Ultra Street Fighter IV/Ibuki

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.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.


Ultra SFIV Changes

Guard

  • El Fuerte bug that resulted her in not being able to block his 6+MK has been fixed

Walk speed

  • Has been increased

Crouching light punch

  • Start up increased (4F->3F)

Target Combo 4

  • Hitbox extended downward on second hit to hit crouching opponents more consistently

Target Combo 6 and Target Combo 8

  • Final Far Stand HK now causes knockdown

Target Combo 10

  • No longer hits crouching opponents

Hammer Kick

  • Hitbox extended downward to hit crouching opponents more consistently

Hammer Kick

  • Advantage on block reduced (3F->2F)

Backhand Punch

  • Second hit can be focus canceled with specials, high jump, focus attacks, red focus attacks

Tsujigoe

  • Recovery removed

Light, Medium, Heavy, EX Tsumuji

  • Hitbox extended downward to hit crouching opponents better

Medium Tsumuji

  • Recovery increased (3F->4F)

EX Kazegiri

  • Invincibility increased (6F->7F)

EX Kazegiri

  • Hitbox increased to hit airborne character more consistently (on frames 2~3)

L, M, H and EX Raida

  • Have one more hit of follow potential, easier to use in air combos


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL sp/su 3 2 10 0 3
Close MP Close Strong.gif 70 100 40 HL - 5 4 6 2 6
Close HP Close Fierce.gif 60*70 125*75 40*20 HL sp/su*- 7 2*2 18 -6 -2
Close LK Close Short.gif 20 50 20 HL - 4 4 9 -2 1
Close MK Close Forward.gif 70 100 40 HL sp/su 5 4 14 -4 1
Close HK Close Roundhouse.gif 50*60 125*75 40*20 HL -*J 6 2*2 23 -5 -
Far LP Far Jab.gif 25 50 20 HL ch 3 2 5 4 8
Far MP Far Strong.gif 70 100 40 HL - 5 4 6 2 6
Far HP Far Fierce.gif 100 100 60 HL - 12 4 16 -2 2
Far LK Far Short.gif 20 50 20 HL - 4 4 9 -2 1
Far MK Far Forward.gif 70 100 40 HL sp/su 5 4 14 -4 1
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 17 -2 2
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 3 6 3 6
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 8 7 7 0 3
Crouch HP Crouch Fierce.gif 100 200 60 HL J 9 3 18 -3 2
Crouch LK Crouch Short.gif 20 50 20 L sp/su 4 2 8 1 4
Crouch MK Crouch Forward.gif 70 100 40 L - 6 5 9 0 3
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 2 25 -9 -
Agemen Left.gif+Strong.gif 30*60 50*50 40*40 HL sp/su*- 6 1*2 10 0 4
Backhand Punch Fierce.gif > Fierce.gif 50 200 60 HL sp/su 3 2 20 -4 0
Spin Kick Right.gif+Short.gif 70 100 40 HL - 4 4 9 0 4
Reverse Spin Kick Left.gif+Forward.gif 30 50 20 HL sp/su 10 2 17 -1 2
Hammer Kick Overhead 80 100 40 H - 25 2 10 2 5
Sazan Slide 70 100 20 L - 7 11 11 -11 -5
Bonsho Kick HopKick 100 210 60 HL - 13 2 21 -3 1
Target Combo 4 (TC4) Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 -1 3
Target Combo 4 (TC4) ... > Fierce.gif 100 60 30 HL sp/su 2 3 10 1 4
Target Combo 5 (TC5) Jab.gif > Strong.gif 40 50 20 HL - 4 3 9 2 5
Target Combo 5 (TC5) ... > Right.gif+Short.gif 20 30 10 HL - 4 4 9 -1 2
Target Combo 6 (TC6) Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 -1 3
Target Combo 6 (TC6) ... > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 -9 -
Target Combo 6 (TC6) ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 -7 -
Target Combo 7 (TC7) Left.gif+Forward.gif > Right.gif+Forward.gif 80 100 40 H - 25 2 12 1 3
Target Combo 8 (TC8) Fierce.gif > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 -9 -
Target Combo 8 (TC8) ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 -7 -
Target Combo 9 (TC9) Short.gif > Forward.gif 40 50 20 HL sp/su 4 4 14 -4 1
Target Combo 9 (TC9) ... > Roundhouse.gif 60 60 30 HL - 5 3 18 -3 1
Target Combo 10 (TC10) Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 -7 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 6 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 9 5 - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 6 12 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 7 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 7 3 - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 6 6 - - -
