Super Street Fighter IV AE/Ibuki: Difference between revisions

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(→‎Frame Data: Updated to 2012 and notes)
Line 180: Line 180:
| align="center"  |125*75
| align="center"  |125*75
| align="center"  |40*20
| align="center"  |40*20
| align="center"  |sp/su
| align="center"  |sp/su*-
| align="center"  |7
| align="center"  |7
| align="center"  |2*2
| align="center"  |2*2
Line 222: Line 222:
| align="center"  |125*75
| align="center"  |125*75
| align="center"  |40*20
| align="center"  |40*20
| align="center"  |J
| align="center"  |-*J
| align="center"  |6
| align="center"  |6
| align="center"  |2*2
| align="center"  |2*2
Line 228: Line 228:
| align="center"  |-5
| align="center"  |-5
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |2nd hit pursuit property
|  |
|  |
|-
|-
Line 354: Line 354:
| align="center"  |-3
| align="center"  |-3
| align="center"  |+2
| align="center"  |+2
| align="center"  |
| align="center"  |Forces stand, pursuit property
|  |
|  |
|-
|-
Line 396: Line 396:
| align="center"  |-9
| align="center"  |-9
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 564: Line 564:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |[air-hit] limited juggle knockdown, pursuit property
|  |
|  |
|-
|-
Line 572: Line 572:
| align="center"  |50*50
| align="center"  |50*50
| align="center"  |40*40
| align="center"  |40*40
| align="center"  |sp/su
| align="center"  |sp/su*-
| align="center"  |6
| align="center"  |6
| align="center"  |1*2
| align="center"  |1*2
Line 578: Line 578:
| align="center"  |0
| align="center"  |0
| align="center"  |+4
| align="center"  |+4
| align="center"  |
| align="center"  |1st ground hit forces stand, 1st air hit limited juggle knockdon, 2nd hit pursuit property
|  |
|  |
|-
|-
Line 629: Line 629:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |26
| align="center"  |25
| align="center"  |2
| align="center"  |2
| align="center"  |10
| align="center"  |10
| align="center"  |+3
| align="center"  |+3
| align="center"  |+5
| align="center"  |+5
| align="center"  |
| align="center"  |3~31f airborne, 8~27f legs strike invincible
|  |
|  |
|-
|-
Line 648: Line 648:
| align="center"  |-11
| align="center"  |-11
| align="center"  |-5
| align="center"  |-5
| align="center"  |
| align="center"  |5~17f upper body projectile invincible
|  |
|  |
|-
|-
Line 660: Line 660:
| align="center"  |2
| align="center"  |2
| align="center"  |21
| align="center"  |21
| align="center"  |-5
| align="center"  |-3
| align="center"  |-1
| align="center"  |+1
| align="center"  |
| align="center"  |5~30f airborne, [counter-hit] +5 frame advantage
|  |
|  |
|-
|-
Line 673: Line 673:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |55
| align="center"  |Total 55[56]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |5~44f airborne, 1~4f special move or ultra cancellable, 11 grounded recovery frames, can use jump attack or special move once airborne (3 grounded recovery frames), [] refers to backwards jump, treated as a special move
|  |
|  |
|-
|-
Line 707: Line 707:
|  |
|  |
|-
|-
|  |??[[File:Jab.gif]] > [[File:Right.gif]]+[[File:Fierce.gif]]
|  |Jump forward [[File:Jab.gif]] > [[File:Right.gif]]+[[File:Fierce.gif]]
| align="center"  |H
| align="center"  |H
| align="center"  |70
| align="center"  |70
Line 726: Line 726:
| align="center"  |50*50
| align="center"  |50*50
| align="center"  |40*40
| align="center"  |40*40
| align="center"  |sp/su
| align="center"  |sp/su*-
| align="center"  |5
| align="center"  |5
| align="center"  |1*2
| align="center"  |1*2
Line 732: Line 732:
| align="center"  |-1
| align="center"  |-1
| align="center"  |+3
| align="center"  |+3
| align="center"  |
| align="center"  |Forces stand
|  |
|  |
|-
|-
Line 802: Line 802:
| align="center"  |-7
| align="center"  |-7
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |pursuit property
|  |
|  |
|-
|-
Line 816: Line 816:
| align="center"  |+1
| align="center"  |+1
| align="center"  |+3
| align="center"  |+3
| align="center"  |
| align="center"  |3~32f airborne, 8~27f legs strike invincible
|  |
|  |
|-
|-
Line 914: Line 914:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 928: Line 928:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 942: Line 942:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 953: Line 953:
| align="center"  |7
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |16
| align="center"  |After landing 16
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |projectile is a strike hitbox, projectile disappears when it touches a strike or projectile
|  |
|  |
|-
|-
Line 967: Line 967:
| align="center"  |8
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |9
| align="center"  |After landing 9
| align="center"  |-
| align="center"  |-
| align="center"  |pursuit property, projectile is a strike hitbox, projectile disappears when it touches a strike or projectile, 2nd projectile startup 15f
|  |
|-
|  |Tsuijigoe [[File:Jab.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |20/-
| align="center"  |sp/su
| align="center"  |-
| align="center"  |-
| align="center"  |Total 50
| align="center"  |-
| align="center"  |-
| align="center"  |1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 27f~ can cancel into kunai or super combo
