Introduction
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.
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.
Pick if you like: | Avoid if you dislike: |
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Players to Watch
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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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.
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Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
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