Street Fighter V/Ibuki

From SuperCombo Wiki

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
SFV-Ibuki Portrait.jpg
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
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.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
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

5LP
Stand LP
5LP
SFV Ibuki 5LP.png
Startup Active Recovery Hit
3 2 8 2
Damage Stun Attack Block
30 70 H 1
  • Confirm windows:
    • Specials & CA: 11
    • Target Combos: 13
    • V-Trigger: 9
  • Cancel options: sp su vt1 vt2
Ibuki's only 3-frame normal
Leads into the Shinten target-combo (LP>MP>HP)
FATonline.png
5MP
Stand MP
5MP
SFV Ibuki 5MP.png
Startup Active Recovery Hit
5 3 10 4
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 14
    • Target Combos: 14
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
Combo / Frametrap starter
From point blank only, 5MP has less pushback then 5MK due to differences in their collision box
Can be used to anti-air (not ideal)
FATonline.png
5HP
Stand HP
5HP
SFV Ibuki 5HP.png
Startup Active Recovery Hit
10 2 19 0
Damage Stun Attack Block
80 150 H -5
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 19
  • Cancel options: sp su vt1 vt2
Solid whiff punish tool
FATonline.png
5LK
Stand LK
5LK
SFV Ibuki 5LK.png
Startup Active Recovery Hit
4 3 9 0
Damage Stun Attack Block
30 70 H -2
  • Cancel options: sp su vt1 vt2
First active frame has shorter range, can potentially whiff on max distance -4 punishes
Can still reach after 2 lights (cr.LK, cr.LP or cr.LP, cr.LP)
FATonline.png
5MK
Stand MK
5MK
SFV Ibuki 5MK.png
Startup Active Recovery Hit
6 2 14 5
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Target Combos: 17
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Combo / Frametrap starter
5MK has more pushback then 5MP when used from point blank due to its extended collision box, but at any other range it has less pushback
FATonline.png
5HK
Stand HK
5HK
SFV Ibuki 5HK.png
Startup Active Recovery Hit
10 3 16(19) 4
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Stagger, 22 Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
+3 extra recovery frames on whiff (19)
Can't hit crouching
No head hurtbox on frames 3-14
Solid anti-air
FATonline.png
2LP
Crouch LP
2LP
SFV Ibuki 2LP.png
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
Chains into cr.LP and st.LP
Combos into stand LK but can potentially whiff after a max range crouch LP on standing opponents
FATonline.png
2MP
Crouch MP
2MP
SFV Ibuki 2MP.png
Startup Active Recovery Hit
6 3 16 3
Damage Stun Attack Block
60 100 H -1
  • Confirm windows:
    • Specials & CA: 14
    • Target Combos: 17
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
Decent poke / buffer tool
FATonline.png
2HP
Crouch HP
2HP
SFV Ibuki 2HP.png
Startup Active Recovery Hit
7 4 18 2
Damage Stun Attack Block
90(70) 150 H -5
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
Does 70 damage as an anti-air (can't hit cross-up behind Ibuki)
No head hurtbox on frames 6-10
Can combo from counter-hit 5MK
Forces stand on hit, allowing for EX Command Dash combos on crouching opponents
FATonline.png
2LK
Crouch LK
2LK
SFV Ibuki 2LK.png
Startup Active Recovery Hit
4 2 8 3
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
Chains into cr.LP
Good low check into cr.LP, st.LK
FATonline.png
2MK
Crouch MK
2MK
SFV Ibuki 2MK.png
Startup Active Recovery Hit
6 3 16 3
Damage Stun Attack Block
60 100 L -2
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Hit confirmable into st.LP or LK DP
FATonline.png
2HK
Crouch HK
2HK
SFV Ibuki 2HK.png
Startup Active Recovery Hit
8 2 24 KD
Damage Stun Attack Block
100 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 67 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Only cancelable into the stand HK follow-up during the target-combo version
Can kick V-Skill 2 Caltrops on the floor
FATonline.png
8LP
Jump LP
8LP
SFV Ibuki 8LP.png
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
Puts airborne opponents into a very brief limited juggle state (can be juggled into jump MK follow-up if canceled into immediately)
Puts airborne opponents into a proper limited juggle state (knockdown) if used from HK / EX Command Dash
Juggle Limit / Increase / Start: 10/ 5 / 1
FATonline.png
8MP
Jump MP
8MP
SFV Ibuki 8MP.png
Startup Active Recovery Hit
5 6 - -
Damage Stun Attack Block
60 100 M -
Decent air-to-air
FATonline.png
8HP
Jump HP
8HP
SFV Ibuki 8HP.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
Puts airborne opponents into a brief limited juggle state (can be juggled into jump HK follow-up if not canceled into it too late)
Puts airborne opponents into a proper limited juggle state (knockdown) if used from HK / EX Command Dash
Juggle Limit / Increase / Start: 10/ 5 / 1
FATonline.png
8LK
Jump LK
8LK
SFV Ibuki 8LK.png
Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
Can Cross-up
Can be used for instant overhead setups
FATonline.png
8MK
Jump MK
8MK
SFV Ibuki 8MK.png
Startup Active Recovery Hit
6 6 - -
Damage Stun Attack Block
60 100 M -
Can Cross-up
FATonline.png
8HK
Jump HK
8HK
SFV Ibuki 8HK.png
Startup Active Recovery Hit
8 4 - -
Damage Stun Attack Block
90 150 M -
Ibuki's preferred jump-in normal
Lower hurtboxes shrink a little bit on frame 10 and until landing
FATonline.png

