Not too sure what happened there with the cl.LP, i’ll take a look at it when i’m home, but he definitely did it with the opponent on the ground right in front of him.
what does the 2 numbers next to reach mean?
for example c.mk has 0.800 and 1.440
I believe it’s height/size (?) data that’s only useful for the developers.
Just in case people haven’t noticed, Raida is invincible to throws until the active hit box disappears. I use it all the time to stop things like Ken kara throw, grappler setups, and even throw ultras like Abel’s U2. It wins every time.
is there any way to tell which moves have longer range? what can ibuki use for footsies/pokes?
Well, it’s not a footsies thread but I guess it’s related. Generally the best pokes are the ones that have any combination of good damage, range, protruding red hit box (how far it extends past the body hit boxes), block stun, startup and recovery frames, etc. For example, her s.jab has a big red hit box that goes way past her arm. In practice, her s.jab beats all sorts of pokes clean, and even things that look like they should beat the jab, like “Honda headbutt,” because the hit box goes past her hand.
On the other hand, you got something like c.forward, whose red hit box doesn’t “protect” her leg’s vulnerable area, so that poke will lose to more stuff. Still a good poke due to its range, damage, recovery, etc.
Her s.forward has deceptive range, does good block stun, and is cancelable. Her b.forward isn’t cancelable, but has more range, beats certain pokes, etc.
Being able to see the hit boxes and frames certainly helps, but those aren’t the only factors to consider when developing good footsies. I recommend you just set the dummy to record in training mode and test out different moves to see what beats what, and from what distances.
Something I noticed in training mode today, if you immediately stand up after even whiffing a cr.MP, Ibuki slightly moves forward.
^^^yeah she can just do multiple wiffed cr.mp’s and move forward as well… so basically she can cancel the last frame or 2 of animation into anything… dont really think there is a use though unless you want to wiff like 3 of them in someones face to try and tag a poke… but eh… that aint very plausible.
-dime
It might catch your opponent off guard if you purposely whiff. Could be a decent frame trap opportunity.
Umm may I ask how I can use this plethora of info to my advantage?
Meh, you could see which moves reach the farthest and shit like that. Don’t know if it’s really worth analyzing the hitboxes of every move though, unless you’re playing at a high level, plus you can probably find out all of this stuff just by trying the moves out in training mode or in real matches.
You can compare Ibuki’s attacks to attacks you are having trouble with. As an example, it’s kind of difficult to AA Guy’s Bushin Flip Elbow. Looks like you should be hitting him, but it just misses and you get hit or trade. Why’s that?

That’s the hitbox. Red can hit you, Yellow is where you can hit him. Notice how his legs aren’t even in the yellow box? Means you can’t hit them, and you’ve just got that little spot between his ankle and shin that you can hit and beat him clean. Now you can take a look at Ibuki’s normals and see which one will enter that yellow box on guy, but keep you safe from the red hitbox on his elbow.

Check out c.hp. If he spaces his elbow to hit you on top of the head, the c.hp will reach out and under him, hitting him before his red hitbox enters your vulnerable hitbox.
If something keeps hitting you, and you don’t know why you can’t beat it, find the hitbox data. You’ll probably see why.
Thats sound advice but I would also recommend correctly interpreting the hitbox data:
Sorry about that. Replace yellow boxes with green lined boxes and forget about his legs being invulnerable. I need to read the first posts more. Coming from the Ryu forum, I’m used to them being garbage.
Ya footsies work in situations that call for such even if you get to the corner, regardless she can stun easily