  • Airborne on frame 7
  • Completely invincible on frames 1-8
  • Can hit crossups
  • Ibuki is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
LP Raida
LP Raida
63214LP
SFV Ibuki 63214LP.png
Startup Active Recovery Hit
7 2 30 KD
Damage Stun Attack Block
100 200 H -12
  • Cancel options: -
  • Can't be back recovered
  • Strike hitbox
MP Raida
MP Raida
63214MP
SFV Ibuki 63214MP.png
Startup Active Recovery Hit
7 2 30 KD
Damage Stun Attack Block
110 200 H -12
  • Cancel options: -
  • Can't be back recovered
  • Strike hitbox
  • Never any reason to use this version
HP Raida
HP Raida
63214HP
SFV Ibuki 63214HP.png
Startup Active Recovery Hit
7 2 30 KD
Damage Stun Attack Block
120 200 H -12
  • Cancel options: -
  • Can't be back recovered
  • Strike hitbox
EX Raida
EX Raida
63214PP
SFV Ibuki 63214PP.png
Startup Active Recovery Hit
7 3 27 KD
Damage Stun Attack Block
20*130 (150) 200 H -11
  • Cancel options: -
  • Projectile Invincible on frames 1-9
  • Can't be back recovered
  • Strike throw
LP Kunai
LP Kunai
236LP
SFV Ibuki 236LP.png
Startup Active Recovery Hit
10 - 23 2
Damage Stun Attack Block
40 50 H -2
  • Cancel options: su vs2
  • Projectile hitbox
  • Cancelable into V-Skill 2 on Hit/Block
  • Puts airborne opponents into a juggleable state
  • Kunai onscreen for 11 frames
  • Kunai has a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 2 / 1 / 1
MP Kunai
MP Kunai
236MP
SFV Ibuki 236MP.png
Startup Active Recovery Hit
10 - 23 2
Damage Stun Attack Block
40 50 H -2
  • Cancel options: su vs2
  • Projectile hitbox
  • Cancelable into V-Skill 2 on Hit/Block
  • Puts airborne opponents into a juggleable state
  • Kunai onscreen for 16 frames
  • Kunai has a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 2 / 1 / 1
HP Kunai
HP Kunai
236HP
SFV Ibuki 236HP.png
Startup Active Recovery Hit
10 - 23 2
Damage Stun Attack Block
40 50 H -2
  • Cancel options: su vs2
  • Projectile hitbox
  • Cancelable into V-Skill 2 on Hit/Block
  • Puts airborne opponents into a juggleable state
  • Kunai onscreen for 21 frames
  • Kunai has a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 2 / 1 / 1
EX Kunai
Startup Active Recovery Hit
10 - 34 KD
Damage Stun Attack Block
20*40 50*50 H 18
  • Cancel options: vs2
  • Cancelable into V-Skill 2 on Hit/Block
  • Has 3 different distance variations
  • Explodes 6 frames after striking the ground
  • Explosion will detonate V-Trigger bombs doing 50 extra damage (150)
  • Has a striking hitbox that passes cleanly through other projectiles
  • Juggle Limit / Increase / Start: 6*6 / 0*1 / 1*2
LP Airborne Kunai
LP Airborne Kunai
236LP (air)
Startup Active Recovery Hit
7 - 13 -5(8)
Damage Stun Attack Block
40 50 H -8(5)
  • Cancel options: -
  • Projectile hitbox
  • Puts airborne opponents into a juggleable state
  • Frame advantage varies greatly depending on angle / distance from ground when hit
  • Can only be done during a forward jump
  • Kunai has a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 4 / 0 / 1
MP Airborne Kunai
MP Airborne Kunai
236MP (air)
Startup Active Recovery Hit
7 - 13 -5(10)
Damage Stun Attack Block
40 50 H -8(7)
  • Cancel options: -
  • Projectile hitbox
  • Puts airborne opponents into a juggleable state
  • Frame advantage varies greatly depending on angle / distance from ground when hit
  • Can only be done during a forward jump
  • Kunai has a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 4 / 0 / 1
HP Airborne Kunai
HP Airborne Kunai
236HP (air)
Startup Active Recovery Hit
7 - 13 -4(14)
Damage Stun Attack Block
40 50 H -7(11)
  • Cancel options: -
  • Projectile hitbox
  • Puts airborne opponents into a juggleable state
  • Frame advantage varies greatly depending on angle / distance from ground when hit
  • Can only be done during a forward jump
  • Kunai has a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 4 / 0 / 1
EX Airborne Kunai
EX Airborne Kunai
236PP (air)
Startup Active Recovery Hit
5 - 13 KD
Damage Stun Attack Block
20*50 50*50 H -
  • Cancel options: -
  • 2F faster startup than non-ex air kunais
  • EX Air Kunai travels downward at 45 degrees and explodes 6 frames after striking the ground
  • Explosion will detonate V-Trigger bombs
  • Has a striking hitbox that passes cleanly through other projectiles
  • KDA show is when both explosions hit and Ibuki uses it ASAP in the air
  • KDA varies depending on range / timing
  • Can only be done during a forward jump
  • Juggle Limit / Increase / Start: 6*10 / 1*5 / 1*3
LP Kunai Ikkinage
LP Kunai Ikkinage
Hold + Release LP
Startup Active Recovery Hit
11 - 26 KD
Damage Stun Attack Block
20 per dagger 20 per dagger H -1(9)
  • Cancel options: sp su vt1 vt2
  • Projectile hitbox
  • Hit number depends on number of Kunai in hand, up to a max of 6
  • For each number of Kunai in hand below the max of 6; Knockdown advantage and frame advantage on block decreases by -2 frames
  • Button used determines spread degree of Kunai
  • Requires 50 frames of charge
  • KDA shown is melee range with 6 charged kunai
  • KDA increases the further away and decreases the fewer the kunais released at once
  • Puts airborne opponents into a juggleable state
  • Special cancelable on hit/block/whiff (not possible if only one or no kunais are thrown / attempted when no kunais are left to throw)
  • LK/MK dash cancel data shown is when performed up close (much better frame advantage when canceled into command dashes from further away when the kunai land)
  • All the kunais throwns have a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 12 / 0 / 1
MP Kunai Ikkinage
MP Kunai Ikkinage
Hold + Release MP
Startup Active Recovery Hit
11 - 26 KD
Damage Stun Attack Block
20 per dagger 20 per dagger H -1(9)
  • Cancel options: sp su vt1 vt2