Command Normals

6MK
Kobekudaki
6MK
SFV Ibuki 6MK.png
Startup Active Recovery Hit
28 2 16 3
Damage Stun Attack Block
70 100 M -2
Overhead
Airborne and projectile invincible on lower body on frames 7-30 (can also hop over most low attacks)
FATonline.png
6HK
Bonshogeri
6HK
SFV Ibuki 6HK.png
Startup Active Recovery Hit
14 4 16(19) 2
Damage Stun Attack Block
90 150 H -3
  • Crush Counter: Spinning Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 103 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
Airborne and projectile invincible on legs on frames 8-26 (can also hop over low attacks)
3 extra recovery frames on whiff (19F)
Juggle Limit: 2
FATonline.png
3MK
Sazan
3MK
SFV Ibuki 3MK.png
Startup Active Recovery Hit
7 11 14 -6(4)
Damage Stun Attack Block
50 100 L -10(0)
  • Confirm windows:
    • V-Trigger: *22
    • Notes: *VT1 only
Low profile and projectile invincible on head on frames 6-17
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
FATonline.png
4MP
Agemen
4MP
SFV Ibuki 4MP 1.png
SFV Ibuki 4MP 2.png
Startup Active Recovery Hit
7 2*1 11 4*4
Damage Stun Attack Block
40*30 (70) 70*50 (120) H -1*0
  • Confirm windows:
    • Specials & CA: *7
    • V-Trigger: 7/12
    • Notes: *Special cancel on 1st hit only
  • Cancel options: sp su vt1 vt2
1st hit causes limited juggle state on airborne opponents
2nd hit is not special cancelable (but is V-Trigger cancelable)
1 frame less hitstun & blockstun on 2nd hit
Juggle Limit: 1*3
FATonline.png