Angled Jump MP Angled Jump Strong.gif 70 50 40 H - 7 8 - - -
Angled Jump HP Angled Jump Fierce.gif 120 200 60 H - 11 5 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 8 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 8 7 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 8 5 - - -
Target Combo 1 (TC1) Air Fierce.gif > Right.gif+Forward.gif 40 50 20 H - 3 7 - - -
Target Combo 2 (TC2) Air Jab.gif > Right.gif+Fierce.gif 70 150 30 H - 4 5 - - -
Target Combo 3 (TC3) Air Short.gif > Right.gif+Forward.gif 40 50 20 HL - 4 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 34 -20 -20
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 -14 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Yami Kazura Forward Throw 130 140 40 0.9 - 3 2 20 - -
Uki Yami Back Throw 130 120 40 0.9 - 3 2 20 - -
Tobizaru Air Throw 150 100 40 1.1 - 3 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Kunai Kunai 30 60 10-Oct HL su 7 - After landing 16 - -
EX Kunai Kunai EX.gif 50*50 100*100 #DIV/0! HL - 8 - After landing 9 - -
Tsujigoe Somersault Jump Jab.gif - - 20/- - sp/su - - Total 44 - -
Somersault Jump Strong.gif - - 20/- - sp/su - - Total 48 - -
Somersault Jump Fierce.gif - - 20/- - sp/su - - Total 53 - -
Neck Breaker Neck Breaker Jab.gif 120 200 30/30 L - 15 10 16 -13 -
Neck Breaker Strong.gif 120 200 30/30 L - 15 12 17 -13 -
Neck Breaker Fierce.gif 120 200 30/30 L - 15 21 19 -13 -
EX Neck Breaker Neck Breaker EX.gif 160 250 #DIV/0! L - 15 14 19 -13 -
Raida Raida Jab.gif 110 200 30-Oct HL - 6 5 25 -14 -
Raida Strong.gif 110 200 30-Oct HL - 6 5 27 -16 -
Raida Fierce.gif 110 200 30-Oct HL - 6 5 29 -18 -
EX Raida Raida EX.gif 140 250 #DIV/0! HL - 6 5 20 -9 -
Kasumi Gake Command Dash Short.gif - - - - - - - Total 20 - -
Command Dash Forward.gif - - - - - - - Total 22 - -
Command Dash Roundhouse.gif - - - - - - - Total 24 - -
Kazegiri Uppercut Short.gif 50*20*65 40x3 10/20x3 HL su 5 1*1*11 17 + After landing 8 -27 -
Uppercut Forward.gif 50*20*75 40x3 10/20x3 HL su 7 1*1*11 18 + After landing 10 -30 -
Uppercut Roundhouse.gif 50*20*90 40x3 10/20x3 HL su 9 1*1*11 15 + After landing 10 -27 -
EX Kazegiri Uppercut EX.gif 40*40*80 40x3 #DIV/0! HL su 5 3*4(2)8 25 + After landing 14 -26 -
Tsumuji Spin Kicks Short.gif 50*50 50*60 10/20*20 HL - 12 2(10)2 16 -4 3
Tsumuji Spin Kicks Forward.gif 35*35 70*60 10/20*20 HL - 15 2(12)2 15 0 4
Follow Up Attack Spin Kicks Forward.gif (followup) 50 60 20-Oct HL - 14 2 17 -3 1
Follow Up Attack Low Spin Kicks Forward.gif (followup low) 20 60 20-Oct L - 17 2 15 -2 -
Tsumuji Spin Kicks Roundhouse.gif 50*40 70*60 10/20*20 HL -*su 15 2(14)2 20 -4 0
Tsumuji Follow Up Attack Spin Kicks Roundhouse.gif (followup) 50 70 20-Oct HL - 15 2 19 -5 -1
Trumuji Follow Up Attack Low Spin Kicks Roundhouse.gif (followup low) 20 60 20-Oct L - 18 2 25 -9 -
EX Tsumuji Spin Kicks EX.gif 40*30X3 60x3*70 #DIV/0! HL - 12 2(10)2(10)2(10)2 9 -2 -
EX Tsumuji Follow Up Low Spin Kicks EX.gif (followup low) 30 50 -/0 L - 12 2 - - -
EX Tsumuji Follow Up Low Finish Spin Kicks EX.gif (followup low finish) 25 70 -/0 L - 12 2 12 -2 -
Hien Hien Short.gif 40*75 70*70 10/0*20 H - 25 7 6 + After landing 11 - -
Hien Forward.gif 40*90 70*70 10/0*40 H - 27 7 6 + After landing 11 - -
Hien Roundhouse.gif 40*110 70*90 10/0*60 H - 28 7 6 + After landing 11 - -
Hien Recoil Hien Recoil - - - - sp/su - - After landing 8 - -
EX Hien Hien EX.gif 40x3*50 70*0*0*200 #DIV/0! H - 36 12 19 + After landing 11 - -
EX Hien Recoil Hien Recoil EX.gif - - - - sp/su - - After landing 8 - -
High Jump High Jump - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Kasumi Suzaku Super Combo (27*28)x6 0 #DIV/0! HL - 1+7 - After landing 5 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Yoroitoshi Ultra Combo 1 501[38*45*38x4*39] 0[50*0x6] 0/0 (1.10)*HLx7 - 0+2[13] 2(10)17 Total 107 -5 -1
Hashinsho Ultra Combo 2 30x6*289 0 0/0 HL - 0+9 2(2)2(15)2(26)1*2(8)2 70 -63 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png Close lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Standing Far Normals