|  |
|-
|  |Tsuijigoe [[File:strong.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |20/-
| align="center"  |sp/su
| align="center"  |-
| align="center"  |-
| align="center"  |Total 54
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 29f~ can cancel into kunai or super combo
|  |
|  |
|-
|-
|  |??
|  |Tsuijigoe [[File:fierce.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
Line 981: Line 1,009:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |50
| align="center"  |Total 59
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 30f~ can cancel into kunai or super combo
|  |
|  |
|-
|-
Line 998: Line 1,026:
| align="center"  |-13
| align="center"  |-13
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown, armor break, on block switches to 23f recovery animation
|  |
|  |
|-
|-
Line 1,012: Line 1,040:
| align="center"  |-13
| align="center"  |-13
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown, armor break, on block switches to 23f recovery animation
|  |
|  |
|-
|-
Line 1,026: Line 1,054:
| align="center"  |-13
| align="center"  |-13
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown, armor break, on block switches to 23f recovery animation
|  |
|  |
|-
|-
Line 1,040: Line 1,068:
| align="center"  |-13
| align="center"  |-13
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~28f projectile invincible, hard knockdown, armor break, on block switches to 23f recovery animation
|  |
|  |
|-
|-
Line 1,054: Line 1,082:
| align="center"  |-14
| align="center"  |-14
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.01
|  |
|  |
|-
|-
Line 1,068: Line 1,096:
| align="center"  |-16
| align="center"  |-16
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.06
|  |
|  |
|-
|-
Line 1,082: Line 1,110:
| align="center"  |-18
| align="center"  |-18
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.10
|  |
|  |
|-
|-
Line 1,095: Line 1,123:
| align="center"  |20
| align="center"  |20
| align="center"  |-9
| align="center"  |-9
| align="center"  |-
| align="center"  |1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.25
|  |
|-
|  |Kasumi Gake [[File:Short.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Total 20
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |
|  |
|  |
|-
|-
|  |???
|  |Kasumi Gake [[File:forward.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
Line 1,107: Line 1,149:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |???
| align="center"  |Total 22
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |
|  |
|-
|  |Kasumi Gake [[File:roundhouse.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Total 24
| align="center"  |-
| align="center"  |-
| align="center"  |3~12f can pass through opponent
|  |
|  |
|-
|-
Line 1,121: Line 1,177:
| align="center"  |5
| align="center"  |5
| align="center"  |1*1*11
| align="center"  |1*1*11
| align="center"  |17+8
| align="center"  |17 + After landing 8
| align="center"  |-27
| align="center"  |-27
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~6f unthrowable, 8~34f airborne, pursuit property
|  |
|  |
|-
|-
Line 1,135: Line 1,191:
| align="center"  |7
| align="center"  |7
| align="center"  |1*1*11
| align="center"  |1*1*11
| align="center"  |18+10
| align="center"  |18 + After landing 10
| align="center"  |-30
| align="center"  |-30
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~8f unthrowable, 10~37f airborne, pursuit property
|  |
|  |
|-
|-
Line 1,149: Line 1,205:
| align="center"  |9
| align="center"  |9
| align="center"  |1*1*11
| align="center"  |1*1*11
| align="center"  |15+10
| align="center"  |15 + After landing 10
| align="center"  |-27
| align="center"  |-27
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~10f unthrowable, 12~36f airborne, pursuit property
|  |
|  |
|-
|-
Line 1,163: Line 1,219:
| align="center"  |5
| align="center"  |5
| align="center"  |3*4(2)8
| align="center"  |3*4(2)8
| align="center"  |25+14
| align="center"  |25 + After landing 14
| align="center"  |-26
| align="center"  |-26
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~6f Invincible, 8~45f airborne, pursuit property, 36f~ can cancel into kunai or super combo
|  |
|  |
|-
|-
Line 1,180: Line 1,236:
| align="center"  |-4
| align="center"  |-4
| align="center"  |+3
| align="center"  |+3
| align="center"  |
| align="center"  |[air-hit] limited juggle knockdown
|  |
|  |
|-
|-
Line 1,194: Line 1,250:
| align="center"  |0
| align="center"  |0
| align="center"  |+4
| align="center"  |+4
| align="center"  |
| align="center"  |[air-hit] limited juggle knockdown
|  |
|  |
|-
|-
|  |Tsumuji [[File:Forward.gif]] (???)
|  |Tsumuji [[File:Forward.gif]] (followup)
| align="center"  |HL
| align="center"  |HL
| align="center"  |50
| align="center"  |50
Line 1,208: Line 1,264:
| align="center"  |-3
| align="center"  |-3
| align="center"  |+1
| align="center"  |+1
| align="center"  |
| align="center"  |[air-hit] limited juggle knockdown, treated as a separate move
|  |
|  |
|-
|-
|  |Tsumuji [[File:Forward.gif]] (???)
|  |Tsumuji [[File:Forward.gif]] ([[File:down.gif]] followup)
| align="center"  |HL
| align="center"  |L
| align="center"  |20
| align="center"  |20
| align="center"  |60
| align="center"  |60
Line 1,222: Line 1,278:
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown, treated as a separate move
|  |
|  |
|-
|-
Line 1,230: Line 1,286:
| align="center"  |70*60
| align="center"  |70*60
| align="center"  |10/20*20
| align="center"  |10/20*20
| align="center"  |su
| align="center"  |-*su
| align="center"  |15
| align="center"  |15
| align="center"  |2(14)2
| align="center"  |2(14)2
Line 1,236: Line 1,292:
| align="center"  |-4
| align="center"  |-4
| align="center"  |0
| align="center"  |0
| align="center"  |
| align="center"  |[air-hit] limited juggle knockdown
|  |
|  |
|-
|-
|  |Tsumuji [[File:Roundhouse.gif]] (???)
|  |Tsumuji [[File:Roundhouse.gif]] (followup)
| align="center"  |HL
| align="center"  |HL
| align="center"  |50
| align="center"  |50
Line 1,250: Line 1,306:
| align="center"  |-5
| align="center"  |-5
| align="center"  |-1
| align="center"  |-1
| align="center"  |
| align="center"  |[air-hit] limited juggle knockdown, treated as a separate move
|  |
|  |
|-
|-
|  |Tsumuji [[File:Roundhouse.gif]] (???)
|  |Tsumuji [[File:Roundhouse.gif]] ([[File:down.gif]] followup)
| align="center"  |HL
| align="center"  |L
| align="center"  |20
| align="center"  |20
| align="center"  |60
| align="center"  |60
Line 1,264: Line 1,320:
| align="center"  |-9
| align="center"  |-9
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown, treated as a separate move
|  |
|  |
|-
|-
Line 1,274: Line 1,330:
| align="center"  |-
| align="center"  |-
| align="center"  |12
| align="center"  |12
| align="center"  |???
| align="center"  |2(10)2(10)2(10)2
| align="center"  |9
| align="center"  |9
| align="center"  |-2
| align="center"  |-2
Line 1,281: Line 1,337:
|  |
|  |
|-
|-
|  |Tsumuji [[File:EX.gif]] (2,3 ???)
|  |Tsumuji [[File:EX.gif]] (2nd-3rd [[File:down.gif]] followup)
| align="center"  |L
| align="center"  |L
| align="center"  |30
| align="center"  |30
Line 1,292: Line 1,348:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |treated as a separate move
|  |
|  |
|-
|-
|  |Tsumuji [[File:EX.gif]] (4 ???)
|  |Tsumuji [[File:EX.gif]] (4th [[File:down.gif]] followup)
| align="center"  |L
| align="center"  |L
| align="center"  |25
| align="center"  |25
Line 1,306: Line 1,362:
| align="center"  |-2
| align="center"  |-2
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown, treated as a separate move
|  |
|  |
|-
|-
Line 1,317: Line 1,373:
| align="center"  |25
| align="center"  |25
| align="center"  |7
| align="center"  |7
| align="center"  |6+11
| align="center"  |6 + After landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |7f~ airborne, 2nd hit goes into recoil animation on hit/block
|  |
|  |
|-
|-
Line 1,331: Line 1,387:
| align="center"  |27
| align="center"  |27
| align="center"  |7
| align="center"  |7
| align="center"  |6+11
| align="center"  |6 + After landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |7f~ airborne, 2nd hit goes into recoil animation on hit/block
|  |
|  |
|-
|-
Line 1,345: Line 1,401:
| align="center"  |28
| align="center"  |28
| align="center"  |7
| align="center"  |7
| align="center"  |6+11
| align="center"  |6 + After landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |7f~ airborne, 2nd hit goes into recoil animation on hit/block
|  |
|  |
|-
|-
Line 1,359: Line 1,415:
| align="center"  |36
| align="center"  |36
| align="center"  |12
| align="center"  |12
| align="center"  |19+11
| align="center"  |19 + After landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~13f projectile and throw invincible, 9f~ airborne, after 2nd hit on hit/block 4th hit will go into recoil animation, listed startup is point blank, startup is distance dependent, tracks opponent
|  |
|  |
|-
|-
|  |Hien (???)
|  |Hien (recoil)
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
Line 1,373: Line 1,429:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |8
| align="center"  |After landing 8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |21f~ (EX version 9f~) can cancel into kunai or super combo
|  |
|  |
|-
|-
Line 1,387: Line 1,443:
| align="center"  |1+7
| align="center"  |1+7
| align="center"  |-
| align="center"  |-
| align="center"  |5
| align="center"  |After landing 5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~5f Invincible, pursuit property, projectiles are strike hitboxes, does not nullify projectiles, 2 projectiles released at the same time, every projectile thereafter released every 20f
|  |
|  |
|-
|-
Line 1,401: Line 1,457:
| align="center"  |0+1[13]
| align="center"  |0+1[13]
| align="center"  |2(10)17
| align="center"  |2(10)17
| align="center"  |107
| align="center"  |Total 107
| align="center"  |-5
| align="center"  |-5
| align="center"  |-1
| align="center"  |-1
| align="center"  |
| align="center"  |1~2f Invincible, 1st hit is a throw, untechable limited juggle knockdown, 1st hit on air hit releases projectile, recovery and [] refers to projectile, projectile is active for 59f, projectiles have pursuit properties
|  |
|  |
|-
|-
Line 1,418: Line 1,474:
| align="center"  |-63
| align="center"  |-63
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~8f Invincible, 9~70f projectile invincible, 59~101f airborne, hard knockdown, armor break, 6th hit goes into animation, block advantage based on 4th hit
|  |
|  |
|-  
|-  
Line 1,451: Line 1,507:


=====Notes:=====
=====Notes:=====
 
*: "J" means jump and super-jump cancellable
[[Category: Super Street Fighter IV AE]]
[[Category: Super Street Fighter IV AE]]

Revision as of 21:01, 21 November 2012

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Ibuki

SSFIV-Ibuki Face.jpg

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

Name
Command
Notes
Ageman
b + mp
Backhand Punch
(far from opponent) hp --- hp
First hit can whiff and still be chained
Spin Kick
f + lk
Reverse Spin Kick
b + mk
Hammer Kick
f + mk
high
Sazan
df + mk
low
Bonsho Kick
f + hk
Target Combo 1
(during angled jump) hp --- f + mk
Both hits high
Target Combo 2
(during angled jump) lp --- f + hp
Both hits high
Target Combo 3
(during angled jump) lk --- f + mk
Both hits high
Target Combo 4
close lp --- mp (1 or 2 hits) --- hp
Target Combo 5
(far from opponent) lp --- mp --- f + lk
Target Combo 6
(near opponent) lp --- mp (1 or 2 hits) --- d + hk --- hk
d + hk hits low
Target Combo 7
b + mk --- f + mk
2nd hit high
Target Combo 8
(near opponent) hp (2 hits) --- d + hk --- hk
d + hk hits low
Target Combo 9
lk --- mk --- hk
Target Combo 10
d + hk --- hk
d + hk hits low

