Miscellaneous Ibuki

Ibuki Wiki

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)
    • (Special Note)

LoV = Light of Virtue (Remy’s projectile move)

==== Miscellaneous =====

  • Ibuki’s normal ground dash can pass through opponents.

  • Ibuki’s normal throw range is 16 pixels.

  • Ibuki has the smallest kara-throw range. Her best kara’s are MK and c.HP.

  • Ibuki has an air throw (which can be teched in the air by anyone).

  • Ibuki’s air throw range is 12 pixels horizontally. Vertical range: Top 44 pixels, Bottom 67 pixels

  • Ibuki’s standing parries move her backwards. Her crouching parries don’t move her.

  • Ibuki has the second lowest defense(stamina) rating.

  • Ibuki has an average (64 pt.) stun guage and a slow stun recovery rate.

  • Ibuki’s hittable-box (hit area) is slightly extended forward while crouching, and is very short (low).

  • LP and close LP will whiff crouching: Chun-Li, Elena, Ibuki, and Oro.

  • 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.

  • 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.

  • Toward+MK and rdp+K (Hien) are overheads that must be blocked high.

  • 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).

  • 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.

  • 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.

  • 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).

  • 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.

  • Toward+MK, Toward+HK, MP+MK (universal overhead), HP+HK (personal action), and rdp+K (Hien) can go over Remy’s low LoV projectiles.

  • 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.

  • hcb+P (Raida) can not be parried. The opponent can also not quick-stand (ground recovery) if hit by it.

  • qcf+P (Kubi Ori) can go under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien.

  • rdp+MK/HK/EX (MK/HK/EX Hien) can go over projectiles.

  • dp+K (Kazekiri) can be super canceled into SA.1 in the air if it hits the opponent, is parried, or is blocked.

  • 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.

  • 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.

  • 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).

  • dp+2K (EX Kazekiri) does not launch or knock-down a standing or crouching opponent.

  • dp+2K (EX Kazekiri) temporarily forces crouching opponents into a standing posistion when it hits.

  • 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.

  • 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.

  • air qcf+P (Kunai) knives can be destroyed by opponent attacks (normals, specials, supers).

  • air qcf+P (Kunai) can be super canceled into SA.1

  • The distance of air qcf+2P (EX Kunai) can be extended by holding toward.

  • 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.

  • A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick.

  • At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro.

  • qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3.

  • qcb+2K (EX Tsumuji) can be super canceled into SA.2 or SA.3.

  • SA.1 does not launch/knock-down a standing or crouching opponent, but will knock down an air-born opponent.

  • 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.

  • 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.

  • 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.

  • 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).

  • SA.3 (Yami Shigure) hits low.

  • 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.

  • 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.

  • Chun-Li’s SA.2 hits Ibuki 17 times. To parry it, it must be parried 8-8-1.

==== Links =====

  • rdp+K/2K (Hien or EX Hien), (link) SA.1

  • close HK, super jump vertically, SA.1

  • MP, SA.3

  • Toward+MK, SA.3

  • c.LP, c.LP

  • c.LP, LP

  • c.LK, LP

  • c.LK, c.LK (chain combo)

  • LP, LK

  • LP, c.LP

  • close LP, c.LP

  • close LP, MP (1-hit), HP, (link) SA.3

  • close LP, MP (1-hit), HP, LP

  • Toward+MK, LP

  • Toward+MK, c.LK

  • Toward+MK, MP

  • Toward+MK, MK

  • Toward+MK, c.MK

  • Toward+MK, close HK

  • Toward+MK, HK

==== Links vs. Crouching Opponents =====

  • Toward+MK, c.MP

  • close LP, MP (1-hit), HP, MK.
    *Note: This only works on crouching: Akuma, Dudley, Hugo, Q, and Urien.

==== Throw Set-ups =====

  • “Advancing” LP, throw

  • MK, qcf+LK, throw

  • c.MP, qcf+LK, throw

  • close LP, MP (1-hit), HP, qcf+LK, throw

  • Close LP, MP (1-hit), HP, walk-in, throw

  • Toward+MK, regular dash, throw

  • MP, regular dash, throw

  • 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

  • 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.

  • 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 =====

  • c.HP (super jump cancelable on hit/parry)

  • close HK (super jump cancelable on hit/parry)

  • HK (super jump cancelable on hit only)

  • back+MP

  • c.toward+MK (slide)

  • dp+K/2K (Kazekiri /EX – super cancelable into SA.1 on hit/parry)

  • 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”.

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Frame, Attack, and Cancelability data

Notations:
j. : Jumping
W : Whiff
BL : Block
H : Hit
P : Parry (opponent gains this ammount of meter)
c.H : Crouching Hit (opponent is hit while crouching)
c. : Crouching
C : Cancelability into special move
SC : Super Cancelability

LP (Low Punch) MP (Medium Punch) HP (High Punch)
LK (Low Kick) MK (Medium Kick) HK (High Kick)

Start-up : # of start-up frames
Hit : # of active hit frames (active hitbox frames)
Recovery : # of recovery frames
Attack : Ammount of damage
Stun : Ammount of stun damage
Advantage : Ammount of frames you recover before opponent, after attack (for block, hit, and crouching hit)
Meter Increase : Ammount of Super Meter the move builds (depending on whiff, block, hit, or parry)
Tick : Total ammount of tick (block) damage.
Stock : Maximum ammount of stored Super bars (full Super meter bars).

O : Is able to cancel
X : Unable to cancel

  • : Chains into itself
    H : High
    L : Low
    B : Both
    D : Knocks down

==== Air Normals ====


                 Start-up  Hit      Attack  Stun   Meter Increase    Notes
                                                   W   BL  H   P
j.LP Vertical    3         To Land  50      7      0   1   2   4
     Diagonal    3         19       60      5      0   1   2   4

j.MP Vertical    5         7        80(70)  11(9)  2   4   8   4
     Diagonal    6         13       80(70)  11(9)  2   4   8   4

j.HP Veritcal    11        5        120     13     3   6   14  4     1
     Diagonal    11        5        120     13     3   6   14  4     1

j.LK Vertical    4         To Land  50      5      0   1   2   4
     Diagonal    3         7        40      5      0   1   2   4

j.MK Vertical    5         7        70(60)  9      2   4   8   4
     Diagonal    7         13       70(60)  9(7)   2   4   8   4

j.HK Vertical    10        3        110(90) 13(11) 3   4   12  4
     Diagonal    11        3        110(90) 13(11) 3   4   12  4
                                                   W   BL  H   P
                 Start-up  Hit      Attack  Stun   Meter Increase    Notes

  • Notes -
    1: Turns standing opponent around on hit (except Elena and Urien).