  Name Nickname Command Notes
File:No image.png lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Unique Attacks

  Name Nickname Command Notes
File:No image.png l + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (far from opponent) hp --- hp First hit can whiff and still be chained

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png f + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png f + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png df + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png f + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (in air) hp --- f + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (in air) lp --- f + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (in air) lk --- f + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (near opponent) lp --- mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (near opponent) lp --- mp --- hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (far from opponent) lp --- mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (far from opponent) lp --- mp --- f + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (near opponent) lp --- mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (near opponent) lp --- mp --- d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (near opponent) lp --- mp --- d + hk + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + mk --- f + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (near opponent) hp --- d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (near opponent) hp --- d + hk --- hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk --- mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk --- mk --- hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk --- hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (in air) lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Special Moves

  Name Nickname Command Notes
File:No image.png (in air) qcf + p ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png dp + p Able to perform Kunai or Kasumi Suzaku during jump

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hcf + p ex armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hcb + p ex armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf + k

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png dp + k ex ex version can be followed up with Kunai

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcb + k ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png rdp + k ex Able to perform Kunai or Kasumi Suzaku during recoil

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png tap db or d or df then ub or u or uf

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Super Combo

  Name Nickname Command Notes
File:No image.png (in air) qcf qcf + p

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Ultra Combos

  Name Nickname Command Notes
File:No image.png hcb hcb + 3p

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf qcf + 3k armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL sp/su 3 2 10 14 0 3 12 15 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL - 5 4 6 14 2 6 12 16 Reset Reset - - - - - - -
Close HP Close Fierce.gif 60*70 125*75 40*20 HL sp/su*- 7 2*2 18 28 -6 -2 14 18 Reset Reset - - - - - - -
Close LK Close Short.gif 20 50 20 HL - 4 4 9 16 -2 1 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 5 4 14 22 -4 1 14 19 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 50*60 125*75 40*20 HL -*J 6 2*2 23 32 -5 - 20 - 2nd hit pursuit property 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - 2nd Hit JP: ?
Far LP Far Jab.gif 25 50 20 HL ch 3 2 5 9 4 8 11 15 Reset Reset - - - - - - -
Far MP Far Strong.gif 70 100 40 HL - 5 4 6 14 2 6 12 16 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 100 60 HL - 12 4 16 31 -2 2 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 20 50 20 HL - 4 4 9 16 -2 1 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL sp/su 5 4 14 22 -4 1 14 19 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 17 29 -2 2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 3 6 11 3 6 12 15 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 8 7 7 21 0 3 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL J 9 3 18 29 -3 2 18 23 Forces stand Forces stand Reset Reset - - - - - - JP: ?
