Ultra Street Fighter IV/Ibuki

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Ultra Street Fighter IV#CharactersUltra Street Fighter IV/Controls and TerminologyUltra Street Fighter IV/Basic ElementsUltra Street Fighter IV/Universal AbilitiesUltra Street Fighter IV/Game SystemsUSFIVHeaderButtons.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.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Bug during block where El Fuerte's F + MK would pass over Ibuki fixed
  • Crouch LP: Startup reduced to 3 frames from 4 frames
  • Target Combo 4 (close LP --> MP --> HP): 2nd hit Hitbox expanded downward
  • Hammer Kick (F + MK): Hitbox expanded downward; on block now +2 from +3
  • Backhand Punch (HP --> HP): Can now be canceled by Special Moves, Super, EX Focus Attack, and Jumps when connecting on opponent
  • Tsujigoe: Light, Medium, and Hard versions total frames reduced to 44 frames from 50 frames; can now be cancelled into any attack immediately upon landing
  • Tsumuji: All versions Hitboxes expanded slightly downward
  • Tsumuji: Medium version recovery increased to 15 frames from 14 frames
  • EX Kazegiri: Startup invincibility increased to 7 frames from 6 frames; 1st hit Hitbox on Active Frames 2-3 expanded, now more effective as an anti-air

(New to Ultra SFIV Console Digital Release)

  • Walk Speed: Forward and backward walk speeds increased
  • Target Combo 6 (Close LP --> MP --> D + HK --> HK): Final HK now causes Soft Knockdown
  • Target Combo 8 (Close HP --> D + HK --> HK): Final HK now causes Soft Knockdown
  • Target Combo 10 (Crouch HK --> HK): Last hit no longer hits crouching opponents
  • Raida: All versions' Juggle Potentials have been increased by 1 (exact data unknown)

Character Specific Data

Ibuki

VITALS
Health: 900 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 1.70
Back Walk Speed: 0.03125 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 1.57
Jump Height Apex: 2.12 Back Dash Total Frames: 28
Jump Total Frames: 43 (4+39) Back Dash Invincibility: 8
Forward Jump Distance: 2.28 Back Dash Airborne: 15
Back Jump Distance 2.28 Back Dash Recovery: 5
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Hammer Kick, Target Combo 1, Target Combo 2, Target Combo 3, Target Combo 7, Hien, EX Hien Hard Knockdowns: Crouch HK, Target Combo 6 (3rd Part), Target Combo 8 (2nd Part), Neck Breaker, EX Neck Breaker, Raida, EX Raida, Tsumuji Follow Up Attack Low (final hit), EX Tsumuji Follow Up Attack Low (final hit)
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Sazan, Target Combo 6 (3rd Part), Target Combo 8 (2nd Part), Neck Breaker, EX Neck Breaker, Tsumuji Follow Up Attack Low, EX Tsumuji Follow Up Low Armor Breakers: Neck Breaker, EX Neck Breaker, Hashinsho
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Backhand Punch
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -12 L2 FA Back Dash (On Block): -6


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 30 50 20 HL sp/su 3 2 10 0 3
Close MP Close Strong.gif 70 100 40 HL - 5 4 6 2 6
Close HP Close Fierce.gif 60*70 125*75 40*20 HL sp/su*- 7 2*2 18 -6 -2
Close LK Close Short.gif 20 50 20 HL - 4[5] 4 9 -2 1
Close MK Close Forward.gif 70 100 40 HL sp/su 5 4 14 -4 1
Close HK Close Roundhouse.gif 50*60 125*75 40*20 HL -*J 6 2*2 23 -5 -
Far LP Far Jab.gif 25 50 20 HL ch 3 2 5 4 8
Far MP Far Strong.gif 70 100 40 HL - 5 4 6 2 6
Far HP Far Fierce.gif 100 100 60 HL - 12 4 16 -2 2
Far LK Far Short.gif 20 50 20 HL - 4[5] 4 9 -2 1
Far MK Far Forward.gif 70 100 40 HL sp/su 5 4 14 -4 1
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 17 -2 2
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 3 6 3 6
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 8 7 7 0 3
Crouch HP Crouch Fierce.gif 100 200 60 HL J 9 3 18 -3 2
Crouch LK Crouch Short.gif 20 50 20 L sp/su 4 2 8 1 4
Crouch MK Crouch Forward.gif 70 100 40 L - 6 5 9 0 3
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 2 25 -9 -
Agemen Left.gif+Strong.gif 30*60 50*50 40*40 HL sp/su*- 6 1*2 10 0 4
Backhand Punch Fierce.gif > Fierce.gif 50 200 60 HL sp/su 3 2 20 -4 0
Spin Kick Right.gif+Short.gif 70 100 40 HL - 4 4 9 0 4
Reverse Spin Kick Left.gif+Forward.gif 30 50 20 HL sp/su 10 2 17 -1 2
Hammer Kick Overhead 80 100 40 H - 25 2 10 2 5
Sazan Slide 70 100 20 L - 7 11 11 -11 -5
Bonsho Kick HopKick 100 210 60 HL - 13 2 21 -3 1
Target Combo 4 (TC4) Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 -1 3
Target Combo 4 (TC4) ... > Fierce.gif 100 60 30 HL sp/su 2 3 10 1 4
Target Combo 5 (TC5) Jab.gif > Strong.gif 40 50 20 HL - 4 3 9 2 5
Target Combo 5 (TC5) ... > Right.gif+Short.gif 20 30 10 HL - 4 4 9 -1 2
Target Combo 6 (TC6) Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 -1 3
Target Combo 6 (TC6) ... > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 -9 -
Target Combo 6 (TC6) ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL 5 3 18 -7 -
Target Combo 7 (TC7) Left.gif+Forward.gif > Right.gif+Forward.gif 80 100 40 H - 25 2 12 1 3
Target Combo 8 (TC8) Fierce.gif > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 -9 -
Target Combo 8 (TC8) ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 -7 -
Target Combo 9 (TC9) Short.gif > Forward.gif 40 50 20 HL sp/su 4 4 14 -4 1
Target Combo 9 (TC9) ... > Roundhouse.gif 60 60 30 HL - 5 3 18 -3 1
Target Combo 10 (TC10) Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 -7 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 6 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 9 5 - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 6 12 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 7 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 7 3 - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 6 6 - - -
Angled Jump MP Angled Jump Strong.gif 70 50 40 H - 7 8 - - -
Angled Jump HP Angled Jump Fierce.gif 120 200 60 H - 11 5 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 8 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 8 7 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 8 5 - - -
Target Combo 1 (TC1) Air Fierce.gif > Right.gif+Forward.gif 40 50 20 H - 3 7 - - -
Target Combo 2 (TC2) Air Jab.gif > Right.gif+Fierce.gif 70 150 30 H - 4 5 - - -
Target Combo 3 (TC3) Air Short.gif > Right.gif+Forward.gif 40 50 20 HL - 4 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 34 -20 -20
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 -14 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 34 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 34 -14 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 34 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 34 -14 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Yami Kazura Forward Throw 130 140 40 0.9 - 3 2 20 - -
Uki Yami Back Throw 130 120 40 0.9 - 3 2 20 - -
Tobizaru Air Throw 150 100 40 1.1 - 3 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Kunai Kunai 30 60 10/10 HL su 7 - After landing 16 - -
EX Kunai Kunai EX.gif 50*50 100*100 -250/0 HL - 8 - After landing 9 - -
Tsujigoe Somersault Jump Jab.gif - - 20/- - sp/su - - 43 + After landing 1 - -
Somersault Jump Strong.gif - - 20/- - sp/su - - 47 + After landing 1 - -
Somersault Jump Fierce.gif - - 20/- - sp/su - - 52 + After landing 1 - -
Neck Breaker Neck Breaker Jab.gif 120 200 30/30 L - 15 10 16 -13 -
Neck Breaker Strong.gif 120 200 30/30 L - 15 12 17 -13 -
Neck Breaker Fierce.gif 120 200 30/30 L - 15 21 19 -13 -
EX Neck Breaker Neck Breaker EX.gif 160 250 -250/0 L - 15 14 19 -13 -
Raida Raida Jab.gif 110 200 10/30 HL - 6 5 25 -14 -
Raida Strong.gif 110 200 10/30 HL - 6 5 27 -16 -
Raida Fierce.gif 110 200 10/30 HL - 6 5 29 -18 -
EX Raida Raida EX.gif 140 250 -250/0 HL - 6 5 20 -9 -
Kasumi Gake Command Dash Short.gif - - - - - - - Total 20 - -
Command Dash Forward.gif - - - - - - - Total 22 - -
Command Dash Roundhouse.gif - - - - - - - Total 24 - -
Kazegiri Uppercut Short.gif 50*20*65 40x3 10/20x3 HL su 5 1*1*11 17 + After landing 8 -27 -
Uppercut Forward.gif 50*20*75 40x3 10/20x3 HL su 7 1*1*11 18 + After landing 10 -30 -
Uppercut Roundhouse.gif 50*20*90 40x3 10/20x3 HL su 9 1*1*11 15 + After landing 10 -27 -
EX Kazegiri Uppercut EX.gif 40*40*80 40x3 -250/0 HL su 5 3*4(2)8 25 + After landing 14 -26 -
Tsumuji Spin Kicks Short.gif 50*50 50*60 10/20*20 HL - 12 2(10)2 16 -4 3
Tsumuji Spin Kicks Forward.gif 35*35 70*60 10/20*20 HL - 15 2(12)2 15 -1 3
Follow Up Attack Spin Kicks Forward.gif (followup) 50 60 10/20 HL - 14 2 17 -3 1
Follow Up Attack Low Spin Kicks Forward.gif (followup low) 20 60 10/20 L - 17 2 15 -2 -
Tsumuji Spin Kicks Roundhouse.gif 50*40 70*60 10/20*20 HL -*su 15 2(14)2 20 -4 0
Tsumuji Follow Up Attack Spin Kicks Roundhouse.gif (followup) 50 70 10/20 HL - 15 2 19 -5 -1
Trumuji Follow Up Attack Low Spin Kicks Roundhouse.gif (followup low) 20 60 10/20 L - 18 2 25 -9 -
EX Tsumuji Spin Kicks EX.gif 40*30X3 60x3*70 -250/0 HL - 12 2(10)2(10)2(10)2 9 -2 -
EX Tsumuji Follow Up Low Spin Kicks EX.gif (followup low) 30 50 -/0 L - 12 2 - - -
EX Tsumuji Follow Up Low Finish Spin Kicks EX.gif (followup low finish) 25 70 -/0 L - 12 2 12 -2 -
Hien Hien Short.gif 40*75 70*70 10/0*20 H - 25 7 6 + After landing 11 - -
Hien Forward.gif 40*90 70*70 10/0*40 H - 27 7 6 + After landing 11 - -
Hien Roundhouse.gif 40*110 70*90 10/0*60 H - 28 7 6 + After landing 11 - -
Hien Recoil Hien Recoil - - - H sp/su - - After landing 8 - -
EX Hien Hien EX.gif 40x3*50 70*0*0*200 -250/0 H - 36 12 19 + After landing 11 - -
EX Hien Recoil Hien Recoil EX.gif - - - - sp/su - - After landing 8 - -
High Jump High Jump - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Kasumi Suzaku Super Combo (27*28)x6 0 -1000/0 HL - 1+7 - After landing 5 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Yoroitoshi Ultra Combo 1 501[38x5*39*11] 0[50*0x6] 0/0 (1.102)*HLx7 - 0+1[13] 2(10)17 35 -5 -1
Hashinsho Ultra Combo 2 30x6*289 0 0/0 HL - 0+9 2(2)2(15)2(26)1*2(8)2 70 -63 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:Example.png

Agemen

Upward Jab B.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Backhand Punch

Backfist Hp.png ---.png Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Spin Kick

Low Kick F.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Reverse Spin Kick

Spin Kick B.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Hammer Kick

Overhead F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Sazan

Slide Df.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Bonsho Kick

Hop Kick F.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 1

Target Combo 1 (in air) Hp.png ---.png F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 2

Target Combo 2 (in air) Lp.png ---.png F.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 3

Target Combo 3 (in air) Lk.png ---.png F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 4

Target Combo 4 (near opponent) Lp.png ---.png Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 4

Target Combo 4 (near opponent) Lp.png ---.png Mp.png ---.png Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 5

Target Combo 5 (far from opponent) Lp.png ---.png Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 5

Target Combo 5 (far from opponent) Lp.png ---.png Mp.png ---.png F.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 6

Target Combo 6 (near opponent) Lp.png ---.png Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 6

Target Combo 6 (near opponent) Lp.png ---.png Mp.png ---.png D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 6

Target Combo 6 (near opponent) Lp.png ---.png Mp.png ---.png D.png + Hk.png ---.png Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 7

Target Combo 7 B.png + Mk.png ---.png F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 8

Target Combo 8 (near opponent) Hp.png ---.png D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 8

Target Combo 8 (near opponent) Hp.png ---.png D.png + Hk.png ---.png Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 9

Target Combo 9 Lk.png ---.png Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 9

Target Combo 9 Lk.png ---.png Mk.png ---.png Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Target Combo 10

Target Combo 10 D.png + Hk.png ---.png Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Yami Kazura

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Uki Yami

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Tobizaru

Air Throw (in air) Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Kunai

Kunai (in air) Qcf.png + P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Tsujigoe

Somersault Jump Dp.png + P.png Able to perform Kunai or Kasumi Suzaku during jump

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neck Breaker

Neck Breaker Hcf.png + P.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Raida

Raida Hcb.png + P.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Kasumi Gake

Command Dash Qcf.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Kazegiri

Uppercut Dp.png + K.png Ex.png Ex.png version can be followed up with Kunai

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Tsumuji

Spin Kicks Qcb.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Follow Up Attack

Spin Kicks Followup

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Follow Up Attack Low

Spin Kicks Followup Low

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Hien

Hien Rdp.png + K.png Ex.png Able to perform Kunai or Kasumi Suzaku during recoil

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Hien Recoil

Hien Recoil

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

High Jump

High Jump tap Db.png or D.png or Df.png then Ub.png or U.png or Uf.png

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:Example.png

Kasumi Suzaku

Super Combo (in air) Qcf.png Qcf.png + P.png

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:Example.png

Yoroitoshi

Ultra Combo I Hcb.png Hcb.png + 3p.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Hashinsho

Ultra Combo II Qcf.png Qcf.png + 3k.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki (self)

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL sp/su 3 2 10 14 0 3 12 15 Distance restriction: 1.0 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL - 5 4 6 14 2 6 12 16 Reset Reset - - - - - - -
Close HP Close Fierce.gif 60*70 125*75 40*20 HL sp/su*- 7 2*2 18 28 -6 -2 14 18 Distance restriction: 1.2 Reset Reset - - - - - - -
Close LK Close Short.gif 20 50 20 HL - 4[5] 4 9 16[17] -2 1 11 14 [] refers to chain version Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 5 4 14 22 -4 1 14 19 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 50*60 125*75 40*20 HL -*J 6 2*2 23 32 -5 - 20 - Distance restriction: 1.3 [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*1
Far LP Far Jab.gif 25 50 20 HL ch 3 2 5 9 4 8 11 15 Distance restriction: 1.0 Reset Reset - - - - - - -
Far MP Far Strong.gif 70 100 40 HL - 5 4 6 14 2 6 12 16 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 100 60 HL - 12 4 16 31 -2 2 18 22 Distance restriction: 1.2 Reset Reset - - - - - - -
Far LK Far Short.gif 20 50 20 HL - 4[5] 4 9 16[17] -2 1 11 14 [] refers to chain version Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL sp/su 5 4 14 22 -4 1 14 19 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 17 29 -2 2 18 22 Distance restriction: 1.3 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 3 6 11 3 6 12 15 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 8 7 7 21 0 3 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL J 9 3 18 29 -3 2 18 23 Forces stand Forces stand Reset Reset - - - - - - JP: 2
Crouch LK Crouch Short.gif 20 50 20 L sp/su 4 2 8 13 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L - 6 5 9 19 0 3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 2 25 32 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Agemen Left.gif+Strong.gif 30*60 50*50 40*40 HL sp/su*- 6 1*2 10 18 0 4 12 16 [1st Hit]: Forces stand [1st Hit]: Forces stand [1st Hit]: Soft Knockdown, [2nd Hit]: Reset [1st Hit]: Soft Knockdown, [2nd Hit]: Reset - - Head: 1~5F Head: 1~5F - - JP: 0*1
Backhand Punch Fierce.gif > Fierce.gif 50 200 60 HL sp/su 3 2 20 24 -4 0 18 22 Reset Reset - - - - - - -
Spin Kick Right.gif+Short.gif 70 100 40 HL - 4 4 9 16 0 4 13 17 Reset Reset - - - - - - -
Reverse Spin Kick Left.gif+Forward.gif 30 50 20 HL sp/su 10 2 17 28 -1 2 18 21 Reset Reset - - - - - - -
Hammer Kick Overhead 80 100 40 H - 25 2 10 36 2 5 14 17 Soft Knockdown Soft Knockdown - - Lower body: 8~26F Lower body: 8~26F - 3~31f -
Sazan Slide 70 100 20 L - 7 11 11 28 -11 -5 11 17 Reset Reset - - - Upper body: 5~17F - - -
Bonsho Kick HopKick 100 210 60 HL - 13 2 21 35 -3 1 20 24 [Counter-hit] +5 frame advantage Reset Reset - - Lower body: 3~14F Lower body: 3~14F - 5~30f -
Target Combo 4 (TC4) Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 18 -1 3 12 16 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 4 (TC4) ... > Fierce.gif 100 60 30 HL sp/su 2 3 10 14 1 4 14 17 Reset Reset - - - - - - -
Target Combo 5 (TC5) Jab.gif > Strong.gif 40 50 20 HL - 4 3 9 15 2 5 14 17 Reset Reset - - - - - - -
Target Combo 5 (TC5) ... > Right.gif+Short.gif 20 30 10 HL - 4 4 9 16 -1 2 12 15 Reset Reset - - - - - - -
Target Combo 6 (TC6) Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 18 -1 3 12 16 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 6 (TC6) ... > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 30 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 6 (TC6) ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL 5 3 18 25 -7 - 14 - Soft Knockdown Soft Knockdown - - - - - - JP: 127
Target Combo 7 (TC7) Left.gif+Forward.gif > Right.gif+Forward.gif 80 100 40 H - 25 2 12 38 1 3 15 17 Reset Reset - - Legs: 8~27F - - 3~32f -
Target Combo 8 (TC8) Fierce.gif > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 30 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 8 (TC8) ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 25 -7 - 14 - Soft Knockdown Soft Knockdown - - - - - - JP: 127
Target Combo 9 (TC9) Short.gif > Forward.gif 40 50 20 HL sp/su 4 4 14 21 -4 1 14 19 Reset Reset - - - - - - -
Target Combo 9 (TC9) ... > Roundhouse.gif 60 60 30 HL - 5 3 18 25 -3 1 18 22 Reset Reset - - - - - - -
Target Combo 10 (TC10) Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL J 5 3 18 25 -7 - 14 - Cannot hit crouching opponents Reset Reset - - - - - - JP: 127
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 9 5 - 13 - - Reset Reset - - - Lower body: 1~8F - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 6 12 - 17 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 7 3 - 9 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump MP Angled Jump Strong.gif 70 50 40 H - 7 8 - 14 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump HP Angled Jump Fierce.gif 120 200 60 H - 11 5 - 15 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 8 7 - 14 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 8 5 - 12 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~7F - - JP: 2
Target Combo 1 (TC1) Air Fierce.gif > Right.gif+Forward.gif 40 50 20 H - 3 7 - 9 - - Reset Reset - - - Lower body: 1~2F - - -
Target Combo 2 (TC2) Air Jab.gif > Right.gif+Fierce.gif 70 150 30 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~3F - - -
Target Combo 3 (TC3) Air Short.gif > Right.gif+Forward.gif 40 50 20 HL - 4 7 - 10 - - Reset Reset - - - Lower body: 1~3F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 34 56 -20 -20 16 16 Range: 2.032 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 64 -14 - 22 - Range: 2.032 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 100 - - - - Range: 2.032, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 34 56 -20 -20 16 16 Range: 2.032, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 34 64 -14 - 22 - Range: 2.032, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 34 100 - - - - Range: 2.032, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 34 56 -14 - 22 - Range: 2.032, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Yami Kazura Forward Throw 130 140 40 0.9 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Uki Yami Back Throw 130 120 40 0.9 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Tobizaru Air Throw 150 100 40 1.1 - 3 2 - - - - - X - - Hard Knockdown - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Kunai Kunai 30 60 10/10 HL su 7 - After landing 16 - - - - - Strike attack, can be deflected by other strikes or a projectile. Soft Knockdown Soft Knockdown - - - - - - -
EX Kunai Kunai EX.gif 50*50 100*100 -250/0 HL - 8 - After landing 9 - - - - - Strike attack, can be deflected by other strikes or a projectile., 2nd kunai startup 15f, opponent gains 10x2 meter on hit Soft Knockdown Soft Knockdown - - - - - - JP: 2x2
Tsujigoe Somersault Jump Jab.gif - - 20/- - sp/su - - 43 + After landing 1 44 - - - - 27F~ can cancel into kunai or super combo - - - - - - Lower body: 1~8F - 1~7F 8~43F -
Somersault Jump Strong.gif - - 20/- - sp/su - - 47 + After landing 1 48 - - - - 27F~ can cancel into kunai or super combo - - - - - - Lower body: 1~8F - 1~7F 8~47F -
Somersault Jump Fierce.gif - - 20/- - sp/su - - 52 + After landing 1 53 - - - - 27F~ can cancel into kunai or super combo - - - - - - Lower body: 1~8F - 1~7F 8~52F -
Neck Breaker Neck Breaker Jab.gif 120 200 30/30 L - 15 10 16 40 -13 - - - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Neck Breaker Strong.gif 120 200 30/30 L - 15 12 17 43 -13 - - - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Neck Breaker Fierce.gif 120 200 30/30 L - 15 21 19 54 -13 - - - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Neck Breaker Neck Breaker EX.gif 160 250 -250/0 L - 15 14 19 47 -13 - - - On block switches to 23f recovery animation, opponent gains 10x3 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - All: 1~28F - - -
Raida Raida Jab.gif 110 200 10/30 HL - 6 5 25 35 -14 - 16 - Not a Throw, range 1.01 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1~10F - JP: 2
Raida Strong.gif 110 200 10/30 HL - 6 5 27 37 -16 - 16 - Not a Throw, range 1.06 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1~10F - JP: 2
Raida Fierce.gif 110 200 10/30 HL - 6 5 29 39 -18 - 16 - Not a Throw, range 1.10 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1~10F - JP: 2
EX Raida Raida EX.gif 140 250 -250/0 HL - 6 5 20 30 -9 - 16 - Not a Throw, range 1.25, opponent gains 10 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1~10F - JP: 2
Kasumi Gake Command Dash Short.gif - - - - - - - Total 20 20 - - - - - - - - - - - - - - -
Command Dash Forward.gif - - - - - - - Total 22 22 - - - - - - - - - - - - - - -
Command Dash Roundhouse.gif - - - - - - - Total 24 24 - - - - 3~12F can pass through opponent - - - - - - - - - - -
Kazegiri Uppercut Short.gif 50*20*65 40x3 10/20x3 HL su 5 1*1*11 17 + After landing 8 42 -27 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~6F 8~34F JP: 1*2*3
Uppercut Forward.gif 50*20*75 40x3 10/20x3 HL su 7 1*1*11 18 + After landing 10 47 -30 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~8F 10~37F JP: 1*2*3
Uppercut Roundhouse.gif 50*20*90 40x3 10/20x3 HL su 9 1*1*11 15 + After landing 10 46 -27 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~10F 12~36F JP: 1*2*3
EX Kazegiri Uppercut EX.gif 40*40*80 40x3 -250/0 HL su 5 3*4(2)8 25 + After landing 14 60 -26 - - - 36F~ can cancel into kunai or super combo, opponent gains 10x3 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~7F - - - 8~46F JP: 1*2*4
Tsumuji Spin Kicks Short.gif 50*50 50*60 10/20*20 HL - 12 2(10)2 16 41 -4 3 14 21 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Spin Kicks Forward.gif 35*35 70*60 10/20*20 HL - 15 2(12)2 15 45 -1 3 16 20 Soft Knockdown Soft Knockdown - - - - - - -
Follow Up Attack Spin Kicks Forward.gif (followup) 50 60 10/20 HL - 14 2 17 32 -3 1 16 20 Soft Knockdown Soft Knockdown - - - - - - -
Follow Up Attack Low Spin Kicks Forward.gif (followup low) 20 60 10/20 L - 17 2 15 33 -2 - 15 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Tsumuji Spin Kicks Roundhouse.gif 50*40 70*60 10/20*20 HL -*su 15 2(14)2 20 50 -4 0 18 22 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Follow Up Attack Spin Kicks Roundhouse.gif (followup) 50 70 10/20 HL - 15 2 19 35 -5 -1 16 20 Soft Knockdown Soft Knockdown - - - - - - -
Trumuji Follow Up Attack Low Spin Kicks Roundhouse.gif (followup low) 20 60 10/20 L - 18 2 25 44 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Tsumuji Spin Kicks EX.gif 40*30X3 60x3*70 -250/0 HL - 12 2(10)2(10)2(10)2 9 58 -2 - 9 - Opponent gains 10x4 meter on hit [4th Hit]: Soft Knockdown [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Tsumuji Follow Up Low Spin Kicks EX.gif (followup low) 30 50 -/0 L - 12 2 - 13 - - - - Can replace 2nd and/or 3rd hit of EX Tsumuji, opponent gains 10 meter on hit Soft Knockdown Soft Knockdown - - - - - - -
EX Tsumuji Follow Up Low Finish Spin Kicks EX.gif (followup low finish) 25 70 -/0 L - 12 2 12 25 -2 - 12 - Can replace 4th hit of EX Tsumuji, opponent gains 10 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hien Hien Short.gif 40*75 70*70 10/0*20 H - 25 7 6 + After landing 11 48 - - - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block Soft Knockdown Soft Knockdown - - - - - 7~38F JP: 0*127
Hien Forward.gif 40*90 70*70 10/0*40 H - 27 7 6 + After landing 11 50 - - - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block grounded recovery is considered crouching Soft Knockdown Soft Knockdown - - - - - 7~40F JP: 0*127
Hien Roundhouse.gif 40*110 70*90 10/0*60 H - 28 7 6 + After landing 11 51 - - - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block grounded recovery is considered crouching Soft Knockdown Soft Knockdown - - - - - 7~41F JP: 0*127
Hien Recoil Hien Recoil - - - H sp/su - - After landing 8 8 - - - - 21F~ can cancel into kunai or super combo, grounded recovery is considered crouching - - - - - - -
EX Hien Hien EX.gif 40x3*50 70*0*0*200 -250/0 H - 36 12 19 + After landing 11 77 - - - - 2nd~4th hits only trigger when 1st connects, 4th hit goes into recoil animation on hit/block, listed startup is point blank, startup is distance dependent, tracks opponent, grounded recovery is considered crouching, opponent gains 0x3*30 meter on hit [4th Hit]: Soft Knockdown [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~13F 1~13F 7F~72F JP: 127x4
EX Hien Recoil Hien Recoil EX.gif - - - - sp/su - - After landing 8 8 - - - - 9F~ can cancel into kunai or super combo, grounded recovery is considered crouching - - - - - - -
High Jump High Jump - - - - - - - - - - - - - 1-4F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Netrual version is 44F total in air, Back version is 45F total in air, 11F recovery upon landing on empty jump, can cancel midair to jump attack (3F landing recovery instead of 11F) or jump special (with landing recovery of special), cannot be used as a Reversal - - - - - 5~44F[5~45F] -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Kasumi Suzaku Super Combo (27*28)x6 0 -1000/0 HL - 1+7 - After landing 5 - - - - - Strike attack, can be deflected by other strikes or a projectile, 2 kunai always released at the same time, each pair released every 20f, deals 108 chip damage, opponent gains 10x12 meter on hit - All: 1~5F - - - - JP: 127x12
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Yoroitoshi Ultra Combo 1 501[38x5*39*11] 0[50*0x6] 0/0 (1.102)*HLx7 - 0+1[13] 2(10)17 Total 107 148 -5 -1 - - 1st hit is a throw, If throw hit whiffs becomes projectile version, recovery and [] refers to projectile, projectile is active for 59F, opponent gains 15x11 meter on full ultra animation, opponent gains 20x5*10x2 meter on projectile version X X Throw: Hard Knockdown Throw: Hard Knockdown Projectile: Hard Knockdown Projectile: Hard Knockdown - All: 1~2F - - - - JP: 127x7
Hashinsho Ultra Combo 2 30x6*289 0 0/0 HL - 0+9 2(2)2(15)2(26)1*2(8)2 70 140 -63 - - - 6th hit goes into animation, block advantage based on 4th hit, opponent gains 10x8*1x28*10x2 X [4th~6th Hit]: Hard Knockdown [4th~6th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F - All: 9~70F - 59~101f JP: 1~6 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: