Suika Ibuki (IaMP)

From SuperCombo Wiki

Introduction

Sukia is the 'drunken master' of IaMP -- minus the 'master' part. All she wants to do is party hard and hit things really hard. Her play style is charitably described as spaztic, but it works due to the fact that everything she has does significant damage.

Nine out of ten IaMP experts (a.k.a. random Japanese players) consider Sukia to be the best drunken loli in the game... and one of the better characters, period.

Move Data and Properties

Physical Attacks

Motion Damage Proration Startup Duration Blk.A Hit.A CH.A Level
5A 650 94% 11 26 0 +1 +8 Mid
2A 1200 85% 10 37 -5 -4 +6 Mid
6A 1000 85% 16 39 -1 0 +10 Ground
5B 1000 90% 20 72 -30 X X Any
2B 600 94% 8 29 -6 -5 +2 Low
6B 1200 80% 26 48 0 X X Low
66A 450
700
90%
80%
13
31
52 +1 X X Ground
Mid
66B 900 75% 16 48 -21 X X Mid
663A 170*6 98%*6 13 42 +1 +2 +2 Ground
663B 300*3 93%*3 15 49 0 +1 +1 Low
22A 1200 75% 25 65 -18 X X Mid
22B 1200 75% 25 60 -13 X X Low
j.A 750 90% 8 41 -14 X X Upper
j.2A 1200 90% 15 39 -5 X X Upper
j.B 1200 85% 9 30 -2 X X Upper
22C (N) 0 80% 12 44 -10 X X Ground
22C (O) 500 80% 12 57 -3 X X Ground
22C (D) 0 50% 12 60 -26 X X Ground

(raw data)

Sukia is considered in a grazing state with:

  • 66B (frames 8-43 -- the move no longer grazes once blocked)
  • 663A (frames 1-30)
  • 663B (frames 1-34)

Sukia is considered airborne with:

  • 66B (frames 8-43, and the entire 'special recovery' of the move)
  • 6B (frames 7-25)
  • 22A (frames 21-33)
  • 22B (frames 12-24)

(and the jump-based attacks, hurr)

Sukia is considered invincible with:

  • 22C (N) (frames 1-14)
  • 22C (D) (frames 1-14)

5B is considered a projectile move (costing zero spirit), and can be grazed. However, it can not be superjump cancelled. Instead, it can be cancelled into any other ground-based move -- physical attack, projectile, special, bomb, or spellcard.

66B has a funny 'bounce' property whenever it connects (similar to the "punishment bounce" found in Mortal Kombat games) where she bounced off the enemy post-contact, giving the move a fixed recovery (regardless of how late the move hit).

663A also hits on frames 16、19、22, 25 and 28. This move also has a two frame hitstop.

663B also hits on frames 21 and 27.

Projectile Attacks

Motion Damage Proration Startup Duration Cancellable At
5C 200*18 96%*18 52 50 26
6C 57 50 26
2C 57 34 16
j.C 50 50 26
j.6C 55 50 26
f.5A 200*2+400*3 90%*2+93%*3 21 50 26
f.6A
fj.A 18 50 26
fj.2A
f.5B 100+400 95%, 90% 12 34 15
fj.B 11 34 16
f.2A 0 n/a n/a 34 16
f.2B

(raw data)

All of Sukia's C projectiles will not hit until after the initial explosion, where the individual shots start to seperate in a circular formation.

6C and j.6C will bounce off of the edge of the screen and come back in the opposite direction (this bounce does not affect its vertical trajectory) if the projectile hits the edge before it explodes.

f.5B and fj.B can be held down to produce up to three seperate shots.

f.5A, f.6A, fj.A, and fj.2A knock down on hit.

f.2A and f.2B are vortexes that do no damage but draw your opponent torward them (Sukia herself and any projectiles are unaffected). f.2A is thrown just outside of her 2A range (6A, 6B, 5B, 22A, and 22B will still reach), and f.2B is thrown about half a stage width away from Sukia. The vortexes can exist off-screen, and will just pull the opponent torward that corner.