Crouch LK Crouch Short.gif 20 50 20 L sp/su 4 2 8 13 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L - 6 5 9 19 0 3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 2 25 32 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Agemen Left.gif+Strong.gif 30*60 50*50 40*40 HL sp/su*- 6 1*2 10 18 0 4 12 16 1st ground hit forces stand, 1st air hit limited juggle knockdown, 2nd hit pursuit property 1st Hit: Forces stand 1st Hit: Forces stand 1st Hit: Soft Knockdown, 2nd Hit Reset 1st Hit: Soft Knockdown, 2nd Hit Reset - - - - - - 2nd Hit JP: ?
Backhand Punch Fierce.gif > Fierce.gif 50 200 60 HL sp/su 3 2 20 24 -4 0 18 22 Reset Reset - - - - - - -
Spin Kick Right.gif+Short.gif 70 100 40 HL - 4 4 9 16 0 4 13 17 Reset Reset - - - - - - -
Reverse Spin Kick Left.gif+Forward.gif 30 50 20 HL sp/su 10 2 17 28 -1 2 18 21 Reset Reset - - - - - - -
Hammer Kick Overhead 80 100 40 H - 25 2 10 36 2 5 14 17 Reset Reset - - Legs: 8~27f - - 3~31f -
Sazan Slide 70 100 20 L - 7 11 11 28 -11 -5 11 17 Reset Reset - - - Upper body: 5~17f - - -
Bonsho Kick HopKick 100 210 60 HL - 13 2 21 35 -3 1 20 24 [counter-hit] +5 frame advantage Reset Reset - - - - - 5~30f -
Target Combo 4 (TC4) Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 18 -1 3 12 16 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 4 (TC4) ... > Fierce.gif 100 60 30 HL sp/su 2 3 10 14 1 4 14 17 Reset Reset - - - - - - -
Target Combo 5 (TC5) Jab.gif > Strong.gif 40 50 20 HL - 4 3 9 15 2 5 14 17 Reset Reset - - - - - - -
Target Combo 5 (TC5) ... > Right.gif+Short.gif 20 30 10 HL - 4 4 9 16 -1 2 12 15 Reset Reset - - - - - - -
Target Combo 6 (TC6) Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 18 -1 3 12 16 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 6 (TC6) ... > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 30 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 6 (TC6) ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 25 -7 - 14 - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Target Combo 7 (TC7) Left.gif+Forward.gif > Right.gif+Forward.gif 80 100 40 H - 25 2 12 38 1 3 15 17 Reset Reset - - Legs: 8~27f - - 3~32f -
Target Combo 8 (TC8) Fierce.gif > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 30 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 8 (TC8) ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 25 -7 - 14 - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Target Combo 9 (TC9) Short.gif > Forward.gif 40 50 20 HL sp/su 4 4 14 21 -4 1 14 19 Reset Reset - - - - - - -
Target Combo 9 (TC9) ... > Roundhouse.gif 60 60 30 HL - 5 3 18 25 -3 1 18 22 Reset Reset - - - - - - -
Target Combo 10 (TC10) Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 25 -7 - 14 - Cannot hit crouching opponents Reset Reset - - - - - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
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Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 6 7 - 12 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 9 5 - 13 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 6 12 - 17 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 7 3 - 9 - - Reset Reset - - - - - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 6 6 - 11 - - Reset Reset - - - - - - -
Angled Jump MP Angled Jump Strong.gif 70 50 40 H - 7 8 - 14 - - Reset Reset - - - - - - -
Angled Jump HP Angled Jump Fierce.gif 120 200 60 H - 11 5 - 15 - - Reset Reset - - - - - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 8 7 - 14 - - Reset Reset - - - - - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 8 5 - 12 - - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Target Combo 1 (TC1) Air Fierce.gif > Right.gif+Forward.gif 40 50 20 H - 3 7 - 9 - - Reset Reset - - - - - - -
Target Combo 2 (TC2) Air Jab.gif > Right.gif+Fierce.gif 70 150 30 H - 4 5 - 8 - - Reset Reset - - - - - - -
Target Combo 3 (TC3) Air Short.gif > Right.gif+Forward.gif 40 50 20 HL - 4 7 - 10 - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
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Frames