Target Combos

8LP > 8MK
Tobikura
8LP > 8MK
SFV Ibuki TC 8LP 8MK.png
Startup Active Recovery Hit
4+4 6 - -
Damage Stun Attack Block
40*63 70*45 M -
Puts airborne opponents into a very brief limited juggle state (can be juggled into jump MK follow-up if canceled into immediately)
Puts airborne opponents into a proper limited juggle state (knockdown) if used from HK / EX Command Dash
Juggle Limit / Increase / Start: 10/ 5 / 1
FATonline.png
8HP > 8HK
Aoji
8HP > 8HK
SFV Ibuki TC 8HP 8HK.png
Startup Active Recovery Hit
9+5 4 - -
Damage Stun Attack Block
90*45 150*72 M -
Puts airborne opponents into a brief limited juggle state (can be juggled into jump HK follow-up if not canceled into it too late)
Puts airborne opponents into a proper limited juggle state (knockdown) if used from HK / EX Command Dash
Second hit (HK) does a spiked knockdown on airborne opponents (variable KDA; the lower to the ground the better)
Juggle Limit / Increase / Start: 10/ 5 / 1
FATonline.png
5LP > 5MP
Shinten 1
5LP > 5MP
SFV Ibuki TC 5LP MP.png
Startup Active Recovery Hit
3+5 3 15 -5
Damage Stun Attack Block
30*36 (66) 70*45 (115) H*H -8
  • Confirm windows:
    • Target Combos: 13
    • V-Trigger: 12
  • Cancel options: vt1 vt2
FATonline.png
5LP > 5MP > 5HP
Shinten 2
5LP > 5MP > 5HP
SFV Ibuki TC 5LP MP HP.png
Startup Active Recovery Hit
3+5+6 3 20 -4
Damage Stun Attack Block
40*36*40 (106) 70*45*56 (171) H*H*H -9
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 12
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
Special cancelable only on hit
FATonline.png
5LP > 5MP > 5LK
Yagurakuzushi
5LP > 5MP > 5LK
SFV Ibuki TC 5LP MP LK.png
Startup Active Recovery Hit
3+5+4 2 15 1
Damage Stun Attack Block
30*36*24 (90) 70*45*40 (155) H*H*H -2
  • Confirm windows:
    • Target Combos: 12
  • Cancel options: vt1 vt2
FATonline.png
5MK > 2HK
Gogasha 1
5MK > 2HK
SFV Ibuki TC 5MK 2HK.png
Startup Active Recovery Hit
6+7 2 23 KD
Damage Stun Attack Block
60*54 (114) 100*54 (154) H*L -12
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 17
    • V-Trigger: 15
  • Cancel options: vt1 vt2
Has +1 more KDA than the regular crouch HK
FATonline.png
5MK > 2HK > 5HK
Gogasha 2
5MK > 2HK > 5HK
SFV Ibuki TC 5MK 2HK HK.png
Startup Active Recovery Hit
6+7+7 2 17 KD
Damage Stun Attack Block
60*54*32 (146) 100*54*48 (202) H*L*H -
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 18
    • Target Combos: 12
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
Last hit whiffs on block (Ibuki is punishable at -13 on whiff / block)
Launches opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 0 / 1 / 5
FATonline.png
2MP > 6HK
Shakunage
2MP > 6HK
SFV Ibuki TC 2MP 6HK.png
Startup Active Recovery Hit
6+14 3 23(18) 2
Damage Stun Attack Block
60*63 (123) 100*90 (190) H*H -5
  • Confirm windows:
    • Target Combos: 14
Airborne and projectile invincible on legs on frames 7-26 (can also hop over low attacks)
5 frames less recovery on hit (18F)
Juggle Limit: 2
FATonline.png
5MP > 6MK
Sasanaki
5MP > 6MK
SFV Ibuki TC 5MP 6MK.png
Startup Active Recovery Hit
5+27 2 13 6
Damage Stun Attack Block
70 100 H*M -2
  • Confirm windows:
    • Target Combos: 14
2nd hit (6MK) is an Overhead just like regular 6MK, but has 3f more advantage on hit (+6)
11f gap on hit, 13f gap on block (both easily interruptible)
FATonline.png

Throws

LPLK
Yamikazura
Throw
LPLK
SFV Ibuki LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 120 T -
  • Knockdown: 64 KD Adv, 5 Quick Rise Adv, 5 Back Rise Adv.
FATonline.png
4LPLK
Kubiori
Back Throw
4LPLK
SFV Ibuki 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
FATonline.png
LPLK (air)
Tobizaru
LPLK (air)
SFV Ibuki 8LPLK.png
Startup Active Recovery Hit
5 2 6 KD
Damage Stun Attack Block
140 200 T -
  • Knockdown: 59(60) KD Adv, 0(1) Quick Rise Adv, 0(1) Back Rise Adv.
KDA varies depending on height of opponent when thrown (the higher up the throw is performed, the lower the KDA is
Denies backroll
6F landing recovery frames if air throw whiffs
FATonline.png

Special Moves

KK (air)
Nobusuma
KK (air)
SFV Ibuki 8KK Nobusuma.png
Startup Active Recovery Hit
- - 4 -
Damage Stun Attack Block
- - - -
Ibuki is susceptible to special counter-hits during the entire duration of this move (also any follow-ups done from this move) by any medium / heavy / command normal, this special counter-hit state puts Ibuki into a free juggle state
Can be followed up with any air normal / air target combos / or air kunai (cannot air throw after the float)
Recovery frames listed refers to grounded recovery frames upon landing (4F) without canceling into another other move in air
Ibuki is in a crouching state (and crouching hurtbox size) during last 2 frames of grounded recovery
FATonline.png
236LK
LK Kasumigake
236LK
SFV Ibuki 236LK.png
Startup Active Recovery Hit
- - 23 -
Damage Stun Attack Block
- - - -
Crouch-sized hurtboxes on frames 3-19
FATonline.png
236MK
MK Kasumigake
236MK
SFV Ibuki 236MK.png
Startup Active Recovery Hit
- - 26 -
Damage Stun Attack Block
- - - -
Crouch-sized hurtboxes on frames 3-25
Ibuki passes through enemies on frames 6-13 (no collision boxes)
FATonline.png
236HK
HK Kasumigake
236HK
SFV Ibuki 236HK.png
Startup Active Recovery Hit
- - 53+4 -
Damage Stun Attack Block
- - - -
Normal attacks possible on frame 17 and onwards and Airborne Kunai on frame 20 and onwards
Grants extra juggle potential to first hit of airborne target combos
4 landing recovery frames
FATonline.png
236KK
EX Kasumigake
236KK
SFV Ibuki 236KK.png
Startup Active Recovery Hit
10 3 34+4 KD
Damage Stun Attack Block
50 70 H -19
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
Cannot hit crouching or cross-up (behind Ibuki)
Airborne on frames 7-46
Normal attacks possible on frame 17 and onwards and Airborne Kunai on frame 20 and onwards
Grants extra juggle potential to first hit of airborne target combos
4 landing recovery frames
Launches opponents into a limited juggle state
Juggle Limit / Increase / Start: 5 / 1 / 1
FATonline.png
623LK
LK Kazekiri
623LK
SFV Ibuki 623LK.png
Startup Active Recovery Hit
3 1*1*11 20+14 KD
Damage Stun Attack Block
50*40*30 (120) 50*50*50 (150) H -27
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su
Airborne on frames 5-35
Deals 70 damage if only the last hit connects
Can hit cross-up (behind Ibuki)
Puts opponents into a limited juggle state on hit
Juggle Limit / Increase / Start: 1*2*3 / 1*1*6 / 1*1*1
FATonline.png
623MK
MK Kazekiri
623MK
SFV Ibuki 623MK.png
Startup Active Recovery Hit
4 1*1*11 19+15 KD
Damage Stun Attack Block
50*40*30 (120) 50*50*50 (150) H -27
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su
Airborne on frames 6-35
Deals 70 damage if only the last hit connects
Can hit cross-up (behind Ibuki)
Puts opponents into a limited juggle state on hit
Juggle Limit / Increase / Start: 1*2*3 / 1*1*6 / 1*1*1
FATonline.png
623HK
HK Kazekiri
623HK
SFV Ibuki 623HK.png
Startup Active Recovery Hit
5 1*1*11 19+15 KD
Damage Stun Attack Block
50*40*30 (120) 50*50*50 (150) H -27
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su
Airborne on frames 7-36
Deals 70 damage if only the last hit connects
Can hit cross-up (behind Ibuki)
Puts opponents into a limited juggle state on hit
Juggle Limit / Increase / Start: 1*2*3 / 1*1*6 / 1*1*1
FATonline.png
623KK
EX Kazekiri
623KK
SFV Ibuki 623KK.png
Startup Active Recovery Hit
4 1*2*5*5 17+20 KD
Damage Stun Attack Block
50*30x3 (140) 50x4 (200) H -31
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
Fully invincible on frames 1-8
Airborne on frames 7-33
Cancelable into Airborne Kunai on HIT only on frames 29-39
Can hit cross-up (behind Ibuki)
Ibuki is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Launches opponents into a limited juggle state on hit
Juggle Limit: 2-5
FATonline.png
63214LP
LP Raida
63214LP
SFV Ibuki 63214P whiff.png
SFV Ibuki 63214LP.png
Startup Active Recovery Hit
7 2 30 KD
Damage Stun Attack Block
100 200 H -12
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 20 Back Rise Adv.
Denies back roll
Strike hitbox
Juggle Limit / Increase / Start: 3 / 99 / 3
FATonline.png
63214MP
MP Raida
63214MP
SFV Ibuki 63214P whiff.png
SFV Ibuki 63214MP.png
Startup Active Recovery Hit
7 2 30 KD
Damage Stun Attack Block
110 200 H -12
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 18 Back Rise Adv.
Denies back roll
Strike hitbox
Never any reason to use this version since it has less KDA
Juggle Limit / Increase / Start: 3 / 99 / 3
FATonline.png
63214HP
HP Raida
63214HP
SFV Ibuki 63214P whiff.png
SFV Ibuki 63214HP.png
Startup Active Recovery Hit
7 2 30 KD
Damage Stun Attack Block
120 200 H -12