==== Ground Normals ====


                 C   SC   Block Parry Start-up Hit Recovery Attack   Stun  Advantage  Meter Increase    Notes
                                                                           BL/H /c.H  W   BL  H   P
    Close        O   O    B     B     2        1   5        30       5     +5/+5/+5   0   1   2   4
LP  Far          X   X    B     B     2        2   2        25       5     +6/+6/+6   0   1   2   4
    Crouching    O   O    B     B     3        3   3        20       3     +5/+5/+5   0   1   2   4

MP  Stand        X   X    B     H     6        2   6        70(65)   11(9) +6/+7/+8   1   2   7   4
    Crouching    O   O    B     B     9        7   9        70       7     +2/+3/+4   2   2   7   4
                                                                                      
    Close        O/X O/X  B     H     9        1/4 15       60/70    9/7   -3/-1/+1   3   7   16  4/4
HP  Far          O   O    B     H     13       4   14       70(60)   5(3)  -1/+1/+3   2   2   7   4
    Crouching    X   O    B     B     8        3   18       110(100) 15    -3/-1/+1   3   6   14  4     1

LK  Standing     X   X    B     B     4        4   6        20       3     +1/+1/+1   0   1   2   4
    Crouching    *   O    L     L     5        3   5        20       3     +3/+3/+3   0   1   2   4     2

MK  Standing     O   O    B     H     5        4   14       100      11    +1/+2/+3   2   4   8   4
    Crouching    X   X    L     L     6        5   11       70       3     -2/-1/0    2   2   7   4

    Close        X   X    B     H     5        1/6 22       50/70    3/9   -11/D /D   3   5   14  4/4   1,D
HK  Far          X   X    B     H     9        3   21       110      13    -2/-1/+1   3   6   14  4     3
    Crouching    X   X    L     L     10       2   24       100      3     -8/D /D    3   4   12  4     D
                                                                           BL/H /c.H  W   BL  H   P
                 C SC     Block Parry Start-up Hit Recovery Attack   Stun  Advantage  Meter Increase    Notes 

  • Notes -
    1: Super Jump Cancelable on hit, parry, or block.
    2: Chains into itself. Special and Super cancelable.
    3: Super Jump Cancelable on hit only.
    D: Knocks opponent down.

==== Throws ====


                 Start-up  Hit   Recovery   Attack  Stun   Meter Increase  Range  Notes
                                                           W     H
LP+LK            2         1     21         120     13     0     7         16
air LP+LK        6         1     -          160     18     0     14        12     1 

  • Notes -
    1: Horizontal range: 12. Vertical range: Top 44, Bottom 67

==== Command Normals ====


                 C   SC   Block Parry Start-up Hit Recovery Attack   Stun  Advantage         Meter Increase    Notes
                                                                           BL/H /c.H         W   BL  H   P
MP+MK (UOH)      X   X    H     H     15       10  5        40       3     -5/0/+1           0   1   2   4     1
HP+HK (PA)       X   X    B     B     15       9   8        0        7     -  -  -           4   ?   ?   4     2
toward+LK        *   X    B     B     5        4   8        20       3     -1/-1/-1          0   1   2   4     3
back+MP          O   X    B     H     6        1/6 10       30/60    5/9   -2/-1/ 0          2   5   10  4/4
back+MK          X   X    B     H     13       2   13       70       5     -2/-1/ 0          2   4   8   4
toward+MK        X   X    H     H     27       3   3        80(70)   13    +9/+10/+11        2   4   8   4
c.toward+MK      X   X    L     L     6        11  9        70       3     -16/-6/-5         3   4   12  4     4
toward+HK        X   X    B     H     12       1   20       130      17    -1/+1/+3          3   6   14  4
HP->HP           X   X    B     H     2        3   31       80       17    -1/+1/+3          3   4   12  4
                                                                           BL/H /c.H         W   BL  H   P
                 C   SC   Block Parry Start-up Hit Recovery Attack   Stun  Advantage         Meter Increase    Notes

  • Notes -
    1: Universal Over-Head. Block and Hit Advantage range: -5/0/+1 to +7/+8/+9
    2: Personal Action. Opponent can tech out of with throw defense (LP+LK). Can be parried or blocked. Does not grab airborn opponents. Can be comboed. Opponent can not tech out if it is comboed. Sucsessful grab results in damage increase for 1 combo. Effects ware off if Ibuki is hit.
    3: Chains into itself. Not Special or Super cancelable.
    4: Block and Hit Advantage range: -16/-6/-5 to -6/+4/+5

==== Target Combos ====


- Air
- j.LP->j.toward+HP
             Attack   Stun  Notes
j.toward+HP  60       6     1

- j.LK->j.toward+MK
             Attack   Stun  Notes
j.toward+MK  40       5

- j.HP->j.toward+MP
             Attack   Stun  Notes
j.toward+MK  40       5

- Ground
- back+MK->toward+MK
                 C   SC Attack   Stun  Advantage   Notes
                                       BL/H /c.H
toward+MK        X   X  70       13    +9/+10/+11

- LP->MP->toward+LK
                 C   SC Attack   Stun  Advantage   Notes
                                       BL/H /c.H
MP               X   X  40       6     +6/+7/+8
toward+LK        X   X  20       3     +2/+3/+4    2

- close LP->MP(1 hit)->HP
                 C   SC Attack   Stun  Advantage   Notes
                                       BL/H /c.H
MP               O   O  30       5     -2/-1/ 0
HP               O   O  50       7     +3/+5/+7

- LK->MK->HK
                 C   SC Attack   Stun  Advantage   Notes
                                       BL/H /c.H
MK               O   O  50       5     +4/+5/+6
HK               X   X  50       5     -2/ 0/+2

- close HP->c.HK->HK
                 C   SC Attack   Stun  Advantage   Notes
                                       BL/H /c.H
c.HK             X   X  50       3     -8/ D/ D
HK               X   X  40       4     -2/-1/+1    3

- close LP->MP->c.HK->HK
                 C   SC  Attack   Stun  Advantage  Notes
                                        BL/H /c.H
MP               O/X O/X 40       6     -2/-1/ 0
c.HK             X   X   40       3     -8/ D/ D
HK               X   X   30       3     -2/-1/+1   3

  • Notes -
    1: Turns standing opponent around on hit (except Elena and Urien).
    2: Not chainable into itself
    3: Super Jump Cancelable on hit.

==== Special Moves ====


- Kunai
                 SC   Block Parry Start-up Hit Recovery Attack   Tick Stun  Advantage         Meter Increase    Notes
                                                                            BL/H /c.H         W   BL  H   P
air qcf+LP       O    B     H     8        1   9        50       3    3     -  -  -           0   1   2   4     1 
air qcf+MP       O    B     H     9        1   11       50       3    3     -  -  -           0   1   2   4     1 
air qcf+HP       O    B     H     10       1   14       50       3    3     -  -  -           0   1   2   4     1 
air qcf+2P       O    B     H     7        1   12       55/55    7    3/3   -  -  -           0   1   2   4     1 
 
- Kubi Ori
                 SC   Block Parry Start-up Hit Recovery Attack   Tick Stun  Advantage         Meter Increase    Notes
                                                                            BL/H /c.H         W   BL  H   P
qcf+LP           X    L     L     14       11  15       150      38   15    -10/ D/ D         0   0   7   4     2 
qcf+MP           X    L     L     15       12  18       150      38   15    -16/ D/ D         0   0   7   4     2 
qcf+HP           X    L     L     17       14  19       150      38   15    -19/ D/ D         0   0   7   4     2 
qcf+2P           X    L     L     15       10  19       200      50   21    -15/ D/ D         -   -   -   -     2

- Kazekiri
                 SC   Block Parry Start-up Hit Recovery Attack       Tick Stun    Advantage    Meter Increase    Notes
                                                                                  BL/H /c.H    W   BL  H   P
dp+LK            O    B     B     4        1   26       40/20/60     14   3/3/5   -17/ D/ D    3   12  17  8     3
dp+MK            O    B     B     6        1   29       50/20/70     18   3/3/7   -16/ D/ D    3   12  17  8     3
dp+HK            O    B     B     8        1   29       60/20/20/90  22   3/3/5/9 -17/ D/ D    3   13  21  16    3
dp+2K            O    B     B     4        1   33       40/20/20/80  20   3/3/5/7 -21/-15/-15  3   -   -   -     4
      