Throws

Name
Command
Notes
Yami Kazura
f or n + lp + lk
throw
Uki Yami
b + lp + lk
throw
Tobizaru
(in air) lp + lk
airthrow

Special Moves

Name
Command
Notes
Kunai
(in air) qcf + p
ex
Tsuijigoe
dp + p
Able to perform Kunai or Kasumi Suzaku during jump
Neck Breaker
hcf + p
ex armorbreak
Raida
hcb + p
ex armorbreak
Kasumi Gake
qcf + k
hk version can pass through opponent
Kazegiri
dp + k
ex version can be followed up with Kunai; ex
Tsumuji
qcb + k
Use d to change any follow-up hit of the ex version to attack low ; ex
   Follow Up Attack
k or d + k
Perform after mk or hk version of Tsumuji; d + k version hits low
Hien
rdp + k
Able to perform Kunai or Kasumi Suzaku during bounce back; ex
High Jump
Tap db or d or df immediately followed by ub or u or uf
Cannot be used as a Reversal

Super Combo

Name
Command
Notes
Kasumi Suzaku
(in air) qcf qcf + p

Ultra Combos

Name
Command
Notes
Yoroitoshi
hcb hcb + 3p
throw
Hashinsho
qcf qcf + 3k
armorbreak


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

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 sp/su 3 2 10 0 +3
Close Strong.gif HL 70 100 40 - 5 4 6 +2 +6
Close Fierce.gif HL 60*70 125*75 40*20 sp/su*- 7 2*2 18 -6 -2
Close Short.gif HL 20 50 20 - 4 4 9 -2 +1
Close Forward.gif HL 70 100 40 sp/su 5 4 14 -4 +1
Close Roundhouse.gif HL 50*60 125*75 40*20 -*J 6 2*2 23 -5 - 2nd hit pursuit property
Far Jab.gif HL 25 50 20 ch 3 2 5 +4 +8
Far Strong.gif HL 70 100 40 - 5 4 6 +2 +6
Far Fierce.gif HL 100 100 60 - 12 4 16 -2 +2
Far Short.gif HL 20 50 20 - 4 4 9 -2 +1
Far Forward.gif HL 70 100 40 sp/su 5 4 14 -4 +1
Far Roundhouse.gif HL 110 200 60 - 10 3 17 -2 +2
crouch Jab.gif HL 20 50 20 ch/sp/su 4 3 6 +3 +6
crouch Strong.gif HL 70 100 40 sp/su 8 7 7 0 +3
crouch Fierce.gif HL 100 200 60 J 9 3 18 -3 +2 Forces stand, pursuit property
crouch Short.gif L 20 50 20 sp/su 4 2 8 +1 +4
crouch Forward.gif L 70 100 40 - 6 5 9 0 +3
crouch Roundhouse.gif L 90 100 60 - 6 2 25 -9 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 6 7 - - -
Jump up Strong.gif H 80 100 40 - 6 7 - - -
Jump up Fierce.gif H 120 200 60 - 9 5 - - -
Jump up Short.gif H 50 50 20 - 6 12 - - -
Jump up Forward.gif H 80 100 40 - 6 7 - - -
Jump up Roundhouse.gif H 110 200 60 - 7 3 - - -
Jump forward Jab.gif H 40 50 20 - 6 6 - - -
Jump forward Strong.gif H 70 50 40 - 7 8 - - -
Jump forward Fierce.gif H 120 200 60 - 11 5 - - -
Jump forward Short.gif H 40 50 20 - 4 8 - - -
Jump forward Forward.gif H 70 100 40 - 8 7 - - -
Jump forward Roundhouse.gif H 100 200 60 - 8 5 - - - [air-hit] limited juggle knockdown, pursuit property
Agemen(Left.gif+Strong.gif) HL 30*60 50*50 40*40 sp/su*- 6 1*2 10 0 +4 1st ground hit forces stand, 1st air hit limited juggle knockdon, 2nd hit pursuit property
Backhand Punch HL 50 200 60 - 3 2 20 -4 0
Reverse Spin Kick(Left.gif+Forward.gif) HL 30 50 20 sp/su 10 2 17 -1 +2
Spin Kick(Right.gif+Short.gif) HL 70 100 40 - 4 4 9 0 +4
Hammer Kick(Right.gif+Forward.gif) H 80 100 40 - 25 2 10 +3 +5 3~31f airborne, 8~27f legs strike invincible
Sazan(Downright.gif+Forward.gif) L 70 100 20 - 7 11 11 -11 -5 5~17f upper body projectile invincible
Bansho Kick(Right.gif+Roundhouse.gif) HL 100 210 60 - 13 2 21 -3 +1 5~30f airborne, [counter-hit] +5 frame advantage