  • Projectile hitbox
  • Hit number depends on number of Kunai in hand, up to a max of 6
  • For each number of Kunai in hand below the max of 6; Knockdown advantage and frame advantage on block decreases by -2 frames
  • Button used determines spread degree of Kunai
  • Requires 50 frames of charge
  • KDA shown is melee range with 6 charged kunai
  • KDA increases the further away and decreases the fewer the kunais released at once
  • Puts airborne opponents into a juggleable state
  • Special cancelable on hit/block/whiff (not possible if only one or no kunais are thrown / attempted when no kunais are left to throw)
  • LK/MK dash cancel data shown is when performed up close (much better frame advantage when canceled into command dashes from further away when the kunai land)
  • All the kunais throwns have a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 12 / 0 / 1
HP Kunai Ikkinage
HP Kunai Ikkinage
Hold + Release HP
Startup Active Recovery Hit
11 - 26 KD
Damage Stun Attack Block
20 per dagger 20 per dagger H -1(9)
  • Cancel options: sp su vt1 vt2
  • Projectile hitbox
  • Hit number depends on number of Kunai in hand, up to a max of 6
  • For each number of Kunai in hand below the max of 6; Knockdown advantage and frame advantage on block decreases by -2 frames
  • Button used determines spread degree of Kunai
  • Requires 50 frames of charge
  • KDA shown is melee range with 6 charged kunai
  • KDA increases the further away and decreases the fewer the kunais released at once
  • Puts airborne opponents into a juggleable state
  • Special cancelable on hit/block/whiff (not possible if only one or no kunais are thrown / attempted when no kunais are left to throw)
  • LK/MK dash cancel data shown is when performed up close (much better frame advantage when canceled into command dashes from further away when the kunai land)
  • All the kunais throwns have a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 12 / 0 / 1
LK Airborne Kunai Ikkinage
LK Airborne Kunai Ikkinage
Hold + Release LK (air)
Startup Active Recovery Hit
16 - 13 KD
Damage Stun Attack Block
20 per dagger 20 per dagger H -
  • Cancel options: -
  • Projectile hitbox
  • Hit number depends on number of Kunai in hand, up to a max of 6 Kunais
  • Button used determines spread degree of Kunai
  • Requires 50 frames of charge
  • Can be performed during any jump direction
  • Recovery frames refers to landing recovery frames (13)
  • Ibuki is in a crouching state (and crouching hurtbox size) during last 11 frames of grounded recovery
  • All the kunais throwns have a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 10 / 0 / 1
MK Airborne Kunai Ikkinage
MK Airborne Kunai Ikkinage
Hold + Release MK (air)
Startup Active Recovery Hit
16 - 13 KD
Damage Stun Attack Block
20 per dagger 20 per dagger H -
  • Cancel options: -
  • Projectile hitbox
  • Hit number depends on number of Kunai in hand, up to a max of 6
  • Button used determines spread degree of Kunai
  • Requires 50 frames of charge
  • Can be performed during any jump direction
  • Recovery frames refers to landing recovery frames (13)
  • Ibuki is in a crouching state (and crouching hurtbox size) during last 11 frames of grounded recovery
  • All the kunais throwns have a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 10 / 0 / 1
HK Airborne Kunai Ikkinage
HK Airborne Kunai Ikkinage
Hold + Release HK (air)
Startup Active Recovery Hit
16 - 13 KD
Damage Stun Attack Block
20 per dagger 20 per dagger H -
  • Cancel options: -
  • Projectile hitbox
  • Hit number depends on number of Kunai in hand, up to a max of 6
  • Button used determines spread degree of Kunai
  • Requires 50 frames of charge
  • Can be performed during any jump direction
  • Recovery frames refers to landing recovery frames (13)
  • Ibuki is in a crouching state (and crouching hurtbox size) during last 11 frames of grounded recovery
  • All the kunais throwns have a hurtbox and can be hit out of the air by opponent
  • Juggle Limit / Increase / Start: 12 / 0 / 1
Kunai Hoju Lvl 1
Kunai Hoju Lvl 1
63214K
Startup Active Recovery Hit
25 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Recharges 1 kunai
Kunai Hoju Lvl 2
Kunai Hoju Lvl 2
Hold 63214K
Startup Active Recovery Hit
38 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Recharges 2 kunai
Kunai Hoju Lvl 3
Kunai Hoju Lvl 3
Hold 63214K
Startup Active Recovery Hit
50 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Recharges 3 kunai
Kunai Hoju Lvl 4
Kunai Hoju Lvl 4
Hold 63214K
Startup Active Recovery Hit
62 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Recharges 4 kunai
Kunai Hoju Lvl 5
Kunai Hoju Lvl 5
Hold 63214K
Startup Active Recovery Hit
74 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Recharges 5 kunai
Kunai Hoju Lvl 6
Kunai Hoju Lvl 6
Hold 63214K
Startup Active Recovery Hit
83 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Recharges 6 kunai
EX Kunai Hoju Lvl 1
EX Kunai Hoju Lvl 1
63214KK
Startup Active Recovery Hit
25 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • EX version (lvl 1) recharges 3 kunais at the same speed as recharging 1
EX Kunai Hoju Lvl 2
EX Kunai Hoju Lvl 2
Hold 63214KK
Startup Active Recovery Hit
38 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • EX version (lvl 2) recharges 4 kunais at the same speed as recharging 2
EX Kunai Hoju Lvl 3
EX Kunai Hoju Lvl 3
Hold 63214KK
Startup Active Recovery Hit
50 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • EX version (lvl 3) recharges 5 kunais at the same speed as recharging 3
EX Kunai Hoju Lvl 4
EX Kunai Hoju Lvl 4
Hold 63214KK
Startup Active Recovery Hit
61 - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • EX version (lvl 4) recharges 6 kunais at about the same speed as recharging 4