- Tsumuji
                 SC    Block Parry Start-up Hit Recovery Attack       Tick Stun    Advantage    Meter Increase      Notes
                                                                                   BL/H /c.H     W   BL  H   P
qcb+LK Upper     X     B     B     11       1   19       60/50        7    3/3     -4/ 0/ +2     3   9   15  4/4    
 -> Lower        X     L     L     11       2   30       -            7    -       -12/ D/ D     0   1   2   4    
qcb+MK Upper     X     B     B     13       1   21       60/50/50     10   3/3/5   -2/ 0/ +2     3   10  17  4/4/4  5 
 -> Lower        X     L     L     13       2   30       -            10   -       -12/ D/ D     0   1   2   4
qcb+HK Upper     X/O/X B     B     14       1   24       60/50/80     12   3/5/5   -8/ 0/ +2     3   10  17  4/4/4  6
 -> Lower        X     L     L     14       2   30       -            11   -       -12/ D/ D     0   1   2   4
qcb+2K Upper     O     B     B     7        1   28       50/50/50/70  14   3/5/5/3 -11/ D/ D     -   -   -   -
 -> Lower        O     L     L     7        2   30       -            -    -       -16/ D/ D     -   -   -   -

- Hien
                 SC    Block Parry Start-up Hit Recovery Attack       Tick Stun    Advantage     Meter Increase    Notes
                                                                                   BL/H /c.H     W   BL  H   P
rpd+LK           O     H     H     22       3/2 13       40/75        15   7/7     -31/-31/-31   3   9   15  8    
rpd+MK           O     H     H     25       3/2 13       40/75        16   7/7     -38/-38/-38   3   9   15  8    7
rpd+HK           O     H     H     28       4/2 13       40/75        17   7/9     -35/-35/-35   3   9   15  8    7
rpd+2K           O     H     H     26       4/2 11       40/75        19   7/9     -30/-30/-30   -   -   -   -    7

- Raida
                 SC    Block Parry Start-up Hit Recovery Attack       Tick Stun    Advantage    Meter Increase    Notes
                                                                                   BL/H /c.H     W   BL  H   P
hcb+LP           X     B     X     4        3   28       160          -    9       -5/ D/ D      3   2   9   -    8
hcb+MP           X     B     X     5        5   30       170          -    11      -6/ D/ D      3   2   9   -    8
hcb+HP           X     B     X     6        7   32       180          -    13      -7/ D/ D      3   2   9   -    8

- Tsuiji Goe
                 SC Hit Recovery Notes
dp+LP            O  42  2        9  
dp+MP            O  44  2        9
dp+HP            O  48  2        9

- Kasumi Gake
                 SC Hit Notes
qcf+LK           X  20  10
qcf+MK           X  22  10
qcf+HK           X  25  10 

  • Notes -
    1: Strength of button determines angle of knives thrown (not for EX). EX: Holding toward increases range. Knives can be destroyed by opponents attacks. Maintains jump momentum after the toss.
    2: Can pass under mid/high projectiles.
    3: Can be ground thrown during start-up. Ibuki will be knocked into the air if hit during start-up or while in the air. Available Super Cancel on the ground into SA.2 or SA.3, and in the air into SA.1, on hit, block, or parry.
    4: First 5 frames are fully invulnerable to attacks and ground throws. 6th frame has partial upper-body invulnerability. Does not launch standing or crouching opponents. Move recovers in the air on sucsessful hit – during this recovery period, Ibuki has access to all her diagonal jump air normals, diagonal jump air target combos, air special, and air super – she can not air throw or air parry during the recovery state. Can be Super Canceled regardless of whiff, hit, block, or parry.
    5: Listed Block and Hit Advantage for this move is for the second kick. A third kick can be added by pressing MK (or down+MK for a low hit) immediately after second hit. Optional high third kick Block, Hit, and Crouching Hit Advantage: -7/+1/+3
    6: Last hit will whiff crouching: Chun-Li, Elena, and Oro.
    7: Can pass over projectiles. EX: Auto-targets opponent.
    8: Opponent can not quick stand from this move.
    9: This move is a command jump. Considered partially off the ground during start-up. Attacks with knock Ibuki into the air during start-up. Can be thrown during start-up. During second half of jump arch, Ibuki can cancel into air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku). Command directions depend on position relative to opponent.
    10: This move is a command dash. Does not pass through opponents. Ibuki takes an additional 50% damage during this move from opponent attacks.

==== Super Arts ====


- Kasumi Suzaku
                   Stock Block Parry Start-up Hit Recovery Attack       Tick Stun    Advantage    Notes
                                                                                     BL/H /c.H    
qcf,qcf+LP         3     B     H     3        1   4        35x12-20     105  0       -  -  -      1
qcf,qcf+MP         3     B     H     5        1   6        35x12-20     105  0       -  -  -      1
qcf,qcf+HP         3     B     H     7        1   9        35x12-20     105  0       -  -  -      1

- Yoroi Doushi
                   Stock Block Parry Start-up Hit Recovery Attack       Tick Stun    Advantage    Notes
                                                                                     BL/H /c.H      
qcf,qcf+P Grab     1     X     X     1        1   65       460          -    13      -    D/ D    2
qcf,qcf+P Fireball 1     B     H     12       1   65       32x13        18   0       -54/ D/ D    3

- Yami Shigure
                   Stock Block Parry Start-up Hit Recovery Attack       Tick Stun    Advantage    Notes
                                                                                     BL/H /c.H    
qcf,qcf+LP         1     L     L     2        1   32       335          21   25     -10/ D/ D     4
qcf,qcf+MP         1     L     L     3        1   32       335          21   25     -10/ D/ D     4
qcf,qcf+HP         1     L     L     4        1   32       335          21   25     -10/ D/ D     4 

  • Notes -
    1: Automatically turns to face the opponent. Strength of button determines angle of knives thrown. Rapidly pressing punch increases number of knives thrown and raises Ibuki higher into the air. Throws 12 knives by default, and up to a maximum of 20. Each knife does 35 attack for a maximum of 335 (scaled).
    2: Unblockable Command Grab Super. Throw range: 35.
    3: Energy blast version. Does 13 hits, each hit has 32 attack for a maximum of 280 (scaled).
    4: Strength of button determines angle of knives thrown. Block Advantage Range: -10 to -6.

Please let me know if you find anything incorrect of have anything to add. Thank you.

09-26-2005 Update: Added a note to qcb+MK (MK Tsumuji).

have you tested the unblockable?

Are you sure it works I can never get full confirmation and I haven’t gotten it to work for me yet.

Hmmm… explain the unblockable more indepth

Updated the second post with frame, attack, and cancelability data.

[Edit]: I’ve removed the unblockable from the first post untill I get conclusive evidence that it works. So far every set-up I’ve tried has been blockable on multiple characters (PS2 version).

When testing this I’ve set it up so that the Kunai and Kasumi Suzaku hit meaty (at the same time) as each other, and it did not guard break. I’ve also done other set-ups where the Kunai hits immediately after or shortly after the Kasumi Suzaku begins to hit. The opponent, however, was able to guard by holding just one direction.

