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.
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.
Changed startup from 26F to 25F. Changes move’s total frame count from 37F to 36F.Accordingly, Target Combo 7′s startup is 25F.
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.
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.
Made projectiles fully hit against airborne opponents.
Made easy command mode input the same as SSF4.
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.
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Close
| HL
| 30
| 50
| 20
| sp/su
| 3
| 2
| 10
| 0
| +3
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Close
| HL
| 70
| 100
| 40
| -
| 5
| 4
| 6
| +2
| +6
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Close
| HL
| 60*70
| 125*75
| 40*20
| sp/su*-
| 7
| 2*2
| 18
| -6
| -2
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Close
| HL
| 20
| 50
| 20
| -
| 4
| 4
| 9
| -2
| +1
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Close
| HL
| 70
| 100
| 40
| sp/su
| 5
| 4
| 14
| -4
| +1
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Close
| HL
| 50*60
| 125*75
| 40*20
| -*J
| 6
| 2*2
| 23
| -5
| -
| 2nd hit pursuit property
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Far
| HL
| 25
| 50
| 20
| ch
| 3
| 2
| 5
| +4
| +8
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Far
| HL
| 70
| 100
| 40
| -
| 5
| 4
| 6
| +2
| +6
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Far
| HL
| 100
| 100
| 60
| -
| 12
| 4
| 16
| -2
| +2
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Far
| HL
| 20
| 50
| 20
| -
| 4
| 4
| 9
| -2
| +1
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Far
| HL
| 70
| 100
| 40
| sp/su
| 5
| 4
| 14
| -4
| +1
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Far
| HL
| 110
| 200
| 60
| -
| 10
| 3
| 17
| -2
| +2
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crouch
| HL
| 20
| 50
| 20
| ch/sp/su
| 4
| 3
| 6
| +3
| +6
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crouch
| HL
| 70
| 100
| 40
| sp/su
| 8
| 7
| 7
| 0
| +3
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crouch
| HL
| 100
| 200
| 60
| J
| 9
| 3
| 18
| -3
| +2
| Forces stand, pursuit property
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crouch
| L
| 20
| 50
| 20
| sp/su
| 4
| 2
| 8
| +1
| +4
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crouch
| L
| 70
| 100
| 40
| -
| 6
| 5
| 9
| 0
| +3
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crouch
| L
| 90
| 100
| 60
| -
| 6
| 2
| 25
| -9
| -
| Hard knockdown
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Jump up
| H
| 50
| 50
| 20
| -
| 6
| 7
| -
| -
| -
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Jump up
| H
| 80
| 100
| 40
| -
| 6
| 7
| -
| -
| -
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Jump up
| H
| 120
| 200
| 60
| -
| 9
| 5
| -
| -
| -
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Jump up
| H
| 50
| 50
| 20
| -
| 6
| 12
| -
| -
| -
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Jump up
| H
| 80
| 100
| 40
| -
| 6
| 7
| -
| -
| -
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Jump up
| H
| 110
| 200
| 60
| -
| 7
| 3
| -
| -
| -
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Jump forward
| H
| 40
| 50
| 20
| -
| 6
| 6
| -
| -
| -
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Jump forward
| H
| 70
| 50
| 40
| -
| 7
| 8
| -
| -
| -
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Jump forward
| H
| 120
| 200
| 60
| -
| 11
| 5
| -
| -
| -
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Jump forward
| H
| 40
| 50
| 20
| -
| 4
| 8
| -
| -
| -
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Jump forward
| H
| 70
| 100
| 40
| -
| 8
| 7
| -
| -
| -
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Jump forward
| H
| 100
| 200
| 60
| -
| 8
| 5
| -
| -
| -
| [air-hit] limited juggle knockdown, pursuit property
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Agemen( + )
| 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
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| Backhand Punch
| HL
| 50
| 200
| 60
| -
| 3
| 2
| 20
| -4
| 0
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Reverse Spin Kick( + )
| HL
| 30
| 50
| 20
| sp/su
| 10
| 2
| 17
| -1
| +2
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Spin Kick( + )
| HL
| 70
| 100
| 40
| -
| 4
| 4
| 9
| 0
| +4
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Hammer Kick( + )
| H
| 80
| 100
| 40
| -
| 25
| 2
| 10
| +3
| +5
| 3~31f airborne, 8~27f legs strike invincible
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Sazan( + )
| L
| 70
| 100
| 20
| -
| 7
| 11
| 11
| -11
| -5
| 5~17f upper body projectile invincible
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Bansho Kick( + )
| HL
| 100
| 210
| 60
| -
| 13
| 2
| 21
| -3
| +1
| 5~30f airborne, [counter-hit] +5 frame advantage
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| Ruishi 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
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(3) > +
| H
| 40
| 50
| 20
| -
| 3
| 7
| -
| -
| -
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(4) > +
| H
| 40
| 50
| 20
| -
| 4
| 7
| -
| -
| -
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Jump forward > +
| H
| 70
| 150
| 30
| -
| 4
| 5
| -
| -
| -
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> (1)
| HL
| 30*60
| 50*50
| 40*40
| sp/su*-
| 5
| 1*2
| 11
| -1
| +3
| Forces stand
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> >
| HL
| 100
| 60
| 30
| sp/su
| 2
| 3
| 10
| +1
| +4
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> (5)
| HL
| 40
| 50
| 20
| -
| 4
| 3
| 9
| +2
| +5
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(5) > +
| HL
| 20
| 30
| 10
| -
| 4
| 4
| 9
| -1
| +2
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(1) > + (6)
| L
| 60
| 60
| 30
| -
| 4
| 2
| 25
| -9
| -
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(6) >
| HL
| 60
| 60
| 30
| J
| 5
| 3
| 18
| -7
| -
| pursuit property
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+ > +
| H
| 80
| 100
| 40
| -
| 26
| 2
| 12
| +1
| +3
| 3~32f airborne, 8~27f legs strike invincible
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(2) > (7)
| HL
| 40
| 50
| 20
| sp/su
| 4
| 4
| 14
| -4
| +1
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(7) >
| HL
| 60
| 60
| 30
| -
| 5
| 3
| 18
| -3
| +1
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+ >
| HL
| 60
| 60
| 30
| J
| 5
| 3
| 18
| -7
| -
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| Focus Attack LVL1
| HL
| 60
| 100
| 20
| -
| 21
| 2
| 34
| -20
| -20
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| Focus Attack LVL2
| HL
| 80
| 150
| 40
| -
| 17+12
| 2
| 34
| -14
| -
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| Focus Attack LVL3
| -
| 140
| 200
| 60
| -
| 65
| 2
| 34
| -
| -
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| Forward Throw
| 0.90
| 130
| 140
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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| Back Throw
| 0.90
| 130
| 120
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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| Air Throw
| 1.10
| 150
| 100
| 40
| -
| 3
| 2
| -
| -
| -
| Hard knockdown
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| 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
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Kunai
| 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
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Tsuijigoe
| -
| -
| -
| 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
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Tsuijigoe
| -
| -
| -
| 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
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Tsuijigoe
| -
| -
| -
| 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
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Neck Breaker
| L
| 120
| 200
| 30/30
| -
| 15
| 10
| 16
| -13
| -
| Hard knockdown, armor break, on block switches to 23f recovery animation
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Neck Breaker
| L
| 120
| 200
| 30/30
| -
| 15
| 12
| 17
| -13
| -
| Hard knockdown, armor break, on block switches to 23f recovery animation
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Neck Breaker
| L
| 120
| 200
| 30/30
| -
| 15
| 21
| 19
| -13
| -
| Hard knockdown, armor break, on block switches to 23f recovery animation
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Neck Breaker
| L
| 160
| 250
| -250/0
| -
| 15
| 14
| 19
| -13
| -
| 1~28f projectile invincible, hard knockdown, armor break, on block switches to 23f recovery animation
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Raida
| HL
| 110
| 200
| 10/30
| -
| 6
| 5
| 25
| -14
| -
| 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.01
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Raida
| HL
| 110
| 200
| 10/30
| -
| 6
| 5
| 27
| -16
| -
| 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.06
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Raida
| HL
| 110
| 200
| 10/30
| -
| 6
| 5
| 29
| -18
| -
| 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.10
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Raida
| HL
| 140
| 250
| -250/0
| -
| 6
| 5
| 20
| -9
| -
| 1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.25
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Kasumi Gake
| -
| -
| -
| -
| -
| -
| -
| Total 20
| -
| -
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Kasumi Gake
| -
| -
| -
| -
| -
| -
| -
| Total 22
| -
| -
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Kasumi Gake
| -
| -
| -
| -
| -
| -
| -
| Total 24
| -
| -
| 3~12f can pass through opponent
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Kazegiri
| 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
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Kazegiri
| 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
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Kazegiri
| 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
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Kazegiri
| 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
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Tsumuji
| HL
| 50*50
| 50*60
| 10/20*20
| -
| 12
| 2(10)2
| 16
| -4
| +3
| [air-hit] limited juggle knockdown
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Tsumuji
| HL
| 35*35
| 70*60
| 10/20*20
| -
| 15
| 2(12)2
| 14
| 0
| +4
| [air-hit] limited juggle knockdown
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Tsumuji (followup)
| HL
| 50
| 60
| 10/20
| -
| 14
| 2
| 17
| -3
| +1
| [air-hit] limited juggle knockdown, treated as a separate move
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Tsumuji ( followup)
| L
| 20
| 60
| 10/20
| -
| 17
| 2
| 15
| -2
| -
| Hard knockdown, treated as a separate move
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Tsumuji
| HL
| 50*40
| 70*60
| 10/20*20
| -*su
| 15
| 2(14)2
| 20
| -4
| 0
| [air-hit] limited juggle knockdown
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Tsumuji (followup)
| HL
| 50
| 70
| 10/20
| -
| 15
| 2
| 19
| -5
| -1
| [air-hit] limited juggle knockdown, treated as a separate move
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Tsumuji ( followup)
| L
| 20
| 60
| 10/20
| -
| 18
| 2
| 25
| -9
| -
| Hard knockdown, treated as a separate move
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Tsumuji
| HL
| 40*30X3
| 60x3*70
| -250/0
| -
| 12
| 2(10)2(10)2(10)2
| 9
| -2
| -
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Tsumuji (2nd-3rd followup)
| L
| 30
| 50
| -/0
| -
| 12
| 2
| -
| -
| -
| treated as a separate move
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Tsumuji (4th followup)
| L
| 25
| 70
| -/0
| -
| 12
| 2
| 12
| -2
| -
| Hard knockdown, treated as a separate move
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Hien
| 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
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Hien
| 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
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Hien
| 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
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Hien
| 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
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| Hien (recoil)
| -
| -
| -
| -
| sp/su
| -
| -
| After landing 8
| -
| -
| 21f~ (EX version 9f~) can cancel into kunai or super combo
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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
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| 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
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| 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
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|