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| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |30 | ||
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| align="center" | | | align="center" |20 | ||
| align="center" | | | align="center" |sp/su | ||
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| |Reverse Spin Kick | | |Reverse Spin Kick [[File:Left.gif]]+[[File:Forward.gif]] | ||
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Revision as of 02:39, 15 February 2014


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.
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