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{{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. | |||
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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.}} | |||
== | == Moves == | ||
=== | ==== Unique Attacks ==== | ||
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{{SSFIVMoveListRow | Ageman | b + mp | }} | |||
{{SSFIVMoveListRow | Backhand Punch | (far from opponent) hp --- hp | First hit can whiff and still be chained }} | |||
{{SSFIVMoveListRow | Spin Kick | f + lk | }} | |||
{{SSFIVMoveListRow | Reverse Spin Kick | b + mk | }} | |||
{{SSFIVMoveListRow | Hammer Kick | f + mk | high }} | |||
{{SSFIVMoveListRow | Sazan | df + mk | low }} | |||
{{SSFIVMoveListRow | Bonsho Kick | f + hk | }} | |||
{{SSFIVMoveListRow | Target Combo 1 | (during angled jump) hp --- f + mk | 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 | Both hits high }} | |||
{{SSFIVMoveListRow | Target Combo 4 | close lp --- mp (1 or 2 hits) --- hp | }} | |||
{{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 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 9 | lk --- mk --- hk | }} | |||
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=== | ==== Throws ==== | ||
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{{SSFIVMoveListRow | Yami Kazura | f or n + lp + lk | throw }} | |||
{{SSFIVMoveListRow | Uki Yami | b + lp + lk | throw }} | |||
{{SSFIVMoveListRow | Tobizaru | (in air) lp + lk | airthrow }} | |||
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=== | ==== Special Moves ==== | ||
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{{SSFIVMoveListRow | Kunai | (in air) qcf + p | ex }} | |||
{{SSFIVMoveListRow | Tsuijigoe | dp + p | Able to perform Kunai or Kasumi Suzaku during jump }} | |||
{{SSFIVMoveListRow | Neck Breaker | hcf + p | ex armorbreak }} | |||
{{SSFIVMoveListRow | Raida | qcb + p | ex armorbreak }} | |||
{{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 | 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 | 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 }} | |||
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== | ==== Super Combo ==== | ||
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{{SSFIVMoveListRow | Kasumi Suzaku | (in air) qcf qcf + p | }} | |||
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==Combos== | ==== Ultra Combos ==== | ||
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{{SSFIVMoveListRow | Yoroitoshi | hcb hcb + 3p | throw }} | |||
{{SSFIVMoveListRow | Hashinsho | qcf qcf + 3k | armorbreak }} | |||
{{MoveListFooter}} | |||
==Frame Data== | ==Frame Data== |
Revision as of 04:01, 2 June 2011


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.
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.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
Frame Data