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 20 Back Rise Adv.
Denies back roll
Strike hitbox
Juggle Limit / Increase / Start: 3 / 99 / 3
FATonline.png
63214PP
EX Raida
63214PP
SFV Ibuki 63214PP whiff.png
SFV Ibuki 63214PP.png
Startup Active Recovery Hit
7 3 27 KD
Damage Stun Attack Block
20*130 (150) 200 H -11
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 20 Back Rise Adv.
Projectile Invincible on frames 1-9
Denies back roll
Strike throw
Puts opponent into a limited juggle state on hit
Juggle Limit / Increase / Start: 10 / 1 / 3
FATonline.png
236LP
LP Kunai
236LP
SFV Ibuki 236LP.png
Startup Active Recovery Hit
10 - 23 2
Damage Stun Attack Block
40 50 H -2
  • Cancel options: su vs2
Projectile hitbox
Cancelable into V-Skill 2 on Hit/Block
Puts airborne opponents into a juggleable state
Kunai onscreen for 11 frames
Kunai has a hurtbox and can be hit out of the air by opponent
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
236MP
MP Kunai
236MP
SFV Ibuki 236MP.png
Startup Active Recovery Hit
10 - 23 2
Damage Stun Attack Block
40 50 H -2
  • Cancel options: su vs2
Projectile hitbox
Cancelable into V-Skill 2 on Hit/Block
Puts airborne opponents into a juggleable state
Kunai onscreen for 16 frames
Kunai has a hurtbox and can be hit out of the air by opponent
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
236HP
HP Kunai
236HP
SFV Ibuki 236HP.png
Startup Active Recovery Hit
10 - 23 2
Damage Stun Attack Block
40 50 H -2
  • Cancel options: su vs2
Projectile hitbox
Cancelable into V-Skill 2 on Hit/Block
Puts airborne opponents into a juggleable state
Kunai onscreen for 21 frames
Kunai has a hurtbox and can be hit out of the air by opponent
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
236PP
EX Kunai
236PP
SFV Ibuki 236LPMP.png
SFV Ibuki 236LPHP.png
SFV Ibuki 236MPHP.png
Startup Active Recovery Hit
10 - 34 KD
Damage Stun Attack Block
20*40 50*50 H 14/18/22
  • Cancel options: vs2
Cancelable into V-Skill 2 on Hit/Block
Has 3 different distance variations; LP+MP close, LP+HP middle, MP+HP far
Explodes 6 frames after striking the ground
Explosion will detonate V-Trigger bombs doing 50 extra damage (150)
Has a striking hitbox that passes cleanly through other projectiles
Juggle Limit / Increase / Start: 6*6 / 0*1 / 1*2
FATonline.png
236LP (air)
LP Airborne Kunai
236LP (air)
SFV Ibuki 236LP air.png
Startup Active Recovery Hit
7 - 13 -5(8)
Damage Stun Attack Block
40 50 H -8(5)
Projectile hitbox
Puts airborne opponents into a juggleable state
Frame advantage varies greatly depending on angle / distance from ground when hit
Can only be done during a forward jump
Kunai has a hurtbox and can be hit out of the air by opponent
Juggle Limit / Increase / Start: 4 / 0 / 1
FATonline.png
236MP (air)
MP Airborne Kunai
236MP (air)
SFV Ibuki 236MP air.png
Startup Active Recovery Hit
7 - 13 -5(10)
Damage Stun Attack Block
40 50 H -8(7)
Projectile hitbox
Puts airborne opponents into a juggleable state
Frame advantage varies greatly depending on angle / distance from ground when hit
Can only be done during a forward jump
Kunai has a hurtbox and can be hit out of the air by opponent
Juggle Limit / Increase / Start: 4 / 0 / 1
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236HP (air)
HP Airborne Kunai
236HP (air)
SFV Ibuki 236HP air.png
Startup Active Recovery Hit
7 - 13 -4(14)
Damage Stun Attack Block
40 50 H -7(11)
Projectile hitbox
Puts airborne opponents into a juggleable state
Frame advantage varies greatly depending on angle / distance from ground when hit
Can only be done during a forward jump
Kunai has a hurtbox and can be hit out of the air by opponent
Juggle Limit / Increase / Start: 4 / 0 / 1
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236PP (air)
EX Airborne Kunai
236PP (air)
SFV Ibuki 236PP air.png
Startup Active Recovery Hit
5 - 13 KD
Damage Stun Attack Block
20*50 50*50 H -
  • Knockdown: 133 KD Adv, 74 Quick Rise Adv, 79 Back Rise Adv.
2F faster startup than non-ex air kunai
EX Air Kunai travels downward at 45 degrees and explodes 6 frames after striking the ground
Explosion will detonate V-Trigger bombs
Has a striking hitbox that passes cleanly through other projectiles
KDA show is when both explosions hit and Ibuki uses it ASAP in the air
KDA varies depending on range / timing
Can only be done during a forward jump
Juggle Limit / Increase / Start: 6*10 / 1*5 / 1*3
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Hold + Release P
Kunai Ikkinage
Hold + Release LP, MP, or HP
SFV Ibuki Ikkinage LP.png
SFV Ibuki Ikkinage MP.png
SFV Ibuki Ikkinage HP.png
Startup Active Recovery Hit