However, it’s possible that it is a true unblockable, and I’m just unable to properly execute it.

So, for the sake of reference, here’s and old post on what Thongboy Bebop had to say about the Ibuki “unblockable”:

I recently asked him to comment on this old post, to see if he had any more infromation, and here’s what he had to say:

[Edit2]: I’ve asked Thongboy Bebop if he could get a recording of this unblockable, and also to see if he could confirm that it is truely unblockable. I hope to get a responce from him soon.

Meaties and wake-ups

Meaty mind games.

First when using a meaty attack against an opponent, there’s a chance the opponent might parry in the wrong direction if you use an attack that can only be parried either high or low. This is why attacks that can’t be parried both high and low can be useful as meaty attacks. Of course, your opponent could block or reversal your attempt. But, if you’re going for a meaty attack it’s a good idea to use an attack that can’t be parried both directions.

Additionally, feints (fake-outs) can be thrown into the mix, in order to safely bait out reversals. Normal throws and tick-throws can also be effective when thrown into the mix, in order to punish blocking.

And obviously, the advantage to using over-head attacks has the added benefit of potentially hitting a low-blocking opponent.

High parries:
Cancelable:

  • back+MP
  • MK
  • HP
  • close HP (1st hit)
    Other:
  • MP
  • toward+MK
  • HK
  • close HK
  • toward+HK
  • MP+MK (UOH)
  • qcb+K (Tsumuji)
  • rdp+K (Hien)
  • air qcf+P (Kunai)

Overheads:

  • toward+MK
  • MP+MK (UOH)
  • rdp+K (Hien)

Low parries:
Cancelable:

  • c.LK
    Other:
  • c.MK
  • c.HK
  • qcf+P (Kubi Ori)
  • qcb+K (hold down, low Tsumuji)

Unparryable:

  • LP+LK (throw)
  • hcb+P (Raida)

Miscellaneous:

  • dp+K/2K (Kazekiri/EX), SC-SA.1 (Kasumi Suzaku)
  • Froward dash

Parry Reaction Buffers:

  • hcb+LP (LP Raida)
  • dp+LK/2K (LK/EX Kazekiri)
  • SA.2 (grab version of Yoroi Doushi)
  • SA.1 (Kasumi Suzaku after a parried air qcf+P)
  • Close HK -> SJC

PRB (Parry Reaction Buffers): If the opponent parries one of your cancelable attacks, you can try to cancel it on reaction to the parry into something that has a high probability of stuffing your opponents attack. This tactic is called Parry Reaction Buffering (PRB). If your opponent has a delayed reaction after the parry, or attempts to counter with a slow/laggy move, there is a chance that you can stuff their attack with your own as soon as the parry-freeze ends and your character returns to active frames. Although this tactic certainly isn’t unpunishable, since your opponent can still hit you before the parry freeze ends or before you’re able to act after the freeze. It can still be useful for recovering from a situation where you would normally take damage (provided you’re given the opportunity).

The advantage of using the hcb+LP (LP Raida) is that it can not be parried and has a very quick start-up (4 frame). It can easily catch opponents who react slowly, or attempt to counter with a laggy move, or attempt to parry twice (in order to parry a multi-hit move). This set-up will grab moves with 7 frames of start-up or slower (provided the attack is not off the ground or invulnerable).

The advantage of dp+LK (Kazekiri) is that it also has a very quick start-up (also 4 frame) and during the start-up, Ibuki is considered partially air-born. She can still be ground thrown during this start-up, but if she is knocked out of this move during the start up with an attack, she will be knocked into the air. This can be useful in the sense that it can disrupt a lot of ground combos that don’t work on air-born/juggled opponents. Another advantage is that it can be super canceled (in the air into SA.1 and on the ground into SA.2 or SA.3) if it hits, is blocked, or is parried. In the case of it getting blocked or parried, the ability to super cancel it can compensate for the recovery time. It also has a large hit area (large vertical hitbox), so it has a good chance of hitting an opponent that tries to jump immediately after a parry. Ibuki will be knocked into the air by moves 3 frames or slower, and will trade with attacks 8 frames or slower (provided the attack has no invulnerability), and will counter attacks 9 frames or slower (provided the attack has no invulnerability).

The advantage of dp+2K (EX Kazekiri) is that it has 5 frames of full invulerability and a 6th frame of partial upper body invulnerability. During the full invulnerability, Ibuki is immune to attacks and throws. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. It can always be super canceled (in the air into SA.1) weather it whiffs, hits, is blocked, or is parried, which gives it an option for safe recovery (or damage). And like the normal Kazekiri, it has a large hit area. The invulnerability will blow through attacks with 3 to 8 frames of start-up (or potentially 9 frames due to hit box size).

If using SA.2 (Yoroi Doushi), the grab version can be a very effective PRB, since it has an extremely fast start-up (1 frame) and can not be blocked or parried. Although it’s important to remember that some attacks that take the opponent off the ground or grant invulnerability will cause the grab to fail and the fireball version to occur. This set-up will grab attacks with 3 frame start-up or slower (provided they are not off the ground or invulnerable).

Additionally, you can also take the risk of baiting a parry and canceling into SA.2 (Yoroi Doushi) by using a very telegraphed (slow and obvious) super cancelable special move. Examples of this are far HP, or the second hit of qcb+HK (HK Tsumuji), or qcb+2K (EX Tsumuji).

Super Jump Canceling is another useful way to escape potential damage. Close HK is an attack that must be parried high, and hits twice. The second hit is Super Jump Cancelable on hit, block, or parry. If the opponent parries, you still have a chance of escaping by SJC away. It has the added bonus that if the opponent blocks, you can SJC to compensate for the recovery.

Other Notes:
Being that c.LK is one of Ibuki’s few cancelable low hits, it is important to remember what it can combo into, and to use it in moderation with her high options.
c.LK can combo into: hcb+P (any strength Raida), qcb+2K (EX Tsumuji), and dp+LK/MK/2K (LK/MK/EX Kazekiri).

Back+MP->HP (TC) isn’t very effective as a meaty attack against small opponents, due to the fact that it will miss most crouching opponents. However, It will not whiff crouching: Akuma, Dudley, Hugo, Q, or Urien. Against them, this can be useful if you need to hit-confirm an attack after the HP, since it’s easily hit-confirmable, and the HP gives frame advantage on block (making it safe on block).

Because hcb+P (Raida) can’t be parried, it can be useful as a meaty attack on it’s own, against players who attempt wake-up parries or certain kinds of option selects. However, it’s important to note that the opponent can jump out of it.

dp+K/2K (Kazekiri/EX), SC-SA.1 can be a useful meaty attack by itself for forcing damage. It can be super canceled into SA.1 on hit, block, or parry. This is a rather useful meaty tactic since it can do a significant ammount of block (tick/chip) damage and because it can be very difficult to parry. The added benefit of using dp+2K (EX Kazekiri) is that is has limited start-up invulnerability (5 frames full, 6th frame partial).

Alternately, the dp+K/2K (Kazekiri/EX) can be substituted for an air qcf+P (Kunai) for extra safety when chipping with SA.1 as a meaty attack.

As mentioned before: air qcf+P (Kunai) can be a useful meaty attack when combined with SA.1. However, it’s also fairly good when blocked, since the guard stun is generally large enough for Ibuki to recover before the opponent (provided you tossed the Kunai low enough to the ground). Air qcf+LP/EX (LP/EX Kunai) are generally very useful for putting your oppnent in block stun long enough for you to link an additional high/low attack or throw mix-up, or to simply tack on a large blocked target combo to build more meter. If the opponent is hit, Ibuki generally has enough time to link a few of her ground normals or target combos. Though, it is punishable if the opponent parries or has a large or multi-hitting move that can counter meaties (for example: Ken dp+HP), since the Kunai can be destroyed by attacks.

Ground dashing can be used as a meaty move to get to the other side of the opponent very quickly. It is useful in the sense that once you are on the other side of the opponent, they will need to block/parry the other direction. If they have a slow reaction time, they may not notice quickly enough to block/parry the correct direction. Additionally, it can disrupt special move directional inputs, since their special moves will then be needed to be done in the opposite direction (toward Ibuki).

Parry-safe jump-in’s:
When certain jump-in attacks are parried very low to the ground, you will land on the ground instantly after a parry freeze and enter a ground-recovery state. These jump-in’s are considered “parry-safe” jump-in’s, because they have a very short recovery period.

j.HK (vertical and diagonal) can be used as a parry-safe jump-in. When done as deep as possible (as late as possible), Ibuki will have no air-to-ground after the parry-freeze, and then enter a ground recovery state as soon as the parry-freeze ends. The ground recovery state will only last for 3 frames after the freeze, which means Ibuki will be able to block or parry opponent attacks with 4 frames of start-up or slower. The recovery state can not be canceled by anything, although Ibuki has the option to be either standing or crouching during this recovery state.

Air qcf+P (Kunai) act differently because they are projectiles. When an opponent parries one of these, Ibuki will not enter a parry-freeze state, but the opponent will. When done very deep with air qcf+LP (LP Kunai), Ibuki will recover on the ground before the opponent’s parry-freeze state ends. This enables Ibuki to attack or move before the opponent. The opponent will only be able to cancel the parry-freeze state with a block or another parry, and they are also able to tech normals throws (LP+LK throw guard). However, they are not able to cancel the parry-freeze state with an attack or throw untill after the freeze ends. And thus, Ibuki will be safe from the opponents attacks because you are able to block, parry, move (or jump) out of throw range, or hit them with another attack or throw, since you recover before they are able to act.

Additionally, because the opponent can only block or parry during the parry-freeze, the grab SA.2 (grab version Yoroi Doushi) becomes inescapable due to the fact that it can not be blocked or parried. This is because you can grab them with it while they are still stuck in parry-freeze from the air qcf+P (Kunai).

Wake Ups:

  • dp+LK (LK Kazekiri)
  • dp+LK (LK Kazekiri), SC-SA.1 (Kasumi Suzaku)
  • dp+2K
  • dp+2K, SC-SA.1 (Kasumi Suzaku)
  • dp+P (Tsuiji Goe - command jump) -> air qcf+P (Kunai) / SA.1 (Kasumi Suzaku)
  • SA.2 (grab version of Yoroi Doushi)

Aside from blocking, parrying, and option selecting, Ibuki has other viable wake-up options that can be useful in certain situations.

As previously mentioned: dp+LK (LK Kazekiri) has a very fast start-up speed (4 frame). It is vulnerable during it’s start-up to attacks and throws. However, it’s considered partially off the ground, which means that Ibuki will be knocked into the air if she is hit during this move. An example of this is if Ken attempts to do a meaty close MP->HP->SA.3 combo: If Ibuki does a reversal dp+LK move she will be knocked into the air by Ken’s close MP. Next, Ken’s HP will then whiff because Ibuki will be put into an air recovery state. It can also be super canceled if it hits, is blocked, or is parried – which gives Ibuki additional recovery options. It also has a large vertical hit area which is useful for hitting opponents who jump in order to bait and punish reversals.

Also previously mentioned: dp+2K (EX Kazekiri) has 5 frames of full invulerability and a 6th frame of partial upper body invulnerability. During the full invulnerability, Ibuki is immune to attacks and throws. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. It can always be super canceled (in the air into SA.1) weather it whiffs, hits, is blocked, or is parried, which gives it an option for safe recovery (or damage). And like the normal Kazekiri, it has a large hit area. When combined with SA.1, this is a very safe and versitile wake-up move. Though, it can be beaten by moves with more invulnerability frames than it, or if the opponent parries while staying outside of the line of fire for SA.1, so remember not to abuse this tactic recklessly.

dp+P (Tsuiji Goe - command jump) is similar to the dp+K (Kazekiri) in that it is considered partially off the ground during start-up. If it trades with a meaty attack, it will knock Ibuki into the air. It also has limited use for getting out of the corner if the opponents attack is delayed (not meaty), a feint, a throw, or if the opponent does nothing. It has the extra added benefit of being cancelable after the peak of the arch into an air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku). It is somewhat useful for situations when you’re not sure if dp+K (Kazekiri) will whiff or not, since dp+K (Kazekiri) can’t be super canceled on whiff. However, it is a risky move if the opponent jumps or anticipates your landing.

If the opponent is within range for the grab version of SA.2 (grab version of Yoroi Doushi – range: 35 pixels), it can be used as a reversal to grab meaty attacks. It has almost instant start-up (1 frame), will blow through meaty attacks, and can not be blocked or parried. It is, however, very risky because it will not grab airborn opponents, or attacks with invulnerability frames, or opponents out of it’s grab reach.

[Edit]: Added information about parry-safe jumps.
[Edit2]: Re-worded post.

about the unblockable, just so you know, though you probably do, there are a few things to consider.

If your doing this on the PS2 you need to do it in vs. mode as unblockables are always blockable in training, so you may need a helper to test this.

Also there is a small chance that the PS2 won’t let you do it, because capcom had to basically go back into third strike and sort of fake the glitch that made unblockables happen originally and they may have had to do it on a character by character basis so who knows for sure if it even works on PS2

Target Combo Character-Specific Reactions

Some of Ibuki’s Target Combos react differently to some characters than others. This chart is to help display the effects by category.

Notations:
LP (Low Punch) MP (Medium Punch) HP (High Punch)
LK (Low Kick) MK (Medium Kick) HK (High Kick)

c. = Crouching
b+ = Back plus
t+ = Toward plus
DP = Dragon Punch Motion (toward, down, down+toward)
+P = plus Punch
+K = plus Kick
TC = Target Combo
SC = Super Cancel

See notes below for more details.



                                                     Vs. Crouching Opponents  |
       | HK    | Hit | DP+K | Corner | HK    | c.HK-HK | LP | b+MP | b+MP  |        |
       | MP-HP |     | SA.1 | Cross  | HP-MK | HP-MK   |    | 2nd  | HP TC | t+HK   |
Akuma  | 4     | B   | O    | O      | O     | XC      | O  | X    | O     | O      | Akuma
Alex   | 1     | K   | X    | O      | X     | XA      | O  | X    | X     | O      | Alex
Chun   | 3     | B   | X    | O      | XB    | XB      | X  | X    | X     | X      | Chun
Dudley | 3     | B   | X    | O      | O     | O       | O  | O    | O     | O      | Dudley
Elena  | 3     | B   | X    | O      | X     | XB      | X  | X    | X     | X      | Elena
Hugo   | 2     | K   | X    | O      | O     | O       | O  | O    | O     | O      | Hugo
Ibuki  | 5     | R   | X    | X      | O     | O       | X  | X    | X     | X      | Ibuki
Ken    | 4     | B   | O    | O      | O     | XC      | O  | X    | X     | O      | Ken
Makoto | 3     | B   | O    | O      | O     | XC      | O  | X    | X     | X      | Makoto
Necro  | 1     | K   | X    | O      | O     | XC      | O  | X    | X     | X      | Necro
Oro    | 5     | R   | X    | O      | O     | O       | X  | X    | X     | X      | Oro
Q      | 1     | K   | X    | X      | O     | XC      | O  | O    | O     | O      | Q
Remy   | 3     | B   | X    | X      | O     | XC      | O  | X    | X     | O      | Remy
Ryu    | 4     | B   | O    | O      | O     | XC      | O  | X    | X     | O      | Ryu
Sean   | 4     | B   | O    | O      | O     | XC      | O  | X    | X     | O      | Sean
Twelve | 2     | K   | X    | O      | O     | XC      | O  | X    | X     | X      | Twelve
Urien  | 1     | K   | X    | O      | O     | O       | O  | O    | O     | O      | Urien
Yang   | 5     | R   | X    | X      | O     | XC      | O  | X    | X     | X      | Yang
Yun    | 5     | R   | X    | X      | O     | XC      | O  | X    | X     | X      | Yun

       | HK    | Hit | DP+K | Corner | HK    | c.HK-HK | LP | b+MP | b+MP  |        |
       | MP-HP |     | SA.1 | Cross  | HP-MK | HP-MK   |    | 2nd  | HP TC | t+HK   |
                                                     Vs. Crouching Opponents  |


Notes:

  • First colum: Close HK, (link) back+MP, HP (TC) character height, range, and reaction. Classified by type.
    1: High->close
    2: Low ->far
    3: Mid ->close
    4: Mid ->far
    5: High->close type2

1: Alex, Necro, Q, Urien
2: Hugo, Twelve
3: Chun, Dudley, Elena, Remy
4: Akuma, Ken, Makoto, Ryu, Sean
5: Ibuki, Oro, Yang, Yun

  • Second colum: Close HK, (link) back+MP, HP (TC) character reaction
    K: Knockdown
    B: Both, dependant on height from the ground. Either reset if hit high or knockdown if hit low.
    R: Reset

K: Alex, Necro, Q, Urien
K: Hugo, Twelve
B: Chun, Dudley, Elena, Remy
B: Akuma, Ken, Makoto, Ryu, Sean
R: Ibuki, Oro, Yang, Yun

  • Third colum: close dp+LK (Kazekiri), SC-SA.1
    X: Whiffs
    O: Hits

X: Everyone else
O: Akuma, Ken, Makoto, Ryu, Sean

*Special note: This is timing specific. Possible to land between 12 to 15 hits on characters that it connects with. Also, although there are a few other characters that are able to be hit by this combo (such as Chun), the number of hits possible is very limited so they were counted as whiffs. In a way, this also applies to close HK, SJ up, SA.1 – in the sense that it works better on shotos (Akuma, Ken, Ryu, Sean) and Makoto, and will also work on Chun and Elena in the corner, but with limited results for the rest of the cast.

  • Fourth colum: Ibuki’s ability to cross-up cornered opponents with a jump or ground dash.
    X: Unable to cross
    O: Able to cross

X: Ibuki, Q, Remy, Yang, Yun
O: Everyone else

  • Fifth colum: Close HK, SJC toward, j.HP->j.toward+MK
    X: j.toward+MK whiffs.
    XC: Crosses up (unable to hit)
    O: Able to hit

X: Alex, Elena
XC: Chun
O: Everyone else

  • Sixth colum: c.HK, Close HK, SJC toward, j.HP->j.toward+MK
    XA: MK whiffs
    XB: Max range only (able to hit)
    XC: Crosses up (unable to hit)
    O: Able to hit

XA: Alex
XB: Chun, Elena
XC: Akuma, Ken, Makoto, Necro, Q, Remy, Ryu, Sean, Twelve, Yang, Yun
O: Dudley, Hugo, Ibuki, Oro, Urien

  • Seventh colum: LP (close and far) vs. crouching opponenets
    X: Whiffs
    O: Hits

X: Chun, Elena, Ibuki, Oro
O: Everyone else

  • Eighth colum: back+MP (second hit) vs. crouching opponenets
    X: Whiffs
    O: Hits

X: Everyone else
O: Dudley, Hugo, Q, Urien

*Special note: Although the first hit of back+MP will hit everyone, there is a special rule for Ibuki’s close LP->MP TC, which is that the first hit will whiff a crouching Makoto.

  • Nineth colum: back+MP->HP (TC) vs. crouching opponenets
    X: Whiffs
    O: Hits

X: Everyone else
O: Akuma, Dudley, Hugo, Q, Urien

  • Tenth colum: toward+HK vs. crouching opponenets
    X: Whiffs
    O: Hits

X: Chun, Elena, Ibuki, Makoto, Necro, Oro, Twelve, Yang, Yun
O: Akuma, Alex, Dudley, Hugo, Ken, Q, Remy, Ryu, Sean, Urien

*Special Note: For the characters listed as able to hit, some of them must be spaced away from Ibuki a specific distance in order for it to hit (especially in the case of Remy).

**Also note: Close HP vs. crouching opponents was not included in the chart. However, The first hit will whiff all crouching characters with the exception of crouching Urien (it can hit Urien).

Thanks for the heads up. I’ll be testing it again today.

I realized something yesterday that may also be a clue. Apparently, the direction needed to block the Kunai is depandant on Ibuki’s position relative to the opponent when the Kunai is thrown, and not the direction Ibuki is facing when throwing the Kunai, or Ibuki’s position relative to the opponent when the Kunai makes impact.

For example: (Ibuki on the left side, opponent on the right)
Even if Ibuki starts out facing right, and throws the Kunai facing right, then crosses over the opponet to the right side before the Kunai hits, the Kunai can be blocked by the opponent by pressing left or down+left, instead of right or down+right. But this only happens if the Kunai is thrown directly over-head of the opponent, instead of in front of the opponent. If the Kunai is thrown early enough (far enough in front of the opponent), then the Kunai must be blocked by pressing right or down+right instead of left or down+left.

I’m trying to see if I can find any reliable set-ups where the knife can be thrown far enough in front of the opponent that it registers as a front attack, while still being close enough to the axis of the opponent’s hitbox that the SA.1 can be thrown from the opposite side and registers from the opposite side, and connects before or at the same time as the Kunai.

More information on the Ibuki unblockable…

First, Thongboy Bebop swears up and down that Ibuki has an unblockable in the Arcade version. He’s most likely correct, since there is no reason why it shouldn’t work in the Arcade version. Technically, if executed properly, the knife hits from the opposite direction of SA.1 at the same time – thus, breaking the opponents guard. But I haven’t been able to test it myself yet in the Arcade version.

However, Ibuki does not have an unblockable in the PS2 version.

Here’s why: In the PS2 version, meaty hits from opposite directions can be blocked by pressing just 1 direction. This would normally guard-break in the Arcade version, but it does not in the PS2 version. Unblockables work in the PS2 version, but ones that involve meaty hits work differently because meaty hits don’t guard break.

In addition to this, if Ibuki throws the knife too late (too close to the opponent) the knife can be blocked by pressing EITHER direction. In other words, if Ibuki is directly over-head (or close to), even though Ibuki appears to be in front of the opponent when throwing the knife, the knife can be blocked by pressing either left or right (both ways).

The only way the knife must be blocked by pressing the “correct” direction is to throw the knife very early, while Ibuki is well in front of the opponent (approximately just outside throw range).

When you consider these two factors, it’s obvious Ibuki can not have an unblockable in the PS2 version. This is because the speed at which the knife flys is too fast for Ibuki to be able to throw it from the “literal front” of the opponent, while still being able to execute SA.1 from the “literal back” of the opponent and have both hits connect at the same time. When throwing the knife at the “literal front” it will always connect before the SA.1 thrown at the “literal back”. The only way it would be possible to connect them both at the same time from both “literal” directions is to have both hits connect meaty. But as already stated: meaty attacks from different directions can be blocked (and do not guard break).

Therefor, the unblockable is impossible in the PS2 version. I have personally tested this multiple times using multiple different methods – there is no doubt in my mind that it is impossible in the PS2 version. But AFAIK it is possible in the Arcade version. I hope there is some one willing and able to prove weather it is, or weather it is not possible in the Arcade version.

There is no Thongboy Bebop. The Bebop is dead.

N - Pay no attention to the man behind the curtain.

Yeah that kind of stuff is what I was talking about in the PS2 version, silly ps2 version and the capcom programmers having to try and recreate a glitch that they got rid of too improve gameplay.

Anyway good shit Xeno.

Oh and Thongboy I see you posting, I’m gonna tell everyone and they are gonna bug you about the Necro video ahahah, oh and I want my Pizza it’s way past whatever the random due date you assigned yourself was. PIZZA. well not really but it’s good to see your alive.

Also, thanks to an old post by Rei, I’ve been clued in about the differences between v1.0 and v1.1 cabinets. Apparently v1.1 cabinets are exactly like the PS2 version, so in that version the Oro, Urien, Yang and Ibuki meaty unblockables don’t work. They do work in the v1.0 cabinets, though. (Could have saved me so much trouble if I had asked Rei in the first place, hahaha)

At least, this is my understanding of it. He suggested I talk to Rockefeller for more details. However, for the purpose of Ibuki I think we can just safely say that Ibuki’s unblockable works in “the arcade version” which is the v1.0 standard. But it won’t work in v1.1 machines or in the PS2 version.

Eeek! Don’t scare him away. We need to bribe him and beg him and… ah screw it, videos plzkthx.

BRAP This stuff is well good… thanks I cnat belive ibuki is so underrated1! :open_mouth:

Yeah…it’s just simply the fact that playing a good Ibuki requires a lot of memorization (lots of funny character specific combos and lots of mix ups to remember/utilize) and the fact that it’s weird playing her in general because you really have to go back and forth a lot between rushing and zone/runaway depending on your situation. Which is mainly because although her rush game is sick…she takes a few hits and her health bar goes quick.

It takes a good lot of practice to rush down higher tiered characters without slipping up and eating damage. Luckily her EX dp makes sure people don’t mess with her on wake up (at least not that often) and her overall mobility allows her to space herself when trouble is coming her way. I think it’s the low stamina that scares people away from her the most but they need to realize that once you get good with Ibuki…you really won’t be getting hit that much. She has frame advantage on literally everything and a new mix up for every situation. Not to mention her EX combos do sick damage and combined with SA1 make her a force to be reckoned with.

Random

I’d just like to post some random thoughts I have on my mind regarding Ibuki. I’m sure a lot of this stuff has been posted amoung the various threads, but whatever.

[list]
[] Close LP-MP-HP xx Raida does the same ammount of damage as MK xx Raida.
[
] The advantage of the punch chain is it’s easy to confirm, builds more meter, does more stun, is safe on block (+3), and the LP has just a 2 frame startup, plus the knockback is less (which keeps your opponent close to you).
[] The disadvantage of the punch chain is it can be parried high and low, it’s very range specific, and it whiffs small crouching characters.
[
] MK xx [special] does a lot more damage than LK-MK xx [special], but the kick chain gives better frame advantage (MK is +1/+2 and LK-MK is +4/+5)
[] Likewise, toward+LK is -1/-1, but MP-t+LK is +2/+3
[
] Close LP-MP-HP xx dp+2K (EX Kazekiri) xx SA.1 is a great way to confirm into SA.1
[] Close LP-MP-HP xx qcf+LK is a good way to set up a mixup (-4 on block).
[
] df.MK builds a lot of meter on hit and is much safer on hit (ranges -6 to +4 depending on when it hits).
[] toward+MK is safe on parry (-4 on parry).
[
] Deep meaty toward+MK is even safer on parry (-2 on parry).
[] The second hit of qcb+MK (MK Tsumuji) is safe on block (-2).
[
] The third hit of qcb+MK (MK Tsumuji) is not safe on block (-7) but safe on hit (+1).
[] hcb+LP (LP Raida) is -5 on block and hcb+HP (HP Raida) is -7 on block.
[
] blocked back+MP and the 2nd hit whiffs a crouching opponent is -2 on block->whiff
[] close LP-MP-HP and the HP whiffs a crouching opponent is -5 on block->whiff
[
] Close LP-MP(1hit) xx hcb+P (Raida) works well on characters who can crouch the last hit of the punch chain (like Alex).
[] Walk under jumping opponent, back+MP-HP is a good anti-crossup.
[
] Back+MP-HP is a good anti-air.
[] Back+MP-HP xx dp+P / qcf+K / dp+K are useful for anti-air-parries.
[
] Back+MP-HP xx dp+2K xx SA.1 is great anti-air-parry.
[] If anti-air back+MP-HP resets, it’s a great way to setup a meaty mixup (like close HK -> back+MP-HP xx qcf+LK).
[
] c.HP xx SJ is good anti-air and anti-air parry (super jump cancellable on parry).
[] df.MK can be a useful anti-air if your opponent attacks, but they can block/parry if they don’t attack in the air.
[
] df.MK can also be useful to slide under your opponents when they jump in.
[] c.LK xx hcb+LP / qcb+2K are great meaties when alternated with MK xx hcb+LP / qcb+2K.
[
] c.LK is +3 hit/block.
[] Back+MP can’t be low parried, neither can MK (good meaties).
[
] dp+K, dp+P, and rdp+K all put Ibuki in a partially OTG state 1-st frame. Though they can be thrown on startup, they will cause Ibuki to be reset if she is hit out of them, making them decent for escaping meaties.
[] rdp+K and rdp+2K can be useful reversals as apposed to dp+P/K because Hien is somewhat safer on block (especially with SA.1 stocked).
[
] dp+2K xx SA.1 is a wonderful (and relatively safe) reversal to escape meaties, but Ibuki can not escape Aegis setups without parrying first.
[] LP, c.LK and hcb+LP can also be useful wake-up moves against non-meaty setups.
[
] It’s easy to link SA.3 from MP or toward+MK, but it’s also possible to link qcf,qcf+LP (LP SA.3) from LP, close LP, c.LP, c.MP, far LP-MP, close LP-MP-HP, or a meaty UOH.
[] far HK can be SJ cancelled on hit only and the SJ can be cancelled into SA.3 for an auto-confirm link. You can also link far HK into SA.1 (also auto-confirm).
[
] LP-MP-HP xx dp+HK(1hit) xx SA.3 does about the same damage if you don’t use the dp+HK, but the DP adds a few points more stun.
[*] LP-MP-HP xx qcb+HK(2hit) xx SA.3 does a few points less damage than if you don’t use the qcb+HK, but the qcb+HK adds a few points more stun.
[/list]

More Ranom Stuff

Kasumi Gake :
[list]
[] close LP-MP-HP xx qcf+LK is -4 on block
[
] close HP xx qcf+SK is -5 on block
[] far HP xx qcf+SK is also -5 on block
[
] MK xx qcf+SK is -6 on block
[] LK-MK xx qcf+SK is also -6 on block
[
] c.MP xx qcf+SK is also -6 on block
[/list]

  • Crouch blocking doesn’t affect the disadvantage.

Character Specific Stuff :
[list]
[] Ibuki’s jump and dash can’t cross up a cornered: Ibuki, Remy, Q, Yang, or Yun.
[
] LP and close LP whiffs crouching: Chun, Elena, Ibuki, and Oro
[] You can hit crouching Chun with close LP-MP only if you put her in hit/block stun first (from a crossup j.MK for example)
[
] far LP whiffs crouching: Yang and Yun
[] toward+HK whiffs crouching: Chun, Elena, Ibuki, Makoto, Necro, Oro, Twelve, Yang, and Yun
[
] The second hit of back+MP can hit crouching: Dudley, Hugo, Q, and Urien
[] close LP-MP-HP (or back+MP-HP) can hit crouching: Akuma, Dudley, Hugo, Q, and Urien
[
] back+MP-HP will always reset an airborn or juggled: Ibuki, Oro, Yang, and Yun
[] j.HP (or j.LP-j.HP) into the grab version of SA.2 never works on: Elena or Urien
[
] far HK xx SJC-SC into the grab version of SA.2 works on standing Hugo
[] Ibuki can escape Ryu’s SA.3 (Denjin) by parrying once, then sliding (df.MK) under the rest.
[
] After parrying the last hit of Chun’s SA.2, Ibuki can jump vertically and hit with j.HP, MK xx hcb+HP or qcb+2K.
[] df.MK (Slide) can slide under Chun’s SA.2 on reaction to the super flash, but timing is very very strict.
[
] dp+K, dp+P, and rdp+K will cause Urien’s meaty SA.3 (Aegis) to knock Ibuki into the air, which can be useful for avoiding midscreen unblockables.
[/list]

Parry Baits and Traps :
[list]
[] hit df.MK
[
] hit qcb+MK with 3rd hit
[] blocked qcb+MK (2nd hit only, not 3rd hit)
[
] close LP-MP-HP block/hit
[] blocked back+MP and the 2nd hit whiffs a crouching opponent (-2 on block->whiff)
[
] close LP-MP-HP (or back+MP-HP) and the HP whiffs a crouching opponent (-5 on block->whiff)
[] blocked hcb+LP (LP Raida)
[
] deep air qcf+2P (EX Kunai) block/hit
[] very deep air qcf,qcf+LP (deep LP SA.1)
[
] blocked safe normals: Any, except HK/c.HK
[/list]

Regarding: Ibuki’s 1-st frame partial-OTG DP moves. Example use of this is for meaties or frame advantage traps.

For example:

  • Yun does a very deep dive kick to the shin and then either does: lp-lk-mp xx SA.3, or c.LK/c.MK into qcf+P, close MK, or throw, or block/jump option-parry.
  • Makoto hits you with qcf+P (Hayate) and then either does: c.LK xx qcf+P, or MP xx qcf+P, or hcb+K grab, or block/jump option-parry.
  • Ken knocks you down in the corner and then either does meaty: MP-HP xx SA.3, or c.LK-c.LP-c.LK xx SA.3, or DP->DP, or throw, or block/jump option-parry.
  • Chun knocks you down in the corner and then either does meaty: c.MK xx SA.2, or close HK xx SA.2, or kara-throw, or block.
  • Urien knocks you down mid-screen and does a meaty SA.3 (Aegis).

Basically, generally bad situations where the opponent has frame advantage and is forcing you to guess in a 50/50 trap situation (or 33/33/33 guessing game, if you will). In these situations, invulnerable moves can really help, such as Ibuki’s dp+2K (EX Kazekiri) super cancelled into SA.1 – But alas, dp+2K xx SA.1 requires meter. However, Ibuki’s 1-st frame OTG moves can also be of help.

Let’s take the example of Chun, since it’s simple: High parry, Low parry, or throw (no parry). Which is actually the same situation you’re put in with Makoto’s example, too.

Now, let’s say you do a reversal dp+P. What happens is if Chun does either c.MK or close HK then the meaty hits you, but because you’re technically OTG you will be reset into the air (‘pop’ into the air) and then if she cancels into super, you will not be hit by the super. Likewise, if Makoto does c.LK xx qcf+P or Ken does MP-HP xx SA.3 then you will only be hit by the first attack, and nothing after that.

Good news is that in the example of Makoto, dp+P and dp+K are at least fast enough to avoid Makoto’s hcb+K (Karakusa grab) – though rdp+K is NOT fast enough to avoid it. And if Makoto chooses to attack then you’ll only be hit by the first attack she does.

Bad news…

Sadly, Ibuki is only considered partially OTG, which means meaty throws still have the potential to grab her, like in the example of Yun, Chun, and Ken.

The other down side of rdp+K and dp+K is that they are punishable on block/parry. But at least if you have SA.1 stocked then you can cancel those moves into SA.1 for a bit more protection. And to a lesser extent, dp+P is also punishable as it has a few recovery frames when it hits the ground, but at least it’s cancellable into Kunai or SA.1.

More bad news…

Characters like Dudley who have reset supers are able to hit you anyway… kinda. If Dudley simply does SA.3 or RH xx SA.3, he will be able to hit you with all the hits. However, if Dudley tries to confirm it he will have to reset you on your way down. EG. if Dudley does a meaty RH xx ducking xx SA.3, he will be able to hit you on your way down from being popped into the air. Or if he does c.LKx2 xx SA.3, again he won’t be able to hit you untill your on your way down. The upside is that you’ll at least be able to parry the reset. So, you can at least parry his super on your way down.

And finally…

Another problem arises when the meaty attack isn’t a throw or normal, but rather a juggle move like a special or super.

In the example of Urien’s mid-screen Aegis, it’s common practice for a Urien player to knock you down midscreen and then attempt a midscreen unblockable by getting to the other side of you.

In this situation a reversal DP or RDP move will pop you up into the air on the first hit of the Aegis, but you’re still in a juggle state due to the Aegis being a super move that allows for juggles, therefor you aren’t completely safe and can still be comboed in various ways.

And in the example of Ken doing dp+P->dp+P in the corner, you’ll get hit by both DP’s since the first didn’t cause a reset.

Likewise, if Yun does a close MK he can juggle you anyway. And if he already has SA.3 (Genei Jin) activated, then he will be able to juggle you regardless of what he hits you with.

So, in closing, use sparingly/wisely. You aren’t going to want to use it every single time, but it can at least help get you out of a jam.

Random question. After you hit someone with EX dp can you parry on the way down? Say if you figure Ken is gonna try to shoryu on the way down can you parry that shit and punish or are you gonna eat shit? After last tourney I figure it’s best to always just cancel into super vs. his dumbass but it’d be nice to get clarification on that.

I believe you cannot parry after a ex dp, it would be nice if you could though =(