Street Fighter X Tekken/Ibuki

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Ibuki

Sfxt ibuki face.jpg

Ideal Team Position: Either


The kunoichi-in-training Ibuki is a very peculiar girl, and her eccentricities saw her to an EVO 2018 tournament victory. When she’s up close, she can hammer opponents with an overhead that can link into a full combo, crack open their guard with oppressive pressure using her Target Combos, or suddenly cancel a string mid-hit into her Kasumi Gake (qcf+K) when her opponent gets complacent so that she can hit them from behind for a full combo. When she’s far away, she can keep opponents at bay with her Kunai attacks (qcf+P) in the air that causes knockdown on hit and gives her more time to play keepaway. But when she’s at mid-range, Ibuki’s options are limited. Her quickest movement options only move her forward, and if she is chased down she has no way to get out of trouble unless she’s willing to burn two stocks of meter. Her normals typically aren’t the best to play footsies with, as her best poke, cr.MK might not combo at max range into a boost and that can lead her open for a big punish. Therefore, it is best that she be brought in by a partner rather than try to bring them in first. She does not have many safe tag options to cover her mistakes, but having Ibuki as an anchor character can override the difficulties she has in neutral and immediately begin whittling away at enemy defenses until she can overwhelm opponents with a flurry of hits coming from all directions.


Strengths Weaknesses

+b+MP is an anti-air that has upper body invincibility on its first hit and leads to combos. Its angle allows it to stop both forward and neutral jump.

+Has the ability to cancel boost combos into her Target Combo 8 (HP>df+HK>f+HK) with either far or close HP, a unique trait among the SF cast

+Able to jump cancel from >df+HK>f+HK, which can be used to disengage or canceled into special moves to apply further pressure

+Very high meter building potential with blockstrings

+EX Kunai can be cancelled into itself, giving her a deadly chip-out tool to use from afar

+Has two identical overheads from f+mk and the end of Target Combo 7 (b+mk > f+mk) where one is -4 and the other is +4, and she can combo off of both

+Raw Tsumuji Kicks (qcb+K) are -3 on block when done raw and are as much as 0 on block depending on the followup.

+EX Tsumuji Kick is as much as +5 on block

+st.LP has a 3f startup

+Raida (hcb+P) is the only 2f attack in the game outside of Super Arts, giving her unique punish opportunities

+f+HK can beat out low attacks and cause a stagger on counter hit

-Boost combo cl.HP can whiff if used from pokes at a certain range, or in specific difficult matchups

-Reliance on boost and target combos makes her susceptible to alpha counters

-Only invincible reversals are her Super Art (hcb+PPP) and her Cross Art

-Tsuijigoe (DP+P) is an evasive jump with no invincibility, not much range, and is unsafe upon landing

-Neckbreaker (hcf+P) only has very specific uses as it does not go over certain projectiles, is unsafe on block, and comes out slow enough to react to easily

-Her usual hitconfirms don’t give her much opportunity to spend meter to increase damage

-Has difficulty opening up turtles, throw-reliant

-Low health total at 900


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png on 1st hit
Close Hard Kick
(near opponent) Hk.png
Jcancel.png on 2nd hit
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Jcancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png
Groundbounce.png vs airborne


Unique Attacks

Name
Command
Notes
Agemen
B.png + Mp.png
Knockdown.png vs airborne on 1st hit
Backhand Punch
(far) Hp.png ---.png F.png + Hp.png
Knockdown.png vs airborne on 2nd hit
Spin Kick
F.png + Lk.png
Knockdown.png vs airborne
Reverse Spin Kick
B.png + Mk.png
Knockdown.png vs airborne
Hammer Kick
F.png + Mk.png
High.png
Knockdown.png vs airborne
Sazan
Df.png + Mk.png
Knockdown.png vs airborne
Bonsho Kick
F.png + Hk.png
Knockdown.png vs airborne
Target Combo 1
air Hp.png ---.png F.png + Mk.png
Target Combo 2
(angled jump) Lp.png ---.png F.png + Hp.png
Target Combo 3
(angled jump) Lk.png ---.png F.png + Mk.png
Target Combo 4
(close) Lp.png ---.png
F.png + Mp.png ---.png F.png + Hp.png
Speccancel.png on 2nd of M.png
and 4th hit
Target Combo 5
(far) Lp.png ---.png
F.png + Mp.png ---.png F.png + Lk.png
Target Combo 6
(close) Lp.png ---.png
F.png + Mp.png ---.png Df.png + Hk.png ---.png F.png + Hk.png
Low.png on 3rd hit
Jcancel.png on 4th hit
Hardknockdown.png on 3rd and 4th hit
Speccancel.png on 2nd hit of M.png
Target Combo 7
B.png + Mk.png ---.png F.png + Mk.png
High.png on second hit
Target Combo 8
(close) Hp.png ---.png
Df.png + Hk.png ---.png F.png + Hk.png
Hardknockdown.png on 3rd and 4th hit
Target Combo 9
Lk.png ---.png F.png + Mk.png ---.png F.png + Hk.png
Speccancel.png on 2nd hit
Hardknockdown.png on 3rd hit
Jcancel.png on 3rd hit

Throws

Name
Command
Notes
Yami Kazura
F.png or N.png + Lp.png + Lk.png
Throw.png
Uki Yami
B.png + Lp.png + Lk.png
Throw.png
Tobizaru
air Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Kunai
air Qcf.png + P.png
Ex.png
Knockdown.png
Tsuijigoe
Dp.png + P.png
Can Kunai at peak of jump
Neck Breaker
Hcf.png + P.png
Ex.png
Low.png
Kasumi Gake
Qcf.png + K.png
Kazakiri
Dp.png + K.png
Ex.png ;
can Kunai after Ex.png
Tsumuji
Qcb.png + K.png
Ex.png ; on M.png , H.png , or Ex.png versions:
press K.png for mid follow-up ;
D.png + K.png for Low.png follow-up
Knockdown.png on mid follow up
Hardknockdown.png on Low.png followup
Knockdown.png vs airborne
Hien
Rdp.png + K.png
Ex.png ; Hardknockdown.png on Ex.png
Knockdown.png vs airborne
can Kunai as follow-up
Raida
Hcb.png + P.png
Ex.png Chrg.png
Hardknockdown.png
Unblockable.png on Ex.png

Super Combo

Name
Command
Notes
Yoroitoshi
Hcb.png + 3p.png
Hardknockdown.png if grab connects ;
projectile version Knockdown.png vs airborne

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP - H 30 3 2 9 +7 -1 - 1 1 1 -
Far\Close MP - H 60 5 4 11 +6 +2 - 2 1 1 -
Far HP - H 90 10 4 23 -2 -7 - 3 1 1 -
Far\Close LK - H 30 4 4 9 +4 0 - 1 1 1 -
Far\Close MK - H 60 5 4 14 +3 -1 SM,EX,SA,CA,super jump 2 1 1 -
Far HK - H 90 11 3 23 -1 -6 - 3 1 1 -
Close LP - H 30 3 2 10 +5 +1 SM,EX,SA,CA,super jump 1 1 1 -
Close HP **LC - H 50,40 8 2,2 26 -2 -8 1st hit SM,EX,SA,CA,super jump 3 1 1 Forces standing, requires d,u to jump cancel
Close HK - H 50,40 7 2,2 23 float -7 2nd hit jump 3 1 0 -
Crouch LP - H 30 4 3 7 +7 +3 SM,EX,SA,CA,super jump 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP - H 60 7 5 14 +2 -2 SM,EX,SA,CA,super jump 2 1 1 -
Crouch HP - H 90 10 3 21 +2 -4 jump 3 1 1 Knockdown on airbone opponent
Crouch LK - L 30 4 2 10 +5 +1 SM,EX,SA,CA,super jump 1 1 1 -
Crouch MK - L 60 7 5 17 -1 -5 - 2 1 1 -
Crouch HK **LC - L 90 7 2 26 hard knockdown -8 - 2 1 - -
Jump Up LP - M 40 5 9 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP - M 70 6 7 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP - M 100 10 5 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK - M 40 5 12 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK - M 70 6 7 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK - M 100 8 3 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP - M 40 5 6 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP - M 70 6 8 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP - M 100 12 4 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK - M 40 4 8 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK - M 70 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK - M 75 7 5 until ground+4 +20 +8 - 3 1 1 Ground bounce on airborne opponent
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-12, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 100 6 7(2)8 39 hard knockdown -24 Recovery: Kunai - - - Invulnerability frames 1-7, Airborne frames 8-48, Resembles EX Kazegiri
Yami Kazura LP+LK throw 130 5 2 20 - - - - - - -
Uki Yami b+LP+LK throw 130 5 2 20 - - - - - - -
Tobizaru LP+LK (air) air throw 190 5 2 until ground+4 - - - - - - -
Agemen b+MP H 30,30 7 1,4 13 +2 -2 1st hit SM,EX,SA,CA 2,2 1,1 0 1st hit: Knockdown on airborne opponent, Upper body invulnerability frames 1-11
Backhand Punch (far) HP > f+HP H,H 90,40 6 2,2 24 knockdown -6 - 3 1 0 -
Spin Kick f+LK H 60 4 3 13 0 -1 SM,EX,SA,CA 1 1 0 Knockdown on airborne opponent
Reverse Spin Kick b+MK H 60 11 2 17 0 -4 - 2 1 0 Knockdown on airborne opponent
Hammer Kick f+MK M 50 23 2 17 +5 -4 - 2 1 0 Knockdown on airborne opponent, Airborne frames 3-28
Sazan df+MK L 60 8 11 11 -3 -7 - 2 1 1 Knockdown on airborne opponent
Bansho Kick f+HK H 90 14 2 20 +2 0 - 2 1 0 Knockdown on airborne opponent, Stagger (+29) on counter hit, Airborne frames 6-31
Target Combo 1 (air) HP > f+MK H 60 4 7 until ground+4 +16 +5 - 2 1 - -
Target Combo 2 (air) LP > f+HP H 90 4 5 until ground+4 +20 +8 - 3 1 - -
Target Combo 3 (air) LK > f+MK H 60 4 7 until ground+4 +16 +5 - 2 1 - -
- **LC (far) LP > f+MP H 60 5 3 15 +4 0 - 2 1 - -
Target Combo 5 (far) LP > f+MP > f+LK H 30 5 4 14 +2 0 - 1 1 - -
- (close) LP > f+MP H 30,30 6 1,2 18 +1 -2 1st hit: SM,EX,SA,CA,super jump 2,2 1,1 - -
Target Combo 4 (close) LP > f+MP > f+HP H 90 3 3 17 +4 +1 - 3 1 - Forces standing
- **LC (close) LP > f+MP > df+HK L 90 5 2 26 hard knockdown -5 - 3 1 - -
Target Combo 6 (close) LP > f+MP > df+HK > f+HK H 90 5 3 23 hard knockdown -6 - 3 1 - -
Reverse Spin Kick b+MK H 60 11 2 17 0 -4 - 2 1 0 -
Target Combo 7 b+MK > f+MK M 60 27 2 12 +7 +4 - 2 1 - -
- **LC (close) HP > df+HK L 90 5 2 26 hard knockdown -5 - 3 1 - -
Target Combo 8 (close) HP > df+HK > f+HK H 90 5 3 23 hard knockdown -6 jump 3 1 - Can be started from Boost Combo
- (far) LK > f+MK H 60 5 4 18 +1 -4 SM,EX,SA,CA,super jump 2 1 - -
Target Combo 9 (far) LK > f+MK > f+HK H 90 5 3 23 hard knockdown -6 jump 3 1 - -
Kunai qcf+P (air) H 30 8 - until ground+16 knockdown - - 6 3 - -
Kunai EX qcf+PP (air) H 70,70 10 - until ground+9 knockdown - EX Kunai (after peak) 9,9 3,3 - -
Tsuijigoe LP f,d,df+LP - - - - 51 - - - - - - Airborne frames 8-44, Follow-Up with Kunai possible at top of jump arc
Tsuijigoe MP f,d,df+MP - - - - 55 - - - - - - Airborne frames 8-48, Follow-Up with Kunai possible at top of jump arc
Tsuijigoe HP f,d,df+HP - - - - 60 - - - - - - Airborne frames 9-53, Follow-Up with Kunai possible at top of jump arc
Neckbreaker LP hcf+LP L 160 16 10 16 hard knockdown -13 - 3 3 - Whiffs on airborne opponent
Neckbreaker MP hcf+MP L 160 16 12 17 hard knockdown -13 - 3 3 - Whiffs on airborne opponent
Neckbreaker HP hcf+HP L 160 16 21 19 hard knockdown -13 - 3 3 - Whiffs on airborne opponent
Neckbreaker EX hcf+PP L 200 16 14 19 hard knockdown -13 - 3 3 - Whiffs on airborne opponent
Kasumi Gake LK qcf+LK - - - - 21 - - - - - - -
Kasumi Gake MK qcf+MK - - - - 23 - - - - - - -
Kasumi Gake HK qcf+HK - - - - 25 - - - - - - -
Kazakiri LK f,d,df+LK H 40x3 6 13 25 knockdown -18 - 3,4,5 1,1,5 0 Airborne frames 9-35
Kazakiri MK f,d,df+MK H 45x3 8 13 28 knockdown -21 - 3,4,5 1,1,5 0 Airborne frames 11-38
Kazakiri HK f,d,df+HK H 50x3 10 13 25 knockdown -18 - 3,4,5 1,1,5 0 Airborne frames 13-37
Kazakiri EX f,d,df+KK H 40,30x2 6 7(2)8 39 -6 -29 Recovery: Jump attack, Kunai 3,4,5 1,1,5 0 Airborne frames 10-49, Knockdown on airborne opponent
Hien LK b,d,db+LK M 20,100 26 7 17 0 -31 Recovery: Kunai 3,3 3,3 0 Airborne frames, Cancelable only on connect
Hien MK b,d,db+MK M 20,120 28 7 17 -8 -32 Recovery: Kunai 3,3 3,3 0 Airborne frames, Cancelable only on connect
Hien HK b,d,db+HK M 20,140 29 7 17 -3 -32 Recovery: Kunai 3,3 3,3 0 Airborne frames, Cancelable only on connect
Hien EX b,d,db+KK M 20,50x2,60 38 during jump 28 hard knockdown -25 Recovery: Kunai 3,3,3,3 0,0,0,3 0 Airborne frames, Cancelable only on connect, Tracks opponent
Raida LP hcb+LP H 140 2 5 27 hard knockdown -19 - 3 1 1 Chargeable: 51F for EX Version and 100F for Super Art
Raida MP hcb+MP H 140 2 5 29 hard knockdown -21 - 3 1 1 Chargeable: 51F for EX Version and 100F for Super Art
Raida HP hcb+HP H 140 2 5 29 hard knockdown -23 - 3 1 1 Chargeable: 51F for EX Version and 100F for Super Art
Raida EX hcb+PP H 140 16 5 34 hard knockdown -27 - 3 1 1 Chargeable: 51F for Super Art, Unblockable if opponent blocks standing
Tsumuji LK qcb+LK H 30x2 13 2(10)2 16 0 -3 - 3,3 3,3 1 Knockdown on airborne opponent
Tsumuji MK qcb+MK H 30x2 17 2(12)2 14 +2 -3 - 3,3 3,3 1 Knockdown on airborne opponent
- qcb+MK > K H 30 6 2 20 knockdown -7 - 3 3 1 Knockdown on airborne opponent, Can be delayed
- qcb+MK > d+K L 50 9 2 15 hard knockdown -2 - 3 3 - Can be delayed
Tsumuji HK qcb+HK H 30x2 21 2(13)2 13 +3 -3 - 3,3 3,3 1 Knockdown on airborne opponent
- qcb+HK > K H 30 6 2 13 knockdown 0 - 3 3 1 Knockdown on airborne opponent, Can be delayed
- qcb+HK > d+HK L 50 8 2 25 hard knockdown -9 - 3 3 - Can be delayed
Tsumuji EX qcb+KK (d for Low attack) H,H/L,H 30x4 13 2(10)2(10)2(10)2 9 knockdown +4 - 3,3,3,3 3,3,3,3 1 -
- d during EX Tsumuji L 30x3,50 14 2(10)2(10)2(10)2 11 hard knockdown +5 - 3,3,3,3 3,3,3,3 - -
Yoroitoshi hcb+PPP H 300 1 16(31)34 40 hard knockdown -34,-77 - 3 3 - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-16
Yoroitoshi (projectile) hcb+PPP H 25x6,7 47 34 38 -40 -77 - 4 4 - Knockdown on airborne opponent
Cross Art **LC qcf+MP+MK H 150+ 7 4 63 switch -47 - 3 - - 60 frames cinematic freeze before attack begins, Invulnerability frames 1-9, Airborne frames 36-50

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 4 2 9 +7 -1 - -
Far\Close MP **LC H 42 6 4 16 +1 -3 - -
Far HP **LC H 63 10 4 30 -9 -14 - -
Far\Close LK H 30 6 4 9 +4 0 - -
Far\Close MK H 42 7 4 19 -2 -6 EX,SA,CA -
Far HK **LC H 63 11 3 32 -10 -15 - -
Close LP H 30 4 2 10 +5 +1 - -
Close HP **LC H 35,28 8 2,2 33 -9 -15 1st hit EX,SA,CA Forces standing, requires d,u to jump cancel
Close HK H 35,28 7 2,2 31 float -15 - -
Crouch LP H 30 4 3 7 +7 +3 Rapid fire cancelable into light normal moves
Crouch MP **LC H 42 9 5 19 -3 -7 EX,SA,CA -
Crouch HP H 63 10 3 26 -3 -9 - Knockdown on airbone opponent
Crouch LK L 30 4 2 10 +5 +1 - -
Crouch MK L 42 7 5 22 -6 -10 - -
Crouch HK **LC L 63 7 2 34 hard knockdown -16 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (386)

(0bar, medium)


Hit Confirm Combos

  • st.LP~st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(325)

(0bar, medium)

  • st.MP, f+LK xx qcb+LK (168)

(0bar, easy)

  • cr.MK~st.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (368)

(0bar, low, medium)


Post-launch combos

  • cl.HK>jc j.HK, dp+HK

(0bar, easy)


Advanced Combos

  • st.MP, f+LK xx qcb+KK, walk forward cl.HK>jc j.HK, dp+HK(374)

(1bar, corner, medium)


overhead

  • f+MK, st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(363)

(0bar, medium)


crouching counter

  • f+HK, cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (447)

(0bar, counterhit, medium)


anti-air

  • b+MP, st.MK xx dp+HK (240)

(0bar, easy)

  • b+MP(1) xx qcf+LK, cl.HK>jc j.HK, dp+HK (285)

(0bar, medium)


Combos Into Supers

  • N/A

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