Ruishi Jump - - - - - - - Total 55[56] - - 5~44f airborne, 1~4f special move or ultra cancellable, 11 grounded recovery frames, can use jump attack or special move once airborne (3 grounded recovery frames), [] refers to backwards jump, treated as a special move
(3) > Right.gif+Forward.gif H 40 50 20 - 3 7 - - -
(4) > Right.gif+Forward.gif H 40 50 20 - 4 7 - - -
Jump forward Jab.gif > Right.gif+Fierce.gif H 70 150 30 - 4 5 - - -
Jab.gif > Strong.gif (1) HL 30*60 50*50 40*40 sp/su*- 5 1*2 11 -1 +3 Forces stand
Jab.gif > Strong.gif > Fierce.gif HL 100 60 30 sp/su 2 3 10 +1 +4
Jab.gif > Strong.gif (5) HL 40 50 20 - 4 3 9 +2 +5
(5) > Right.gif+Short.gif HL 20 30 10 - 4 4 9 -1 +2
(1) > Down.gif+Roundhouse.gif (6) L 60 60 30 - 4 2 25 -9 -
(6) > Roundhouse.gif HL 60 60 30 J 5 3 18 -7 - pursuit property
Left.gif+Forward.gif > Right.gif+Forward.gif H 80 100 40 - 26 2 12 +1 +3 3~32f airborne, 8~27f legs strike invincible
(2) > Forward.gif (7) HL 40 50 20 sp/su 4 4 14 -4 +1
(7) > Roundhouse.gif HL 60 60 30 - 5 3 18 -3 +1
Down.gif + Roundhouse.gif > Roundhouse.gif HL 60 60 30 J 5 3 18 -7 -
Focus Attack LVL1 HL 60 100 20 - 21 2 34 -20 -20
Focus Attack LVL2 HL 80 150 40 - 17+12 2 34 -14 -
Focus Attack LVL3 - 140 200 60 - 65 2 34 - -
Forward Throw 0.90 130 140 40 - 3 2 20 - - Hard knockdown
Back Throw 0.90 130 120 40 - 3 2 20 - - Hard knockdown
Air Throw 1.10 150 100 40 - 3 2 - - - Hard knockdown
Kunai HL 30 60 10/10 su 7 - After landing 16 - - projectile is a strike hitbox, projectile disappears when it touches a strike or projectile
Kunai EX.gif HL 50*50 100*100 -250/0 - 8 - After landing 9 - - pursuit property, projectile is a strike hitbox, projectile disappears when it touches a strike or projectile, 2nd projectile startup 15f
Tsuijigoe Jab.gif - - - 20/- sp/su - - Total 50 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 27f~ can cancel into kunai or super combo
Tsuijigoe Strong.gif - - - 20/- sp/su - - Total 54 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 29f~ can cancel into kunai or super combo
Tsuijigoe Fierce.gif - - - 20/- sp/su - - Total 59 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 30f~ can cancel into kunai or super combo
Neck Breaker Jab.gif L 120 200 30/30 - 15 10 16 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker Strong.gif L 120 200 30/30 - 15 12 17 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker Fierce.gif L 120 200 30/30 - 15 21 19 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker EX.gif L 160 250 -250/0 - 15 14 19 -13 - 1~28f projectile invincible, hard knockdown, armor break, on block switches to 23f recovery animation
Raida Jab.gif HL 110 200 10/30 - 6 5 25 -14 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.01
Raida Strong.gif HL 110 200 10/30 - 6 5 27 -16 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.06
Raida Fierce.gif HL 110 200 10/30 - 6 5 29 -18 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.10
Raida EX.gif HL 140 250 -250/0 - 6 5 20 -9 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.25
Kasumi Gake Short.gif - - - - - - - Total 20 - -
Kasumi Gake Forward.gif - - - - - - - Total 22 - -
Kasumi Gake Roundhouse.gif - - - - - - - Total 24 - - 3~12f can pass through opponent
