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 | |
---|---|
Vitals | |
Life Points | 925 |
Stun Points | 950 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.052 |
Backward Walk Speed | 0.034 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.219 |
Backward Dash Distance | 0.923 |
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 | 2.24 |
Backward Jump Distance | 1.92 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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 MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Kobekudaki
Bonshogeri
Sazan
Agemen
Target Combos
Tobikura
Aoji
Shinten 1
Shinten 2
Yagurakuzushi
Gogasha 1
Gogasha 2
Shakunage
Sasanaki
Throws
Yamikazura
Kubiori
Special Moves
Nobusuma
LK Kasumigake
MK Kasumigake
HK Kasumigake
LK Kazekiri
MK Kazekiri
HK Kazekiri
EX Kazekiri
LP Raida
MP Raida
HP Raida
EX Raida
LP Kunai
MP Kunai
HP Kunai
EX Kunai
LP Airborne Kunai
MP Airborne Kunai
HP Airborne Kunai
EX Airborne Kunai
LP Kunai Ikkinage
MP Kunai Ikkinage
HP Kunai Ikkinage
LK Airborne Kunai Ikkinage
MK Airborne Kunai Ikkinage
HK Airborne Kunai Ikkinage
Kunai Hoju Lvl 1
Kunai Hoju Lvl 2
Kunai Hoju Lvl 3
Kunai Hoju Lvl 4
Kunai Hoju Lvl 5
Kunai Hoju Lvl 6
EX Kunai Hoju Lvl 1
EX Kunai Hoju Lvl 2
EX Kunai Hoju Lvl 3
EX Kunai Hoju Lvl 4
Critical Art
Kachofugetsu
Taunts
Taunt
V-System
V-Skill 1
Tenrai
Tenrai Full
V-Skill 2
Makibishi
Makibishi - Single
V-Trigger 1
Rokushaku Horokudama
Rokushaku Horokudama 2nd
V-Trigger 2
Fuma Shuriken (Haku)
Fuma Shuriken (Kokufu)
V-Shift
V-Shift
V-Shift Break
Chizuri Hayabusa
V-Reversal
Hanagasumi