Critical Arts

Kachofugetsu
Kachofugetsu
236236K
Startup Active Recovery Hit
5 17 17 KD
Damage Stun Attack Block
340 356 H -20
  • Cancel options: -
  • Completely invincible on frames 1-6
  • Hard Knockdown

Taunts

Taunt
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Tenrai
Startup Active Recovery Hit
15 5 20 KD
Damage Stun Attack Block
60 100 H -7
  • Cancel options: vt1 vt2
  • Projectile hitbox
  • Hurtbox slightly pulled back on startup frames 5-10
  • Builds 60/30 V-Gauge on hit/block
  • Puts opponent into a free juggle state on hit and doesn't increase juggle state on already juggling opponents
  • Juggle Limit / Increase / Start: 4 / 0 / 0
Tenrai Full
Tenrai Full
Hold MPMK (VS1)
Startup Active Recovery Hit
25 7 18 KD
Damage Stun Attack Block
80 150 H -2
  • Cancel options: vt1 vt2
  • Projectile hitbox
  • Hurtbox slightly pulled back on startup frames 5-21
  • Builds 80/40 V-Gauge on hit/block
  • Puts opponent into a free juggle state on hit and doesn't increase juggle state on already juggling opponents
  • Juggle Limit / Increase / Start: 8 / 0 / 0