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Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 34 56 -20 -20 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 64 -14 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 100 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
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Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Yami Kazura Forward Throw 130 140 40 0.9 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Uki Yami Back Throw 130 120 40 0.9 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Tobizaru Air Throw 150 100 40 1.1 - 3 2 - #VALUE! - - Hard knockdown X - - Hard Knockdown - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
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Startup Active Rcvry Total
Frames
Block
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Stun
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Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Kunai Kunai 30 60 10-Oct HL su 7 - After landing 16 - - - Not considered a Projectile, projectile disappears when it touches a strike or projectile Soft Knockdown Soft Knockdown - - - - - - -
EX Kunai Kunai EX.gif 50*50 100*100 #DIV/0! HL - 8 - After landing 9 - - - Not considered a Projectile, projectile disappears when it touches a strike or projectile, 2nd projectile startup 15f Soft Knockdown Soft Knockdown - - - - - - JP: ?
Tsujigoe Somersault Jump Jab.gif - - 20/- - sp/su - - Total 44 44 - - 7 grounded recovery frames, 27f~ can cancel into kunai or super combo - - - - - - Lower body: 1~9f - 1~7f 8f~ -
Somersault Jump Strong.gif - - 20/- - sp/su - - Total 48 48 - - 7 grounded recovery frames, 27f~ can cancel into kunai or super combo - - - - - - Lower body: 1~9f - 1~7f 8f~ -
Somersault Jump Fierce.gif - - 20/- - sp/su - - Total 53 53 - - 7 grounded recovery frames, 27f~ can cancel into kunai or super combo - - - - - - Lower body: 1~9f - 1~7f 8f~ -
Neck Breaker Neck Breaker Jab.gif 120 200 30/30 L - 15 10 16 40 -13 - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Neck Breaker Strong.gif 120 200 30/30 L - 15 12 17 43 -13 - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Neck Breaker Fierce.gif 120 200 30/30 L - 15 21 19 54 -13 - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Neck Breaker Neck Breaker EX.gif 160 250 #DIV/0! L - 15 14 19 47 -13 - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - All: 1~28f - - -
Raida Raida Jab.gif 110 200 30-Oct HL - 6 5 25 35 -14 - Not a Throw, range 1.01 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - All: 1~10f - JP: ?
Raida Strong.gif 110 200 30-Oct HL - 6 5 27 37 -16 - Not a Throw, range 1.06 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - All: 1~10f - JP: ?
Raida Fierce.gif 110 200 30-Oct HL - 6 5 29 39 -18 - Not a Throw, range 1.10 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - All: 1~10f - JP: ?
EX Raida Raida EX.gif 140 250 #DIV/0! HL - 6 5 20 30 -9 - Not a Throw, range 1.25 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - All: 1~10f - JP: ?
Kasumi Gake Command Dash Short.gif - - - - - - - Total 20 20 - - - - - - - - - - - - -
Command Dash Forward.gif - - - - - - - Total 22 22 - - - - - - - - - - - - -
Command Dash Roundhouse.gif - - - - - - - Total 24 24 - - 3~12f can pass through opponent - - - - - - - - - - -
Kazegiri Uppercut Short.gif 50*20*65 40x3 10/20x3 HL su 5 1*1*11 17 + After landing 8 42 -27 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~6f 8~34f JP: ?
Uppercut Forward.gif 50*20*75 40x3 10/20x3 HL su 7 1*1*11 18 + After landing 10 47 -30 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~8f 10~37f JP: ?
Uppercut Roundhouse.gif 50*20*90 40x3 10/20x3 HL su 9 1*1*11 15 + After landing 10 46 -27 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~10f 12~36f JP: ?
EX Kazegiri Uppercut EX.gif 40*40*80 40x3 #DIV/0! HL su 5 3*4(2)8 25 + After landing 14 60 -26 - 36f~ can cancel into kunai or super combo Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~7f - - - 8~45f JP: ?
Tsumuji Spin Kicks Short.gif 50*50 50*60 10/20*20 HL - 12 2(10)2 16 41 -4 3 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Spin Kicks Forward.gif 35*35 70*60 10/20*20 HL - 15 2(12)2 15 45 0 4 Soft Knockdown Soft Knockdown - - - - - - -