11 - 26 KD
Damage Stun Attack Block
20 per dagger 20 per dagger H -1(9)
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Cancel options: sp su vt1 vt2
  • xx 236LK on block: -10(0); longer distance gives more Adv, fewer kunai gives less Adv
  • xx 236MK on block: -13(-3); longer distance gives more Adv, fewer kunai gives less Adv
Requires 50 frames of charge
Special cancelable on hit/block/whiff (only when throwing 2 or more kunai)
Projectile hitbox (projectile invincibility will pass through, but kunai will not destroy projectiles)
All the kunai have a hurtbox and can be hit out of the air by opponent
Ibuki throws all remaining kunai, up to a max of 6
Knockdown advantage and block advantage decreases by -2 frames for every missing kunai below the max of 6
KDA shown is melee range with 6 charged kunai
KDA increases from farther away and decreases the fewer the kunai released at once
Puts airborne opponents into a juggleable state
Button used determines spread degree of Kunai; LP = horizontal (straight line), MP = horizontal (spread), HP = upward spread
MP version will throw the lowest kunai first, which can travel under most projectiles
HP version will throw the lowest-angle kunai first, affecting it's AA and juggle opportunities
Juggle Limit / Increase / Start: 12 / 0 / 1
LP
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; MP
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; HP
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Hold + Release LK (air)
Airborne Kunai Ikkinage
Hold + Release LK, MK, or HK (air)
SFV Ibuki Ikkinage LK.png
SFV Ibuki Ikkinage MK.png
SFV Ibuki Ikkinage HK.png
Startup Active Recovery Hit
16 - 13 KD
Damage Stun Attack Block
20 per dagger 20 per dagger H -
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
Requires 50 frames of charge
Can be performed during any jump direction
Projectile hitbox (projectile invincibility will pass through, but kunai will not destroy projectiles)
All the kunai have a hurtbox and can be hit out of the air by opponent
Hit number depends on number of Kunai in hand, up to a max of 6 Kunai
Button used determines spread degree of Kunai; LK = shallow angle, MK = steep angle, HK = wide spread
MK and HK versions are useful for fake crossup setups
If juggling Raida afterward, must input as 41236P (will autocorrect to the correct direction)
Recovery frames refers to landing recovery frames (13)
Ibuki is in a crouching state (and crouching hurtbox size) during last 11 frames of grounded recovery
LK/MK version Juggle Limit / Increase / Start: 10 / 0 / 1
HK version Juggle Limit / Increase / Start: 12 / 0 / 1
LK
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, MK
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, HK
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63214K
Kunai Hoju Lvl 1-6
63214K
SFV Ibuki 63214K 1.png
SFV Ibuki 63214K 2.png
Startup Active Recovery Hit
25 - 26 -
Damage Stun Attack Block
- - - -
Lvl 1 recharges 1 kunai
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Startup Active Recovery Hit
38 - 26 -
Damage Stun Attack Block
- - - -
Lvl 2 recharges 2 kunai
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Startup Active Recovery Hit
50 - 26 -
Damage Stun Attack Block
- - - -
Lvl 3 recharges 3 kunai
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Startup Active Recovery Hit
62 - 26 -
Damage Stun Attack Block
- - - -
Lvl 4 recharges 4 kunai
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Startup Active Recovery Hit
74 - 26 -
Damage Stun Attack Block
- - - -
Lvl 5 recharges 5 kunai
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Startup Active Recovery Hit
83 - 26 -
Damage Stun Attack Block
- - - -
Lvl 6 recharges 6 kunai
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63214KK
EX Kunai Hoju Lvl 1-4
63214KK
SFV Ibuki 63214KK 1.png
SFV Ibuki 63214KK 2.png
Startup Active Recovery Hit
25 - 26 -
Damage Stun Attack Block
- - - -
EX Lvl 1 recharges 3 kunai at the same speed as recharging 1
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Startup Active Recovery Hit
38 - 26 -
Damage Stun Attack Block
- - - -
EX Lvl 2 recharges 4 kunai at the same speed as recharging 2
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Startup Active Recovery Hit
50 - 26 -
Damage Stun Attack Block
- - - -
EX Lvl 3 recharges 5 kunai at the same speed as recharging 3
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Startup Active Recovery Hit
61 - 26 -
Damage Stun Attack Block
- - - -
EX Lvl 4 recharges 6 kunai at about the same speed as recharging 4
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Critical Art

