Street Fighter V/Ibuki

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Ibuki

SFV-Ibuki Portrait.jpg
VITALS
Health: 925 Stun: 950
WALKING THROWS
Forward Walk Speed: 5.2 Throw Range: 0.8
Back Walk Speed: 3.4 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 121.9 Forward Jump Distance: 224
Back Dash Distance: 92.3 Back Jump Distance 192
NOTABLE MOVE CLASSES
Overheads: f+MK, MP > f+MK Hard Knockdowns: crHK (CH), CA
Low Attacks: crLK, crMK, crHK, df+MK Crush Counters: f+HK, crHK

Summary

Bio

Bio


Why Pick Ibuki?

Why Play

Players To Watch
Xian, Shine, Fujimura, Yukadon

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw damage increased from 120 to 130
  • Back throw damage increased from 140 to 150
  • Jump HK hitbox, hurtbox expanded downwards
  • Kazekairi (f,d,df+K) only does 70 damage if only last hit connects
  • Hanagasumi (f+PPP) startup increased from 15f to 17f, active frames decreased from 13f to 4f, hitbox reduced, increased log movement speed, pushback on block decreased, universally -2 on block
  • VT2
    • Fuma Shuriken Haku (HP+HK) damage reduced from 100 to 80
    • Fuma Shuriken Kokufo (b+HP+HK) damage increased from 80 to 100


Season 3 (Arcade Edition)

  • Health reduced from 950 to 925
  • Stand LP advantage on hit reduced from +3 to +2, on block from +2 to +1, cannot rapid cancel, collision box adjusted
  • Stand HP collision box adjusted
  • Stand LK collision box adjusted
  • Stand HK advantage on hit increased from +1 to +3
  • Crouch LP hurtbox expanded
  • Crouch MP recovery increased from 12f to 16f, hurtbox expanded
  • Crouch HP hurtbox reduced
  • Crouch MK advantage on hit increased from 0 to +3, on block reduced from -3 to -2
  • Jump MP combo count eased
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Ageman (b+MP) hitbox expanded, hurtbox reduced, 2nd hit is no longer special cancelable
  • Tobikura (Jump LP > MK) knock back distance on hit increased
  • Shakunage (crMP > f+HK) advantage on hit increased from 0 to +2
  • EX Kunai recovery increased by 4f, knock back on explosion increased on hit
  • Tenrai (MP+MK) V-Gauge gain reduced
  • Kunai Ikkinage (hold P > release) can now be special canceled
  • V-Trigger
    • Rokushua Horokudama (HP+HK) stun deceased from 100 to 80, combo restrictions on hit adjusted, builds EX Meter on hit
      • When second bomb is used in combo, applies 2 hits of scaling instead of 1
  • Added V-Trigger 2: Fuma Shuriken


Move List

Unique Attacks

SFV-Ibuki-Unique.jpg

Special Moves

SFV-Ibuki-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Ibuki-Vsystem.jpg

Critical Art

SFV-Ibuki-Critical.jpg

Ibuki Discussions

Discussions regarding Ibuki

Ibuki Shoryuken Forum

Ibuki Discord Link

Ibuki Discord

Video Guides

Capcom Fighters' Introduction Series

Sajam's Ibuki Breakdown

Shoryuken's Rising Up Series

Other Useful Guides

Noggy's Ibuki AE Guide

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 3 2 8 1 2 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 5 3 10 2 4 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 12 2 19 -5 0 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 4 3 9 -2 0 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 6 2 14 2 5 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 10 3 16 -2 3 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 3 8 2 3 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 3 16 -1 3 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 9 4 16 -3 2 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 2 8 1 3 FILL_ME_IN_COUNTER_HIT 20 70 L ch/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 6 3 16 -2 3 FILL_ME_IN_COUNTER_HIT 60 100 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 8 2 24 -12 KD FILL_ME_IN_COUNTER_HIT 100 150 L vt1/vt2 67 18 23 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 3 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 5 6 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 9 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 3 6 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 6 6 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 8 4 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Tobikura j+LP > j+MK (air) 4+4 6 - - - FILL_ME_IN_COUNTER_HIT 40*63 70*45 M - - - - CHIP CH_DAMAGE CH_STUN
Aoji j+HP> j+HK (air) 9+5 4 - - - FILL_ME_IN_COUNTER_HIT 90*45 150*72 M - - - - CHIP CH_DAMAGE CH_STUN
Kobekudaki f+MK 28 2 16 -2 3 FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
Bonshogeri f+HK 14 4 16(19) -3 2 FILL_ME_IN_COUNTER_HIT 90 150 H - 103 42 47 CHIP CH_DAMAGE CH_STUN
Sazan df+MK 7 11 14 -10 -6 FILL_ME_IN_COUNTER_HIT 50 100 L - - - - CHIP CH_DAMAGE CH_STUN
Agemen b+MP 7 2*1 11 -1 4 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Shinten 1 st.LP > st.MP 3+5 3 15 -8 -5 FILL_ME_IN_COUNTER_HIT 30*36 (66) 70*45 (115) H*H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Shinten 2 st.LP > st.MP > st.HP 3+5+6 3 16 -5 0 FILL_ME_IN_COUNTER_HIT 40*36*40 (106) 70*45*56 (171) H*H*H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Yagurakuzushi st.LP > st.MP > st.LK 3+5+4 2 15 -2 1 FILL_ME_IN_COUNTER_HIT 30*36*24 (90) 70*45*40 (155) H*H*H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Gogasha 1 st.MK > cr.HK 6+7 2 23 -12 KD FILL_ME_IN_COUNTER_HIT 60*54 (114) 100*54 (154) H*L vt1/vt2 68 19 24 CHIP CH_DAMAGE CH_STUN
Gogasha 2 st.MK > cr.HK > st.HK 6+7+7 2 17 - - FILL_ME_IN_COUNTER_HIT 60*54*32 (146) 100*54*48 (202) H*L*H sp/su/vt1/vt2 17 17 17 CHIP CH_DAMAGE CH_STUN
Shakunage cr.MP > f+HK 6+14 3 23 -5 2 FILL_ME_IN_COUNTER_HIT 60*63 (123) 100*90 (190) H*H - - - - CHIP CH_DAMAGE CH_STUN
Sasanaki st.MP > f+MK 5+27 2 13 -2 6 FILL_ME_IN_COUNTER_HIT 70 100 H*M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Yamikazura LP+LK 5 3 17 KD KD FILL_ME_IN_COUNTER_HIT 130 120 T - 64 5 5 CHIP CH_DAMAGE CH_STUN
Kubiori b+LP+LK 5 3 17 KD KD FILL_ME_IN_COUNTER_HIT 150 200 T - 78 19 19 CHIP CH_DAMAGE CH_STUN
Tobizaru LP+LK (air) 5 2 6 - KD FILL_ME_IN_COUNTER_HIT 140 200 T - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Rokushaku Horokudama b/n/f + HP+HK 1 - 5 - - FILL_ME_IN_COUNTER_HIT 100(150) 80 H - 215 154 159 CHIP CH_DAMAGE CH_STUN
Fuma Shuriken (Haku) HP+HK (VT2) 7 - 36 2 8 FILL_ME_IN_COUNTER_HIT 20*20(80) 40*40(160) H - - - - CHIP CH_DAMAGE CH_STUN
Fuma Shuriken (Kokufu) b+HP+HK (VT2) 7 - 44 -6 0 FILL_ME_IN_COUNTER_HIT 25*25(100) 40*40(160) H - - - - CHIP CH_DAMAGE CH_STUN
Tenrai MP+MK 15 5 20 -5 KD FILL_ME_IN_COUNTER_HIT 60 100 H - 85 26 31 CHIP CH_DAMAGE CH_STUN
Tenrai Full Hold MP+MK 25 7 18 -2 KD FILL_ME_IN_COUNTER_HIT 80 150 H - 87 28 33 CHIP CH_DAMAGE CH_STUN
Hanagasumi f+PPP 17 4 32 -2 KD FILL_ME_IN_COUNTER_HIT 60 - H - 75 16 21 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Nobusuma KK (air) - - - - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Taunt PPP+KKK - - 61 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kasumigake LK qcf+LK - - 23 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kasumigake MK qcf+MK - - 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kasumigake HK qcf+HK - - 53+4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kazekiri LK f,d,df+LK 3 13 20+14 -27 KD FILL_ME_IN_COUNTER_HIT 50*40*30 (120) 50*50*50 (150) H su 81 22 27 CHIP CH_DAMAGE CH_STUN
Kazekiri MK f,d,df+MK 4 13 19+15 -27 KD FILL_ME_IN_COUNTER_HIT 50*40*30 (120) 50*50*50 (150) H su 81 22 27 CHIP CH_DAMAGE CH_STUN
Kazekiri HK f,d,df+HK 5 13 19+15 -27 KD FILL_ME_IN_COUNTER_HIT 50*40*30 (120) 50*50*50 (150) H su 81 22 27 CHIP CH_DAMAGE CH_STUN
Kazekiri EX f,d,df+KK 4 13 17+20 -31 KD FILL_ME_IN_COUNTER_HIT 50*30x3 (140) 50x4 (200) H - 85 26 31 CHIP CH_DAMAGE CH_STUN
Raida LP hcb+LP 7 2 30 -12 KD FILL_ME_IN_COUNTER_HIT 100 200 H - 79 20 20 CHIP CH_DAMAGE CH_STUN
Raida MP hcb+MP 7 2 30 -12 KD FILL_ME_IN_COUNTER_HIT 110 200 H - 77 18 18 CHIP CH_DAMAGE CH_STUN
Raida HP hcb+HP 7 2 30 -12 KD FILL_ME_IN_COUNTER_HIT 120 200 H - 79 20 20 CHIP CH_DAMAGE CH_STUN
Raida EX hcb+PP 7 3 27 -11 KD FILL_ME_IN_COUNTER_HIT 20*130 (150) 200 H - 79 20 20 CHIP CH_DAMAGE CH_STUN
Kunai LP qcf+LP 10 - 23 -2 2 FILL_ME_IN_COUNTER_HIT 40 50 H su - - - CHIP CH_DAMAGE CH_STUN
Kunai MP qcf+MP 10 - 23 -2 2 FILL_ME_IN_COUNTER_HIT 40 50 H su - - - CHIP CH_DAMAGE CH_STUN
Kunai HP qcf+HP 10 - 23 -2 2 FILL_ME_IN_COUNTER_HIT 40 50 H su - - - CHIP CH_DAMAGE CH_STUN
Kunai EX qcf+PP 10 - 34 18 KD FILL_ME_IN_COUNTER_HIT 20*40 50*50 H - - - - CHIP CH_DAMAGE CH_STUN
Airborne Kunai LP qcf+LP (air) 7 - 13 -8(5) -5(8) FILL_ME_IN_COUNTER_HIT 40 50 H - - - - CHIP CH_DAMAGE CH_STUN
Airborne Kunai MP qcf+MP (air) 7 - 13 -8(7) -5(10) FILL_ME_IN_COUNTER_HIT 40 50 H - - - - CHIP CH_DAMAGE CH_STUN
Airborne Kunai HP qcf+HP (air) 7 - 13 -7(11) -4(14) FILL_ME_IN_COUNTER_HIT 40 50 H - - - - CHIP CH_DAMAGE CH_STUN
Airborne Kunai EX qcf+PP (air) 7 - 13 - KD FILL_ME_IN_COUNTER_HIT 20*50 50*50 H - 133 74 79 CHIP CH_DAMAGE CH_STUN
Kunai Ikkinage LP Hold + Release LP 11 - 26 -1(9) KD FILL_ME_IN_COUNTER_HIT 20 per dagger 20 per dagger H sp/su/vt1/vt2 110 51 56 CHIP CH_DAMAGE CH_STUN
Kunai Ikkinage MP Hold + Release MP 11 - 26 -1(9) KD FILL_ME_IN_COUNTER_HIT 20 per dagger 20 per dagger H sp/su/vt1/vt2 110 51 56 CHIP CH_DAMAGE CH_STUN
Kunai Ikkinage HP Hold + Release HP 11 - 26 -1(9) KD FILL_ME_IN_COUNTER_HIT 20 per dagger 20 per dagger H sp/su/vt1/vt2 110 51 56 CHIP CH_DAMAGE CH_STUN
Airborne Kunai Ikkinage LP Hold + Release LK (air) 16 - 50 - KD FILL_ME_IN_COUNTER_HIT 20 per dagger 20 per dagger H - 110 51 56 CHIP CH_DAMAGE CH_STUN
Airborne Kunai Ikkinage MP Hold + Release MK (air) 16 - 50 - KD FILL_ME_IN_COUNTER_HIT 20 per dagger 20 per dagger H - 110 51 56 CHIP CH_DAMAGE CH_STUN
Airborne Kunai Ikkinage HP Hold + Release HK (air) 16 - 50 - KD FILL_ME_IN_COUNTER_HIT 20 per dagger 20 per dagger H - 110 51 56 CHIP CH_DAMAGE CH_STUN
Kunai Hoju Lvl 1 hcb+K 25 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju Lvl 2 Hold hcb+K 38 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju Lvl 3 Hold hcb+K 50 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju Lvl 4 Hold hcb+K 62 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju Lvl 5 Hold hcb+K 74 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju Lvl 6 Hold hcb+K 83 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju EX Lvl 1 hcb+KK 25 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju EX Lvl 2 Hold hcb+KK 38 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju EX Lvl 3 Hold hcb+KK 50 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kunai Hoju EX Lvl 4 Hold hcb+KK 61 1 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Kachofugetsu qcf,qcf+K 5 17 17 -20 KD FILL_ME_IN_COUNTER_HIT 340 356 H - 9 9 9 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Rokushaku Horokudama 2nd b/n/f + HP+HK 25 - 22 - - FILL_ME_IN_COUNTER_HIT 100(150) 80 H - 215 154 159 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

Unique Mechanic

At the start of the round, Ibuki has access to 6 Kunai she can either throw like a normal projectile, in the air, or all at once for larger combos. Once she runs out of Kunai she loses access to these moves until she performs Kunai Hoju, which can be held to restock 1-6 kunai. The current number she has can be seen next to her V-Meter

SFV Ibuki Kunai.jpg

V System

V Reversal

A 17f strike V-Reversal. Ibuki summons a log which knocks the opponent away, and teleports in front of them. This means if used on projectiles, Ibuki will teleport in front of them though it will not strike them or knock them down.

V Skill

Tenrai causes Ibuki to take a step back, then shoot a short ki blast in front of her knocking the opponent away on hit. This pulls her hurtbox backwards, and the beam can clash with projectiles. Due to its range, it is difficult to punish. By holding MP+MK Ibuki will charge it up, making it safer on block and do more damage on hit.

V Trigger 1

Rokushua Horokudama is a 3 bar V-Trigger that has Ibuki throw out a small bomb. The timer on the bomb depends on the input used to activate it; HP+HK is the shortest at 3 seconds, b+HP+HK is 5 seconds, and f+HP+HK is 7 seconds. The bombs can be attacked by Ibuki to move them around the screen. After the timer the bomb explodes, knocking the opponent into the air allowing further juggles. After the initial bomb, Ibuki has access to 1 more that can be activated in the same way, without the screen freeze through. The bombs do not go away if Ibuki takes damage.

V Trigger 2

Fuma Shuriken is a two bar V-Trigger that has Ibuki throw a giant shuriken at the opponent. It flies forward, and after a few seconds comes back hitting the opponent. Pressing HP+HK throws a ground version that comes back around the same angle as back jumps, and pressing b+HP+HK has Ibuki throw it at that same angle and it come back at ground level making the second great for anti-airs. The shuriken does not go away if Ibuki takes damage, making it great for extending combos or setting up resets into mixups.

Strategy

Playing as Ibuki

Fighting Against Ibuki