Special Attacks

Motion Damage Proration Startup Duration Blk.A Hit.A CH.A Level
妖鬼–密– (Youki Mitsu) - Oni 'Dense' [Fireball]
236A (hit) 1200 80% 24 47 ~ X X Any
236A (proj.) 200*7 95%*7 27 n/a ~ X X Any
236B (hit) 1000 80% 20 65 -23 X X Any
236B (proj.) 200*7 95%*7 25 n/a ~ X X Any
地霊–密– (Chirei Mitsu) - Erdgeist 'Dense' [Rock Spike]
j.236A (air) 750 8 19 18+ ~ X X Upper
j.236A (grd.) 500 15 7 31 -2 X X Any
j.236B (air) 1000 8 19 29+ ~ X X Upper
236B (grd.) 500 15 7 26 +3 X X Any
妖鬼–疎– (Youki So) - Oni 'Thin' [Mini-Suika Swarm]
214A 100*8 95%*8 26 50 ~ ~ ~ Any
214B 60*16 95%*16 50 50 ~ ~ ~ Any
地霊–疎– (Chirei So) - Erdegeist 'Thin' [Ghost Pound]
421A (hit) 500 80% 22 63 ~ X X Low
421A (proj.) 100*12 98%*12 20 n/a ~ ~ ~ Any
421B 100*12 98%*12 78 49 ~ ~ ~ Any

(raw data)

The initial hits of 236A, 236B, 421A, and the air part of j.236A and j.236B can not be grazed.

236A has super armor on frames 4-9, and grazing from frames 1-3 and 10-26.

236B has super armor on frames 5-20.

If j.236A and j.236B are done extremely low to the ground, there will be no air portion of the move -- only the rock spike (you still incur the startup of the air hit, however).

214A and 214B can be superjump cancelled on frame 27 onward.

The ghosts will not come out from 421A or 421B if Sukia is hit in the first 18 frames of startup. 421B can be superjump cancelled on frame 31 onward. The actual positioning of the ghosts once summoned is completely random.

Spellcards

Motion Damage Proration Startup Duration Blk.A Hit.A CH.A Level
Spellcard One
萃符「戸隠山投げ」 - Throwing of Mt.Togakushi [The Dunk]
236D 2000 100% 8+2 64 -32 X X Mid
萃鬼「天手力男投げ」 - Throwing of Atlas [The Dunk, lv. 2]
236D 3000 50% 8+2 64 -32 X X Mid
Spellcard Two
酔符「鬼縛りの術」 - Art of Oni Binding [The Chain]
236D 0 70% 10+9 74 -40 +22 +22 Any
酔夢「施餓鬼縛りの術」 - Art of Charity Binding [The Chain, lv. 2]
236D 0 70% 10+9 74 -40 +22 +22 Any
Spellcard Three
鬼符「ミッシングパワー」 - Missing Power [Giant Suika]
236D 1500 80% 8+11 67 -26 X X Any
5A 1500 50% 25 62 -15 X X Mid
5B 1500 0.5% 23 76 -31 X X Low
5C 1500 50% 26 66 -18 X X Mid
j.A 2000 50% 23 Land ~ X X Mid
j.B 2000 50% 27 Fall+45 -18 X X Low
鬼神「ミッシングパープルパワー」 - Missing Purple Power [Giant Suika, lv. 2]
236D 1500 80% 8+11 67 -26 X X Any
5A 2000 50% 25 62 -15 X X Mid
5B 2000 0.5% 23 76 -31 X X Low
5C 2000 50% 26 66 -18 X X Mid
j.A 2500 50% 23 Land ~ X X Mid
j.B 2500 50% 27 Fall+45 -18 X X Low

(raw data)

Strategies, Tactics, and Combos

I NEED MORE DOTS MORE DOTS MORE DOTS

k stop dots