Kazegiri Short.gif HL 50*20*65 40x3 10/20x3 su 5 1*1*11 17 + After landing 8 -27 - 1~6f unthrowable, 8~34f airborne, pursuit property
Kazegiri Forward.gif HL 50*20*75 40x3 10/20x3 su 7 1*1*11 18 + After landing 10 -30 - 1~8f unthrowable, 10~37f airborne, pursuit property
Kazegiri Roundhouse.gif HL 50*20*90 40x3 10/20x3 su 9 1*1*11 15 + After landing 10 -27 - 1~10f unthrowable, 12~36f airborne, pursuit property
Kazegiri EX.gif HL 40*40*80 40x3 -250/0 su 5 3*4(2)8 25 + After landing 14 -26 - 1~6f Invincible, 8~45f airborne, pursuit property, 36f~ can cancel into kunai or super combo
Tsumuji Short.gif HL 50*50 50*60 10/20*20 - 12 2(10)2 16 -4 +3 [air-hit] limited juggle knockdown
Tsumuji Forward.gif HL 35*35 70*60 10/20*20 - 15 2(12)2 14 0 +4 [air-hit] limited juggle knockdown
Tsumuji Forward.gif (followup) HL 50 60 10/20 - 14 2 17 -3 +1 [air-hit] limited juggle knockdown, treated as a separate move
Tsumuji Forward.gif (Down.gif followup) L 20 60 10/20 - 17 2 15 -2 - Hard knockdown, treated as a separate move
Tsumuji Roundhouse.gif HL 50*40 70*60 10/20*20 -*su 15 2(14)2 20 -4 0 [air-hit] limited juggle knockdown
Tsumuji Roundhouse.gif (followup) HL 50 70 10/20 - 15 2 19 -5 -1 [air-hit] limited juggle knockdown, treated as a separate move
Tsumuji Roundhouse.gif (Down.gif followup) L 20 60 10/20 - 18 2 25 -9 - Hard knockdown, treated as a separate move
Tsumuji EX.gif HL 40*30X3 60x3*70 -250/0 - 12 2(10)2(10)2(10)2 9 -2 -
Tsumuji EX.gif (2nd-3rd Down.gif followup) L 30 50 -/0 - 12 2 - - - treated as a separate move
Tsumuji EX.gif (4th Down.gif followup) L 25 70 -/0 - 12 2 12 -2 - Hard knockdown, treated as a separate move
Hien Short.gif H 40*75 70*70 10/0*20 - 25 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien Forward.gif H 40*90 70*70 10/0*40 - 27 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien Roundhouse.gif H 40*110 70*90 10/0*60 - 28 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien EX.gif H 40x3*50 70*0*0*200 -250/0 - 36 12 19 + After landing 11 - - 1~13f projectile and throw invincible, 9f~ airborne, after 2nd hit on hit/block 4th hit will go into recoil animation, listed startup is point blank, startup is distance dependent, tracks opponent
Hien (recoil) - - - - sp/su - - After landing 8 - - 21f~ (EX version 9f~) can cancel into kunai or super combo
Super Combo Jab.gif HL (27*28)x6 0 -1000/0 - 1+7 - After landing 5 - - 1~5f Invincible, pursuit property, projectiles are strike hitboxes, does not nullify projectiles, 2 projectiles released at the same time, every projectile thereafter released every 20f
Ultra Combo 1 (1.10)*HLx7 501[38*45*38x4*39] 0[50*0x6] 0/0 - 0+1[13] 2(10)17 Total 107 -5 -1 1~2f Invincible, 1st hit is a throw, untechable limited juggle knockdown, 1st hit on air hit releases projectile, recovery and [] refers to projectile, projectile is active for 59f, projectiles have pursuit properties
Ultra Combo 2 HL 30x6*289 0 0/0 - 0+9 2(2)2(15)2(26)1*2(8)2 70 -63 - 1~8f Invincible, 9~70f projectile invincible, 59~101f airborne, hard knockdown, armor break, 6th hit goes into animation, block advantage based on 4th hit
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes:
*: "J" means jump and super-jump cancellable