
Ibuki
Ibuki was born in the village of a ninja clan, and has been trained as a ninja since childhood. However, Ibuki always resented about her life as a ninja and wishes to be a normal girl. She might finally be free from her training as she nears her ninja graduation exam, which requires her to seek and challenge a man named Oro. Thus, Ibuki joins the tournament to find and battle this person.
In a nutshell
Move List
Normal Moves






































Throws












Command Normals






















































Special Moves






























• Refers to Jab/Short,Strong/Forward,Fierce/Roundhouse respectively
Super Arts












Frame Data
Move Analysis
Normal Moves
Command Normals
Target Combos
Normal Throws
Ibuki has the smallest Kara-Throw range, only increasing her standard throw range by 4 pixels. Fortunately, this disadvantage is offset by her incredible walk speed
Best Kara-Throw: (Roundhouse) S.MK
Standard Throw Range (pixels): 16
Kara-Throw Range (pixels): 20
Special Moves
+
Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien.
+
Kazekiri can be ground thrown during start-up. Ibuki will be knocked into the air if hit during start-up or while in the air. Available Super Cancel on the ground into SA.2 or SA.3, and in the air into SA.1 on hit, block, or parry (not whiff).
+
EX Kazekiri can Super Cancel into SA.1(Kasumi Suzaku) on hit, block, parry, or whiff. It has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. It does not launch or knock-down a standing or crouching opponent (unlike the non-EX versions). It temporarily forces crouching opponents into a standing posistion when it hits. It recovers in the air if it hits an opponent. During this time, Ibuki can perform any of her normal air attacks, any of her three air target combos, her qcf+P/2P (Kunai/EX Kunai), or SA.1 (Kasumi Suzaku). She can not air throw or air parry during the recovery state.
- (in air)
+
Kunai: Strength of button determines angle of knives thrown (not for EX).
: Holding toward increases range. Knives can be destroyed by opponents attacks. Maintains jump momentum after the toss.
- To get the 3rd hit of the
Tsumuji, you must press
again (timing is strict). In order to get the sweep, you must press
+
+
Raida can not be parried. The opponent can not quick-stand (ground recovery) if hit by it.
+
Hien can go over projectiles. Button strength determins distance. EX version auto-targets. If it hits or is blocked, Ibuki can cancel the recovery in the air with a Kunai (air qcf+P) or SA.1 (Kasumi Suzaku), but not while falling or landing.
+
Kasumi Gake is a command dash. It can cause Ibuki to take 50% extra damage from opponent attacks if she is hit during the move. Does not pass through opponents (unlike her normal dash).
+
Tsuiji Goe is a command jump. Attacks with knock Ibuki into the air during start-up. Can be thrown during start-up. During second half of jump arch, Ibuki can cancel into air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku).
Super Arts
Strategy
Tips and Tricks
Basic Strategy
Advanced Strategy
Matchups
- Vs. Akuma
TBW (To be written)
- Vs. Alex
TBW
- Vs. Chun-Li
TBW
- Vs. Dudley
TBW
- Vs. Elena
TBW
- Vs. Gill
TBW
- Vs. Hugo
TBW
- Vs. Ibuki
TBW
- Vs. Ken
TBW
- Vs. Makoto
TBW
- Vs. Necro
TBW
- Vs. Oro
TBW
- Vs. Q
TBW
- Vs. Remy
TBW
- Vs. Ryu
TBW
- Vs. Sean
TBW
- Vs. Twelve
TBW
- Vs. Urien
TBW
- Vs. Yang
TBW
- Vs. Yun
TBW