236236K
Kachofugetsu
236236K
SFV Ibuki CA 236236K.png
SFV Ibuki CA 236236K 2.png
Startup Active Recovery Hit
5 17 17 KD
Damage Stun Attack Block
30*20*4x40*130 (340) - H -20(-4)
  • Knockdown: 9 KD Adv, 9 Quick Rise Adv, 9 Back Rise Adv.
Fully invincible on frames 1-6
Hard Knockdown
Very active slide hitbox that leads into Super cutscene on hit
Block advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
Reaches about 70% screen length
Not a low, despite the slide animation
Juggle Limit: 12
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Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Ibuki PPPKKK.png
"So, do you want me to train you?"
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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V-System

V-Skill 1

MPMK (VS1)
Tenrai
MPMK (VS1)
SFV Ibuki VS1 MPMK.png
Startup Active Recovery Hit
15 5 20 KD
Damage Stun Attack Block
60 100 H -7
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 19
  • Cancel options: vt1 vt2
Projectile hitbox
Hurtbox slightly pulled back on startup frames 5-10
Builds 60/30 V-Gauge on hit/block
Puts opponent into a free juggle state on hit and doesn't increase juggle state on already juggling opponents
Juggle Limit / Increase / Start: 4 / 0 / 0
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MPMK (VS1) (hold)
Tenrai Full
MPMK (VS1) (hold)
SFV Ibuki VS1 MPMK hold.png
Startup Active Recovery Hit
25 7 18 KD
Damage Stun Attack Block
80 150 H -2
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 21
  • Cancel options: vt1 vt2
Projectile hitbox
Hurtbox slightly pulled back on startup frames 5-21
Builds 80/40 V-Gauge on hit/block
Puts opponent into a free juggle state on hit and doesn't increase juggle state on already juggling opponents
Juggle Limit / Increase / Start: 8 / 0 / 0
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V-Skill 2

MPMK (VS2)
Makibishi
MPMK (VS2)
SFV Ibuki VS2 MPMK start.png
SFV Ibuki VS2 MPMK full.png
Startup Active Recovery Hit
78 - 24 1(37)
Damage Stun Attack Block
20x3 0 H -3(12)
Caltrops exist for 240 frames
Caltrops have a hurtbox and can be hit out of the air by opponent before it lands
Each caltrop can be knocked forward if Ibuki hits it with her low hitting kicks (can only move each caltrop once)
Ibuki is in a Counter-Hit state on frames 1-77 (during start-up)
Trips opponent when touched on ground
Frame advantage shown in the parantheses (X) refers to how much Hitstun/Blockstun the opponent suffers when touching the grounded caltrops (basically how much frame advantage Ibuki has when the opponent touches the caltrops)
Builds 60/30 V-Gauge on hit/block
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MPMK (VS2) > P
Makibishi - Single
MPMK (VS2) > P
SFV Ibuki VS2 MPMK start.png
SFV Ibuki VS2 MPMK LP.png
SFV Ibuki VS2 MPMK MP.png
SFV Ibuki VS2 MPMK HP.png
Startup Active Recovery Hit
39 - 25 0(37)
Damage Stun Attack Block
20 0 H -4(12)
Caltrop exists for 240 frames
Button strength determines the distance caltrop is thrown before it lands
Caltrop has a hurtbox and can be hit out of the air by opponent
The caltrop can be knocked forward if Ibuki hits it with her low hitting kicks (can only be moved once)
Ibuki is in a Counter-Hit state on frames 1-38 (during start-up)
Trips opponent when touched on ground
Frame advantage shown in the parantheses (X) refers to how much Hitstun/Blockstun the opponent suffers when touching the grounded caltrops (basically how much frame advantage Ibuki has when the opponent touches the caltrops)
Builds 60/30 V-Gauge on hit/block
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V-Trigger 1

4 or 5 or 6 or 8HPHK (VT1)
Rokushaku Horokudama
4 or 5 or 6 or 8HPHK (VT1)
SFV Ibuki VT1 HPHK Start.png
SFV Ibuki VT1 Explosion.png
Startup Active Recovery Hit
9 - 17 8 (KD)
Damage Stun Attack Block
100(160) 80 H 3
  • Knockdown: 215 KD Adv, 154 Quick Rise Adv, 159 Back Rise Adv.
3 bar V-Trigger
Toss deals 20 dmg; +8 oH / +2 oB
b+V-Trigger: 209 frame timer
n+V-Trigger: 89 frame timer
u+V-Trigger: 329 frame timer
f+V-Trigger: 31 frame timer
Can be detonated using EX Kunai doing 40 extra damage (160)
Bombs can be knocked around by either characters striking it
Bombs leave opponent in a limited juggle state
All bombs except forward version can OTG
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4 or 5 or 6 or 8HPHK (VT1) (2nd Bomb)
Rokushaku Horokudama 2nd
4 or 5 or 6 or 8HPHK (VT1) (2nd Bomb)
SFV Ibuki VT1 HPHK Start.png
SFV Ibuki VT1 Explosion.png
Startup Active Recovery Hit
22 - 17 8 (KD)
Damage Stun Attack Block
100(160) 80 H 3
  • Knockdown: 215 KD Adv, 154 Quick Rise Adv, 159 Back Rise Adv.
3 bar V-Trigger
Toss deals 20 dmg; +8 oH / +2 oB
b+V-Trigger: 209 frame timer
n+V-Trigger: 89 frame timer
u+V-Trigger: 329 frame timer
f+V-Trigger: 31 frame timer
Can be detonated using EX Kunai doing 40 extra damage (160)
Bombs can be knocked around by either characters striking it
Bombs leave opponent in a limited juggle state
All bombs except forward version can OTG
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V-Trigger 2

HPHK (VT2)
Fuma Shuriken (Haku)
HPHK (VT2)
SFV Ibuki VT2 HPHK.png
Startup Active Recovery Hit
7 - 36 8
Damage Stun Attack Block
20*20(80) 40*40(160) H 2
2 bar V-Trigger
Launches a giant shuriken forward that puts airborne opponents into a free juggle state (both hits cause free juggle state on airborne opponents)
Deals 40 damage and 80 stun going forward and then again when it comes back
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4HPHK (VT2)
Fuma Shuriken (Kokufu)
4HPHK (VT2)
SFV Ibuki VT2 4HPHK.png
Startup Active Recovery Hit
7 - 44 0
Damage Stun Attack Block
25*25(100) 40*40(160) H -6
2 bar V-Trigger
Launches a giant shuriken into the air that puts airborne opponents into a free juggle state on its initial hit (second hit on the way back puts airborne opponents into a limited juggle state)
First hit can't hit crouching opponents (but the second hit on the way back can)
Deals 50 damage and 80 stun going forward and then again when it comes back
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V-Shift

5MKHP
V-Shift
5MKHP
SFV Ibuki VShift MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Chizuri Hayabusa
5MKHP
SFV Ibuki VShiftBreak MKHP.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Hanagasumi
6PPP
SFV Ibuki 6PPP.png
Startup Active Recovery Hit
17 4 32 KD
Damage Stun Attack Block
60 - H -2
  • Knockdown: 75 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
Strike and Projectile invincible on frames 1-13 and then becomes fully invincible during the teleport on frames 14-37
After teleport Ibuki is Strike invincible on frames 38-41 followed by no form of invincibility on the last 11 frames of recovery
14 extra recovery frames on hit
Ibuki turns into a log and teleports next to her foe, knocking them down
Believe it!
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