V-Skill 2

Makibishi
Makibishi
MPMK (VS2)
Startup Active Recovery Hit
78 - 24 1(37)
Damage Stun Attack Block
20x3 0 H -3(12)
  • Cancel options: -
  • Caltrops exist for 240 frames
  • Kunai has a hurtbox and can be hit out of the air by opponent before it lands
  • Ibuki is in a Counter-Hit state on frames 1-77 (during start-up)
  • Trips opponent when touched on ground
  • Frame advantage shown in the parantheses (X) refers to how much Hitstun/Blockstun the opponent suffers when touching the grounded caltrops (basically how much frame advantage Ibuki has when the opponent touches the caltrops)
Makibishi - Single
Makibishi - Single
MPMK (VS2) > P
Startup Active Recovery Hit
39 - 25 0(37)
Damage Stun Attack Block
20 0 H -4(12)
  • Cancel options: -
  • Caltrop exists for 240 frames
  • Button strength determines distance caltrop is thrown before it lands
  • Caltrop has a hurtbox and can be hit out of the air by opponent
  • Ibuki is in a Counter-Hit state on frames 1-38 (during start-up)
  • Trips opponent when touched on ground
  • Frame advantage shown in the parantheses (X) refers to how much Hitstun/Blockstun the opponent suffers when touching the grounded caltrops (basically how much frame advantage Ibuki has when the opponent touches the caltrops)

V-Trigger 1

Rokushaku Horokudama
Rokushaku Horokudama
4or5or6or8HPHK (VT1)
Startup Active Recovery Hit
9 - 17 8 (KD)
Damage Stun Attack Block
100(160) 80 H 2
  • Cancel options: -
  • 3 bar V-Trigger
  • Toss deals 20 dmg; +8 oH / +2 oB
  • b+V-Trigger: 209 frame timer
  • n+V-Trigger: 89 frame timer
  • u+V-Trigger: 329 frame timer
  • f+V-Trigger: 31 frame timer
  • Can be detonated using EX Kunai doing 40 extra damage (160)
  • Bombs can be knocked around by either characters striking it
  • Bombs leave opponent in a limited juggle state
  • All bombs except forward version can OTG
Rokushaku Horokudama 2nd
Rokushaku Horokudama 2nd
4or5or6or8HPHK (VT1) (2nd Bomb)
Startup Active Recovery Hit
25 - 22 8 (KD)
Damage Stun Attack Block
100(160) 80 H 2
  • Cancel options: -
  • 3 bar V-Trigger
  • Toss deals 20 dmg; +8 oH / +2 oB
  • b+V-Trigger: 209 frame timer
  • n+V-Trigger: 89 frame timer
  • u+V-Trigger: 329 frame timer
  • f+V-Trigger: 31 frame timer
  • Can be detonated using EX Kunai doing 40 extra damage (160)
  • Bombs can be knocked around by either characters striking it
  • Bombs leave opponent in a limited juggle state
  • All bombs except forward version can OTG

V-Trigger 2

Fuma Shuriken (Haku)
Fuma Shuriken (Haku)
HPHK (VT2)
Startup Active Recovery Hit
7 - 36 8
Damage Stun Attack Block
20*20(80) 40*40(160) H -4
  • Cancel options: -
  • 2 bar V-Trigger
  • Launches a giant shuriken forward that puts airborne opponents into a free juggle state (both hits cause free juggle state on airborne opponents)
  • Deals 40 damage and 80 stun going forward and then again when it comes back
Fuma Shuriken (Kokufu)
Fuma Shuriken (Kokufu)
4HPHK (VT2)
Startup Active Recovery Hit
7 - 44 0
Damage Stun Attack Block
25*25(100) 40*40(160) H -6
  • Cancel options: -
  • 2 bar V-Trigger
  • Launches a giant shuriken into the air that puts airborne opponents into a free juggle state on its initial hit (second hit on the way back puts airborne opponents into a limited juggle state)
  • First hit can't hit crouching opponents (but the second hit on the way back can)
  • Deals 50 damage and 80 stun going forward and then again when it comes back

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Chizuri Hayabusa
Chizuri Hayabusa
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Hanagasumi
Hanagasumi
6PPP
SFV Ibuki 6PPP.png
Startup Active Recovery Hit
17 4 32 KD
Damage Stun Attack Block
60 - H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-13 and then becomes fully invincible during the teleport on frames 14-37
  • After teleport Ibuki is Strike invincible on frames 38-41 followed by no form of invincibility on the last 11 frames of recovery
  • 14 extra recovery frames on hit
  • Ibuki turns into a log and teleports next to her foe, knocking them down
  • +3 extra KDA (+78/19/24) on Counter-Hit
  • Believe it!


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