Follow Up Attack Spin Kicks Forward.gif (followup) 50 60 20-Oct HL - 14 2 17 32 -3 1 Soft Knockdown Soft Knockdown - - - - - - -
Follow Up Attack Low Spin Kicks Forward.gif (followup low) 20 60 20-Oct L - 17 2 15 33 -2 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Tsumuji Spin Kicks Roundhouse.gif 50*40 70*60 10/20*20 HL -*su 15 2(14)2 20 50 -4 0 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Follow Up Attack Spin Kicks Roundhouse.gif (followup) 50 70 20-Oct HL - 15 2 19 35 -5 -1 Soft Knockdown Soft Knockdown - - - - - - -
Trumuji Follow Up Attack Low Spin Kicks Roundhouse.gif (followup low) 20 60 20-Oct L - 18 2 25 44 -9 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Tsumuji Spin Kicks EX.gif 40*30X3 60x3*70 #DIV/0! HL - 12 2(10)2(10)2(10)2 9 58 -2 - 4th Hit: Soft Knockdown 4th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Tsumuji Follow Up Low Spin Kicks EX.gif (followup low) 30 50 -/0 L - 12 2 - 13 - - Can replace 2nd and/or 3rd hit of EX Tsumuji Soft Knockdown Soft Knockdown - - - - - - -
EX Tsumuji Follow Up Low Finish Spin Kicks EX.gif (followup low finish) 25 70 -/0 L - 12 2 12 25 -2 - Can replace 4th hit of EX Tsumuji Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hien Hien Short.gif 40*75 70*70 10/0*20 H - 25 7 6 + After landing 11 48 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block Soft Knockdown Soft Knockdown - - - - - 7f~ JP: ?
Hien Forward.gif 40*90 70*70 10/0*40 H - 27 7 6 + After landing 11 50 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block Soft Knockdown Soft Knockdown - - - - - 7f~ JP: ?
Hien Roundhouse.gif 40*110 70*90 10/0*60 H - 28 7 6 + After landing 11 51 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block Soft Knockdown Soft Knockdown - - - - - 7f~ JP: ?
Hien Recoil Hien Recoil - - - - sp/su - - After landing 8 8 - - 21f~ can cancel into kunai or super combo - - - - - - -
EX Hien Hien EX.gif 40x3*50 70*0*0*200 #DIV/0! H - 36 12 19 + After landing 11 77 - - 2nd-4th hits only trigger when 1st connects, 4th hit goes into recoil animation on hit/block, listed startup is point blank, startup is distance dependent, tracks opponent 4th Hit: Soft Knockdown 4th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~13f 1~13f 9f~ JP: ?
EX Hien Recoil Hien Recoil EX.gif - - - - sp/su - - After landing 8 8 - - 9f~ can cancel into kunai or super combo - - - - - - -
High Jump High Jump - - - - - - - - - - - 1-4f Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Netrual version is 44f total in air, Back version is 45f total in air, 11f recovery upon landing on empty jump, can cancel midair to jump attack (3f landing recovery instead of 11f) or jump special (with landing recovery of special), cannot be used as a Reversal - - - - - 5~45f[5~45f] -
Move Name Nickname Damage Stun Meter
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Hit
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Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Kasumi Suzaku Super Combo (27*28)x6 0 #DIV/0! HL - 1+7 - After landing 5 - - - Not considered a Projectile, does not nullify projectiles, 2 projectiles always released at the same time, each pair released every 20f - All: 1~5f - - - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
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Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Yoroitoshi Ultra Combo 1 501[38*45*38x4*39] 0[50*0x6] 0/0 (1.10)*HLx7 - 0+2[13] 2(10)17 Total 107 148 -5 -1 1st hit is a throw, If throw hit whiffs becomes projectile version, recovery and [] refers to projectile, projectile is active for 59f X X Throw: Hard Knockdown Throw: Hard Knockdown Projectile: Hard Knockdown Projectile: Hard Knockdown - All: 1~2f - - - - JP: ?
Hashinsho Ultra Combo 2 30x6*289 0 0/0 HL - 0+9 2(2)2(15)2(26)1*2(8)2 70 140 -63 - 6th hit goes into animation, block advantage based on 4th hit X 4th-6th Hit: Hard Knockdown 4th-6th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - All: 9~70f - 59~101f JP: ?
Move Name Nickname Damage Stun Meter
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Stun
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Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: