I wanted to start a new thread containing miscellaneous facts and notes about Ibuki gameplay (nothing story-wise).
See second post for frame, attack, and cancelability data.
The majority of this information will probably be “old” and/or covered throughout various threads on SRK, but I wanted to get some kind of nice “list” going that people could contribute to and read through.
I really hope people can contribute to this list. But please, if you submit something, make sure you test it thoroughly (on multiple characters) first.
For an in-depth look at Ibuki combos, please refer to this Shoryuken.com thread: http://www.shoryuken.com/forums/showthread.php?t=59973
Notations:
Low Punch (LP), Medium Punch (MP), High Punch (HP)
Low Kick (LK), Medium Kick (MK), High Kick (HK)
Crouching (c.) Jumping (j.) Super Jump Cancel (SJC)
- qcf (quarter circle forward)
- qcb (quarter circle back)
- hcf (half circle forward)
- hcb (half circle back)
- dp (dragon punch: toward, down, down+toward)
- rdp (reverse dragon punch: back, down, down+back)
- link (combo is a link, not a cancel)
- TC (Target Combo)
- EX (Extra Special)
- SA (Super Art)
- {} (Strength of Super Art)
- throw (LP+LK, normal throw)
- UOH (MP+MK, Universal Over-Head)
- PA (HP+HK, Personal Action)
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- (Special Note)
LoV = Light of Virtue (Remy’s projectile move)
==== Miscellaneous =====
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Ibuki’s normal ground dash can pass through opponents.
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Ibuki’s normal throw range is 16 pixels.
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Ibuki has the smallest kara-throw range. Her best kara’s are MK and c.HP.
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Ibuki has an air throw (which can be teched in the air by anyone).
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Ibuki’s air throw range is 12 pixels horizontally. Vertical range: Top 44 pixels, Bottom 67 pixels
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Ibuki’s standing parries move her backwards. Her crouching parries don’t move her.
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Ibuki has the second lowest defense(stamina) rating.
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Ibuki has an average (64 pt.) stun guage and a slow stun recovery rate.
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Ibuki’s hittable-box (hit area) is slightly extended forward while crouching, and is very short (low).
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LP and close LP will whiff crouching: Chun-Li, Elena, Ibuki, and Oro.
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hcb+P (Raida), qcb+2K (EX Tsumuji), and dp+LK/MK/2K (LK/MK/EX Kazekiri) can be comboed from any of Ibuki’s cancelable attacks:
close LP, c.LP, c.LK, back+MP (1st hit), c.MP, MK, HP (1st hit), close HP (1st hit), and back+MP->HP (TC) -
qcb+LK/MK (LK/MK Tsumuji), and dp+HK (HK Kazekiri) can be comboed from cancelable medium and heavy attacks:
back+MP (1st hit), c.MP, MK, HP (1st hit), close HP (1st hit), back+MP->HP (TC) -
qcb+HK (HK Tsumuji) and qcf+LP/MP (LP/MP Kubi Ori) can be comboed from cancelable heavy attacks:
HP (1st hit), close HP (1st hit), back+MP->HP (TC) -
qcb+HK (HK Tsumuji) and qcf+LP/MP (LP/MP Kubi Ori) can be comboed into on crouching opponents from:
back+MP (1st hit), c.MP, MK -
Ibuki can not cross-up cornered: Ibuki, Q, Remy, Yang, or Yun.
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Diagonal j.MK can cross-up. Diagonal j.LK can cross-up in the corner. Crossing up in the corner with j.LK, Ibuki can follow up with j.toward+MK (TC) by pressing away from the corner.
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Toward+MK and rdp+K (Hien) are overheads that must be blocked high.
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Close standing HK and c.HP can be super jump canceled even if they are blocked or parried (making them good anti-airparry attacks). Far HK can also be super jump canceled, but only if it hits (not if the opponent blocks or parries).
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Close standing HK can be superjump canceled toward the opponent, and Ibuki can follow up in the air with her j.HP, toward+j.MK air target chain on all opponents except: Alex, Chun-Li and Elena. Against Alex and Elena, Ibuki can still hit with just j.HP. Against Chun-Li, Ibuki will always cross-up from any distance.
*Note: Against all opponents (including Chun), Ibuki can super jump cancel upwards (vertically) into the air and hit with j.HP, j.toward+MK air target chain. -
c.toward+MK (slide) can go under high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien.
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c.toward+MK (slide) can go under Ryu’s SA.1, SA.3, and Sean’s SA.1. It is fast enough to slide under them if done immediately after the super flash, even at point blank range.
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c.toward+MK (slide) can go under Ryu’s SA.1 and SA.3 after a blue or red parry. For example, Ibuki can parry the first hit of Ryu’s SA.3 (Denjin Hadouken) then immediately slide under the remaining hits (this also works on his SA.1).
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c.toward+MK (slide) can stuff Chun-Li’s SA.2 if performed immediately after the super flash if timed perfectly. The slide will go under the first hit, knocking Chun out of it, though the timing for this is very difficult.
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Toward+MK, Toward+HK, MP+MK (universal overhead), HP+HK (personal action), and rdp+K (Hien) can go over Remy’s low LoV projectiles.
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Toward+HK can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien.
*Note: Ibuki will only pass over Urien’s if she hits him. Timing is strict. -
Ibuki takes 50% extra damage from opponent attacks if she is hit out of her qcf+K (Kasumi Gake) move.
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hcb+P (Raida) can not be parried. The opponent can also not quick-stand (ground recovery) if hit by it.
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qcf+P (Kubi Ori) can go under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien.
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rdp+MK/HK/EX (MK/HK/EX Hien) can go over projectiles.
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dp+K (Kazekiri) can be super canceled into SA.1 in the air if it hits the opponent, is parried, or is blocked.
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dp+K (Kazekiri) can be super canceled into SA.2 or SA.3 on the ground if it hits the opponent, is parried, or is blocked.
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During the start-up of dp+K (Kazekiri), Ibuki is considered partially airborn. She can be ground-thrown out of it during it’s start-up. However, if she is knocked out of it by an attack (normal, special, super), she will be knocked into the air (unless hit by a knock-down move). Even if a reversal dp+K (Kazekiri) gets stuffed by a meaty attack, she will still be knocked into the air.
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dp+2K (EX Kazekiri) has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability, which grant her invulnerability from opponent attacks and ground throws. It can always be super canceled into SA.1 in the air, even if it whiffs the opponent, is blocked, or is parried (making it an excellent wake up reversal).
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dp+2K (EX Kazekiri) does not launch or knock-down a standing or crouching opponent.
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dp+2K (EX Kazekiri) temporarily forces crouching opponents into a standing posistion when it hits.
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dp+2K (EX Kazekiri) recovers in the air if it hits an opponent. During this time, Ibuki can perform any of her normal air attacks, any of her three air target combos, her qcf+P/2P (Kunai/EX Kunai), or SA.1 (Kasumi Suzaku). She can not air throw or air parry during the recovery state.
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On tall opponents, Ibuki can combo the dp+2K into her j.LP, j.toward+HP target combo, then follow up on the ground for additional hits. This only works on standing: Alex, Dudley, Hugo, Q, Remy, and Urien.
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air qcf+P (Kunai) knives can be destroyed by opponent attacks (normals, specials, supers).
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air qcf+P (Kunai) can be super canceled into SA.1
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The distance of air qcf+2P (EX Kunai) can be extended by holding toward.
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Pressing down during qcb+LK (LK Tsumuji) will turn the second hit into a sweep. This can be done to the third hit of the MK and HK versions. This can also be done to the second, third, or fouth hit of the EX version.
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A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick.
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At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro.
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qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3.
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qcb+2K (EX Tsumuji) can be super canceled into SA.2 or SA.3.
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SA.1 does not launch/knock-down a standing or crouching opponent, but will knock down an air-born opponent.
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The strength of the button determines the angle of the knives thrown for SA.1. Rapidly pressing punch buttons will make Ibuki throw up to 20 knives and raise her higher into the air (useful for chip damage out of the corner). With no mashing, Ibuki will normally throw 12 knives.
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The strength of the button also determines the speed at which Ibuki will recover on the ground from SA.1 (Kasumi Suzaku). LP being the fastest, and HP being the slowest.
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SA.1{HP} (HP Kasumi Suzaku) generally forces the opponent back further than MP or LP strength, due to the angle of the knives thrown. Mashing the HP version will take Ibuki higher into the air than the MP or LP versions.
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SA.1 (Kasumi Suzaku) can be comboed from:
close HK (SJC), rdp+K (Hien), and dp+2K (EX Kazekiri) -
The strength of the button determines the distance of the knives thrown for SA.3 (Yami Shigure).
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SA.3 (Yami Shigure) hits low.
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SA.3 (Yami Shigure) can be comboed from any of Ibuki’s cancelable attacks:
close LP, c.LP, c.LK, back+MP (1st hit), c.MP, MK, HP (1st hit), close HP (1st hit), and back+MP->HP (TC) -
Ibuki can super cancel her super jumps while she is still on the ground into SA.2 (Yoroi Doushi) or SA.3 (Yami Shigure). This lets her combo SA.3 (Yami Shigure) from:
c.HP (SJC->SC), HK (SJC->SC) -
The fireball version of SA.2 (Yoroi Doushi) will reset recovering juggled opponents.
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The grab version of SA.2 (grab version of Yoroi Doushi) is an unblockable command throw. It has a 1 frame start-up and a throw range of 35 pixels. It can be comboed from an early j.HP on standing opponents, or with diagonal j.LP, j.toward+HP target combo.
*Note: j.HP, SA.2 (grab version or Yoroi Doushi)) does not work on Elena or Urien. -
Ibuki’s HP+HK (personal action / taunt) will only increase her damage for one combo if it sucsessfully hits the opponent. However, if the taunt is blocked, parried, or tech-hit (throw guard) out of (using LP+LK) it will give Ibuki no bonuses. It will not grab airborn opponents. It can be comboed from heavy attacks (the same ways as qcb+HK). The opponent can not tech-hit if it connects during a combo.
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Chun-Li’s SA.2 hits Ibuki 17 times. To parry it, it must be parried 8-8-1.
==== Links =====
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rdp+K/2K (Hien or EX Hien), (link) SA.1
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close HK, super jump vertically, SA.1
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MP, SA.3
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Toward+MK, SA.3
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c.LP, c.LP
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c.LP, LP
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c.LK, LP
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c.LK, c.LK (chain combo)
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LP, LK
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LP, c.LP
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close LP, c.LP
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close LP, MP (1-hit), HP, (link) SA.3
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close LP, MP (1-hit), HP, LP
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Toward+MK, LP
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Toward+MK, c.LK
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Toward+MK, MP
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Toward+MK, MK
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Toward+MK, c.MK
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Toward+MK, close HK
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Toward+MK, HK
==== Links vs. Crouching Opponents =====
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Toward+MK, c.MP
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close LP, MP (1-hit), HP, MK.
*Note: This only works on crouching: Akuma, Dudley, Hugo, Q, and Urien.
==== Throw Set-ups =====
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“Advancing” LP, throw
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MK, qcf+LK, throw
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c.MP, qcf+LK, throw
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close LP, MP (1-hit), HP, qcf+LK, throw
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Close LP, MP (1-hit), HP, walk-in, throw
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Toward+MK, regular dash, throw
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MP, regular dash, throw
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Close HK, SJC toward, j.HP, (land) regular dash, throw
*Note: The dash sometimes crosses up on the ground. -
Close HK, SJC toward, j.HP, toward+j.MK, (land) regular dash, throw
*Note: crosses up on the ground. Does not work on Chun-Li. toward+j.MK whiffs Alex and Elena. -
Close HK, (link) late MK, qcf+MK (Kasumi Gake), throw
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Close HK, (link) late MK, qcf+HK (Kasumi Gake), throw
*Note: Crosses up. -
Close HK, (link) early back+MP (1-hit), HP, qcf+LK (Kasumi Gake), throw
*Note: If done late, the HP may knock down the opponent instead of resetting. Crosses up. By walking backward after the qcf+LK (Kasumi Gake) you will return to your original side and not cross up. This is a useful left/right mix-up. -
Deep air qcf+P/2P (Kunai /EX), walk forward, throw.
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Deep air qcf+P/2P (Kunai /EX), qcf+LK (Kasumi Gake), throw.
*Note: Many of these set-ups can be used to set-up the grab version of SA.2.
==== Anti-Airs =====
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c.HP (super jump cancelable on hit/parry)
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close HK (super jump cancelable on hit/parry)
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HK (super jump cancelable on hit only)
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back+MP
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c.toward+MK (slide)
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dp+K/2K (Kazekiri /EX – super cancelable into SA.1 on hit/parry)
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MK (from far away, it’s useful against whiffed/low Yun/Yang divekicks aimed at the feet)
-toward+HK (from far away, it’s useful against whiffed/low Yun/Yang divekicks aimed at the feet)
Please let me know if I missed anything. Thank you.
09-22-2005 Update: Added some things to the miscellaneous section.
09-25-2005 Update: Minor corrections.
09-27-2005 Update: Added notes about the SA.2 (Yoroi Doushi). Removed “unblockable”.