Super Street Fighter IV AE/Ibuki

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Ibuki

SSFIV-Ibuki Face.jpg

Being trained as a ninja since childhood, Ibuki secretly wishes nothing more than to escape the life she has lived for as long as she can remember and become a "normal" teenage girl in Japan. Although she excels in her training and has become an effective hand-to-hand combatant, as well as an expert at the throwing knife, Ibuki does not enjoy being part of the hidden clan. And as her high school years draw to an end, she is hoping to escape the life of a ninja permanently and become a regular college girl living a regular college life.


In a nutshell

One thing that makes Ibuki so unique is her mobility. From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent. And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links. And once she gets that untechable knock down, it's time for her Kunai traps. Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block. However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.

Players to Watch

Acqua, F-Word, Sako

Moves

Unique Attacks

Name
Command
Notes
Agemen
B.png + Mp.png
Backhand Punch
(far from opponent) Hp.png ---.png Hp.png
First hit can whiff and still be chained
Spin Kick
F.png + Lk.png
Reverse Spin Kick
B.png + Mk.png
Hammer Kick
F.png + Mk.png
High.png
Sazan
Df.png + Mk.png
Low.png
Bonsho Kick
F.png + Hk.png
Target Combo 1
(while jumping) Hp.png ---.png F.png + Mk.png
Both hits High.png
Target Combo 2
(during angled jump) Lp.png ---.png F.png + Hp.png
Both hits High.png
Target Combo 3
(during angled jump) Lk.png ---.png F.png + Mk.png
1st hit High.png
Target Combo 4
(near opponent) Lp.png ---.png Mp.png (1 or 2 hits) ---.png Hp.png
Target Combo 5
(far from opponent) Lp.png ---.png Mp.png ---.png F.png + Lk.png
Target Combo 6
(near opponent) Lp.png ---.png Mp.png (1 or 2 hits) ---.png D.png + Hk.png ---.png Hk.png
D.png + Hk.png hits Low.png
Target Combo 7
B.png + Mk.png ---.png F.png + Mk.png
2nd hit High.png
Target Combo 8
(near opponent) Hp.png (2 hits) ---.png D.png + Hk.png ---.png Hk.png
D.png + Hk.png hits Low.png
Target Combo 9
Lk.png ---.png Mk.png ---.png Hk.png
Target Combo 10
D.png + Hk.png ---.png Hk.png
D.png + Hk.png hits Low.png

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
(in air) Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Kunai
(in air) Qcf.png + P.png
Ex.png
Tsuijigoe
Dp.png + P.png
Able to perform Kunai or Kasumi Suzaku during jump
Neck Breaker
Hcf.png + P.png
Ex.png Armorbreak.png
Raida
Hcb.png + P.png
Ex.png Armorbreak.png
Kasumi Gake
Qcf.png + K.png
Hk.png version can pass through opponent
Kazegiri
Dp.png + K.png
Ex.png version can be followed up with Kunai; Ex.png
Tsumuji
Qcb.png + K.png
Use D.png to change any follow-up hit of the Ex.png version to attack Low.png ; Ex.png
   Follow Up Attack
K.png or D.png + K.png
Perform after Mk.png or Hk.png version of Tsumuji; D.png + K.png version hits Low.png
Hien
Rdp.png + K.png
Able to perform Kunai or Kasumi Suzaku during bounce back; Ex.png
High Jump
Tap Db.png or D.png or Df.png immediately followed by Ub.png or U.png or Uf.png
Cannot be used as a Reversal

Super Combo

Name
Command
Notes
Kasumi Suzaku
(in air) Qcf.png Qcf.png + P.png

Ultra Combos

Name
Command
Notes
Yoroitoshi
Hcb.png Hcb.png + 3p.png
Throw.png
Hashinsho
Qcf.png Qcf.png + 3k.png
Armorbreak.png


AE ver. 2012 Changes

Hammer Kick (Stick Forward + Medium Kick)

Changed startup from 26F to 25F. Changes move’s total frame count from 37F to 36F.Accordingly, Target Combo 7′s startup is 25F.


Bonsho Kick

Adjusted trajectory to facilitate hitting crouching opponents. Enabled a +1F advantage on a hit and a -3F (dis)advantage on a block. Enabled a possible +5F advantage for the attacker on a counter-hit.


Hashinsho

Made all hits connect with airborne opponents until locked animation sequence. Made first hit do forcible stand-up damage when it connects with crouching opponents.


Yoroitoshi

Made projectiles fully hit against airborne opponents. Made easy command mode input the same as SSF4.


Tsuijigoe

Made move throw-invincible from start until 7th frame. Removed all hurtboxes apart from that over the head region from start until 12th frame. Made move super-cancelable from 10th frame after start onward.


AE Changes

  • Standing Light Kick has a 4 frame start-up, so it'll be easier to utilize as a weak attack.
  • Standing Medium Kick got changed to have a 5 frame start-up so it's possible to use it as the starting point of combos.
  • Kunai's (Dagger Toss) damage was decreased.
  • Neck Breaker had damage and stun nerf.
  • Jump back Kunai's trajectory has been changed to nearly straight vertical-wise.
  • A Crouching Hard Kick into Standing Hard Kick Target Combo was added. It works in the same way as the later part of her Target Combo 6.
  • Her Jump Flip (Tsuijigoe) would register as a counter hit when she was hit out of it, so this was fixed.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 sp/su 3 2 10 0 +3
Close Strong.gif HL 70 100 40 - 5 4 6 +2 +6
Close Fierce.gif HL 60*70 125*75 40*20 sp/su*- 7 2*2 18 -6 -2
Close Short.gif HL 20 50 20 - 4 4 9 -2 +1
Close Forward.gif HL 70 100 40 sp/su 5 4 14 -4 +1
Close Roundhouse.gif HL 50*60 125*75 40*20 -*J 6 2*2 23 -5 - 2nd hit pursuit property
Far Jab.gif HL 25 50 20 ch 3 2 5 +4 +8
Far Strong.gif HL 70 100 40 - 5 4 6 +2 +6
Far Fierce.gif HL 100 100 60 - 12 4 16 -2 +2
Far Short.gif HL 20 50 20 - 4 4 9 -2 +1
Far Forward.gif HL 70 100 40 sp/su 5 4 14 -4 +1
Far Roundhouse.gif HL 110 200 60 - 10 3 17 -2 +2
Crouch Jab.gif HL 20 50 20 ch/sp/su 4 3 6 +3 +6
Crouch Strong.gif HL 70 100 40 sp/su 8 7 7 0 +3
Crouch Fierce.gif HL 100 200 60 J 9 3 18 -3 +2 Forces stand, pursuit property
Crouch Short.gif L 20 50 20 sp/su 4 2 8 +1 +4
Crouch Forward.gif L 70 100 40 - 6 5 9 0 +3
Crouch Roundhouse.gif L 90 100 60 - 6 2 25 -9 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 6 7 - - -
Jump Up Strong.gif H 80 100 40 - 6 7 - - -
Jump Up Fierce.gif H 120 200 60 - 9 5 - - -
Jump Up Short.gif H 50 50 20 - 6 12 - - -
Jump Up Forward.gif H 80 100 40 - 6 7 - - -
Jump Up Roundhouse.gif H 110 200 60 - 7 3 - - -
Jump Forward Jab.gif H 40 50 20 - 6 6 - - -
Jump Forward Strong.gif H 70 50 40 - 7 8 - - -
Jump Forward Fierce.gif H 120 200 60 - 11 5 - - -
Jump Forward Short.gif H 40 50 20 - 4 8 - - -
Jump Forward Forward.gif H 70 100 40 - 8 7 - - -
Jump Forward Roundhouse.gif H 100 200 60 - 8 5 - - - [air-hit] limited juggle knockdown, pursuit property
Agemen Left.gif+Strong.gif HL 30*60 50*50 40*40 sp/su*- 6 1*2 10 0 +4 1st ground hit forces stand, 1st air hit limited juggle knockdown, 2nd hit pursuit property
Backhand Punch
Fierce.gif > Fierce.gif
HL 50 200 60 - 3 2 20 -4 0
Spin Kick Right.gif+Short.gif HL 30 50 20 sp/su 4 4 9 -1 +2
Reverse Spin Kick
Left.gif+Forward.gif
HL 70 100 40 - 10 2 17 -2 +1
Hammer Kick Right.gif+Forward.gif H 80 100 40 - 25 2 10 +3 +5 3~31f airborne, 8~27f legs strike invincible
Sazan Downright.gif+Forward.gif L 70 100 20 - 7 11 11 -11 -5 5~17f upper body projectile invincible
Bonsho Kick Right.gif+Roundhouse.gif HL 100 210 60 - 13 2 21 -3 +1 5~30f airborne, [counter-hit] +5 frame advantage
High Jump - - - - - - - Total 55[56] - - 5~44f airborne, 1~4f special move or ultra cancellable, 11 grounded recovery frames, can use jump attack or special move once airborne (3 grounded recovery frames), [] refers to backwards jump, treated as a special move
Target Combo 1
Up.gif or Upright.gif+Fierce.gif > Right.gif+Forward.gif
H 40 50 20 - 3 7 - - -
Target Combo 2
Upright.gif+Jab.gif > Right.gif+Fierce.gif
H 70 150 30 - 4 5 - - -
Target Combo 3
Upright.gif+Short.gif > Right.gif+Forward.gif
HL 40 50 20 - 4 7 - - -
Target Combo 4, 6
Jab.gif > Strong.gif
HL 30*30 50*50 40*40 sp/su*- 5 1*2 11 -1 +3 Forces stand
Target Combo 4
Jab.gif > Strong.gif > Fierce.gif
HL 100 60 30 sp/su 2 3 10 +1 +4
Target Combo 5
Jab.gif > Strong.gif
HL 40 50 20 - 4 3 9 +2 +5
Target Combo 5
Jab.gif > Strong.gif > Right.gif+Short.gif
HL 20 30 10 - 4 4 9 -1 +2
Target Combo 6, 8
... > Down.gif+Roundhouse.gif
L 60 60 30 - 4 2 25 -9 -
Target Combo 6, 8, 10
... > Down.gif+Roundhouse.gif > Roundhouse.gif
HL 60 60 30 J 5 3 18 -7 - pursuit property
Target Combo 7
Left.gif+Forward.gif > Right.gif+Forward.gif
H 80 100 40 - 25 2 12 +1 +3 3~32f airborne, 8~27f legs strike invincible
Target Combo 9
Short.gif > Forward.gif
HL 40 50 20 sp/su 4 4 14 -4 +1
Target Combo 9
Short.gif > Forward.gif > Roundhouse.gif
HL 60 60 30 - 5 3 18 -3 +1
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 34 -20 -20
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 34 -14 -
Focus Attack LVL 3 - 140 200 60 - 65 2 34 - -
Forward Throw 0.90 130 140 40 - 3 2 20 - - Hard knockdown
Back Throw 0.90 130 120 40 - 3 2 20 - - Hard knockdown
Air Throw 1.10 150 100 40 - 3 2 - - - Hard knockdown
Kunai HL 30 60 10/10 su 7 - After landing 16 - - projectile is a strike hitbox, projectile disappears when it touches a strike or projectile
Kunai EX.gif HL 50*50 100*100 -250/0 - 8 - After landing 9 - - pursuit property, projectile is a strike hitbox, projectile disappears when it touches a strike or projectile, 2nd projectile startup 15f
Tsuijigoe Jab.gif - - - 20/- sp/su - - Total 50 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 27f~ can cancel into kunai or super combo
Tsuijigoe Strong.gif - - - 20/- sp/su - - Total 54 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 29f~ can cancel into kunai or super combo
Tsuijigoe Fierce.gif - - - 20/- sp/su - - Total 59 - - 1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 30f~ can cancel into kunai or super combo
Neck Breaker Jab.gif L 120 200 30/30 - 15 10 16 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker Strong.gif L 120 200 30/30 - 15 12 17 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker Fierce.gif L 120 200 30/30 - 15 21 19 -13 - Hard knockdown, armor break, on block switches to 23f recovery animation
Neck Breaker EX.gif L 160 250 -250/0 - 15 14 19 -13 - 1~28f projectile invincible, hard knockdown, armor break, on block switches to 23f recovery animation
Raida Jab.gif HL 110 200 10/30 - 6 5 25 -14 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.01
Raida Strong.gif HL 110 200 10/30 - 6 5 27 -16 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.06
Raida Fierce.gif HL 110 200 10/30 - 6 5 29 -18 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.10
Raida EX.gif HL 140 250 -250/0 - 6 5 20 -9 - 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.25
Kasumi Gake Short.gif - - - - - - - Total 20 - -
Kasumi Gake Forward.gif - - - - - - - Total 22 - -
Kasumi Gake Roundhouse.gif - - - - - - - Total 24 - - 3~12f can pass through opponent
Kazegiri Short.gif HL 50*20*65 40x3 10/20x3 su 5 1*1*11 17 + After landing 8 -27 - 1~6f unthrowable, 8~34f airborne, pursuit property
Kazegiri Forward.gif HL 50*20*75 40x3 10/20x3 su 7 1*1*11 18 + After landing 10 -30 - 1~8f unthrowable, 10~37f airborne, pursuit property
Kazegiri Roundhouse.gif HL 50*20*90 40x3 10/20x3 su 9 1*1*11 15 + After landing 10 -27 - 1~10f unthrowable, 12~36f airborne, pursuit property
Kazegiri EX.gif HL 40*40*80 40x3 -250/0 su 5 3*4(2)8 25 + After landing 14 -26 - 1~6f Invincible, 8~45f airborne, pursuit property, 36f~ can cancel into kunai or super combo
Tsumuji Short.gif HL 50*50 50*60 10/20*20 - 12 2(10)2 16 -4 +3 [air-hit] limited juggle knockdown
Tsumuji Forward.gif HL 35*35 70*60 10/20*20 - 15 2(12)2 14 0 +4 [air-hit] limited juggle knockdown
Tsumuji Forward.gif (followup) HL 50 60 10/20 - 14 2 17 -3 +1 [air-hit] limited juggle knockdown, treated as a separate move
Tsumuji Forward.gif (Down.gif followup) L 20 60 10/20 - 17 2 15 -2 - Hard knockdown, treated as a separate move
Tsumuji Roundhouse.gif HL 50*40 70*60 10/20*20 -*su 15 2(14)2 20 -4 0 [air-hit] limited juggle knockdown
Tsumuji Roundhouse.gif (followup) HL 50 70 10/20 - 15 2 19 -5 -1 [air-hit] limited juggle knockdown, treated as a separate move
Tsumuji Roundhouse.gif (Down.gif followup) L 20 60 10/20 - 18 2 25 -9 - Hard knockdown, treated as a separate move
Tsumuji EX.gif HL 40*30X3 60x3*70 -250/0 - 12 2(10)2(10)2(10)2 9 -2 -
Tsumuji EX.gif (2nd-3rd Down.gif followup) L 30 50 -/0 - 12 2 - - - treated as a separate move
Tsumuji EX.gif (4th Down.gif followup) L 25 70 -/0 - 12 2 12 -2 - Hard knockdown, treated as a separate move
Hien Short.gif H 40*75 70*70 10/0*20 - 25 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien Forward.gif H 40*90 70*70 10/0*40 - 27 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien Roundhouse.gif H 40*110 70*90 10/0*60 - 28 7 6 + After landing 11 - - 7f~ airborne, 2nd hit goes into recoil animation on hit/block
Hien EX.gif H 40x3*50 70*0*0*200 -250/0 - 36 12 19 + After landing 11 - - 1~13f projectile and throw invincible, 9f~ airborne, after 2nd hit on hit/block 4th hit will go into recoil animation, listed startup is point blank, startup is distance dependent, tracks opponent
Hien (recoil) - - - - sp/su - - After landing 8 - - 21f~ (EX version 9f~) can cancel into kunai or super combo
Super Combo HL (27*28)x6 0 -1000/0 - 1+7 - After landing 5 - - 1~5f Invincible, pursuit property, projectiles are strike hitboxes, does not nullify projectiles, 2 projectiles released at the same time, every projectile thereafter released every 20f
Ultra Combo 1 (1.10)*HLx7 501[38*45*38x4*39] 0[50*0x6] 0/0 - 0+1[13] 2(10)17 Total 107 -5 -1 1~2f Invincible, 1st hit is a throw, untechable limited juggle knockdown, 1st hit on air hit releases projectile, recovery and [] refers to projectile, projectile is active for 59f, projectiles have pursuit properties
Ultra Combo 2 HL 30x6*289 0 0/0 - 0+9 2(2)2(15)2(26)1*2(8)2 70 -63 - 1~8f Invincible, 9~70f projectile invincible, 59~101f airborne, hard knockdown, armor break, 6th hit goes into animation, block advantage based on 4th hit
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes:
*: "J" means jump and super-jump cancellable