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Ibuki Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT

Ibuki Ultra Street Fighter 4 Character Guide

Character Overview
Guide by Nyoro

Ibuki is a character that depends extremely heavily on knockdowns. Once the opponent's back is on the ground then Ibuki becomes a terrifying character, with many different approach options that can be a nightmare against many characters. She also has a fantastic punish moveset and a great stun game.

Ibuki's weakness is that she relies solely on the knockdown vortex to gain significant damage. Against enemies that she has trouble knocking down, matchups become incredibly difficult. Also, her only fully invincible reversal requires EX meter to use, forcing her to use precise meter management.

+ Strong normal moves for poking and anti-airing.
+ Amazing target combos to make jump-ins and combos more dangerous.
+ Has one of the best, if not the best knockdown game.
+ Can really lay on the chip damage.
+ A strong dash game, with both backwards and forward dash being excellent.
+ Can Super Jump-Cancel a lot of her normal moves.

- A really bad reversal game.
- Has few "tight" blockstrings.
- Very slow overhead attacks.
- Low stamina and stun.
- Walk speed slower than average.

Notable Normal Moves and Unique Attacks

Standing Medium Kick
Ibuki's most important poke for footsies. Great range, hard to interrupt, special cancelable.

Crouching Medium Punch
Ibuki's best option-select normal. Buffer moves such as Tsumuji from it for the best results.
Crouching Hard Punch or Standing Hard Kick
These are two anti-airs for Ibuki, although both are slow. The Crouching Hard Punch is jump-cancelable, so you can chase the opponent down if you make contact with the move.

Standing Hard Kick at far range will anti-air people that jump in front of you, but if the opponent is right on top of you then close Standing Hard Kick will come out instead, which is just as good of an anti-air and is jump-cancelable.
Backhand Punch
This attack has good range and hits twice, but there are better pokes for Ibuki.

Close Standing Hard Kick
This will launch the opponent into the air where you can follow with a jumping Hard Kick to slam them back down. Mostly used during post-anti-air juggles.

Ibuki's best anti-air move. It hits twice, but the first hit will juggle the opponent and it's the only part of the move that is special cancelable.

Canceling into Light or Medium Kasumi Gake from this move is very popular, but you have to cancel on reaction to your anti-air landing.

Spin Kick
A really good poke for Ibuki. It's fast, hard to interrupt with low moves and is special cancelable. This means that you can harass opponents by cancelling into Tsumuji from it. It shares similarities to standing Medium Kick in that regard.

Reverse Spin Kick
One of Ibuki's longest-ranged pokes. It also has a great hitbox and it leads into Target Combo 7.

Hammer Kick
Ibuki's overhead attack is slow, but you can combo from it if it connects. Also if the opponent tries to jump away, this overhead will slam them back into the ground.

Sazan (Slide)
Ibuki's best approach move. It's safe if blocked at maximum range and gets you into poke distance. It can also be used as an anti-air as long as Ibuki's head is far from the jump-in.

The next best use for this move is to avoid projectiles. Another tool for Ibuki's anti-fireball game, though this move has a slightly difficult time ducking under slow projectiles.

Bonsho Kick
Ibuki hops quickly into the air with this move, but the range isn't that great. It's a nice move to jump over low attacks though.

Super Jump
Pressing down and up quickly in succession will initiate a super jump from Ibuki. This move has some really interesting uses. The first is that it makes it easier to land a crossup from farther away, though it does give the opponent more time to react to a jump.

Another great use is that you can cancel the Super Jump into special or Ultra moves. While this is difficult to put into practice, it makes it so that all moves that are not special cancelable but Super Jump cancelable can now be made to be special cancelable in a roundabout manner.

An example of this in practice is Target Combo 10. The second hit of that move is not special cancelable, but if you Super Jump and then cancel that into a special move, it allows you to stay on the ground and perform a chipping cancel (Tsumuji) or an approach cancel (Kasumi Gake).

Air Throw
This throw has the same startup as a ground throw, and it's great for catching people trying to jump out of your offense or trying to counter you air-to-air.
Crossup Attacks
Ibuki's jumping Light Kick is her best crossup and the hardest one to block. It also does enough hitstun to easily land combos on the ground afterwards.

Jumping Medium Kick is much harder to cross up with, but if you do it's extremely hard to block for the opponent.
Jumping Attacks
Jumping Hard Kick is Ibuki's best air-to-air. It will slam the opponent into the ground if it connects.

Jumping Hard Punch is Ibuki's best jump-in attack if you're not relying on her target combos.

Neutral Jump Medium Kick is the best air-to-ground counter move.
Special Moves


An aerial dagger toss where the button pressed determines the thrown angle. Ibuki has a lot of recovery on these kunais, so you're going to have to be very careful when you throw them.

The kunai has two uses. The first is to use the Hard Kunai at long range to chip opponents. The second is to use the Light Kunai to mix the opponent up on wakeup. There are two main methods for mixing up with the kunai, with the first being a low-to-the-ground instant air kunai and the second being a maximum height Light kunai.

For the second method, you must perform it just as the opponent is standing up to make it as ambiguous as possible. It doesn't matter if you use the first technique or the second as a badly timed kunai that misses the opponent will get you killed.

Keep in mind that despite this move's "projectile" status, it is not classified as a projectile by the game engine. This means that normal and special moves can actually knock away your kunai. For this reason only it's a really bad idea to try to use the Kunai as a jump-in attack, because anti-air special and normal moves will blow through it.

EX Version: EX Kunai throws out two kunai at a very shallow angle. This is only really useful for chip damage or to break through armored moves chasing you such as Boxer's EX special moves.

Ibuki flips through the air with this special move, but there's really no use for it as Ibuki's regular jump does the job just fine when it comes to crossups and kunai throws.

It's possible to ambiguously cross up with kunais using this move, but the slow travel speed through the air makes it almost impossible to apply after a knockdown.

Neck Breaker


A sliding attack that breaks the neck of the opponent and performs a hard knockdown. This is Ibuki's choice move as a combo ender since it gives her a lot of time to choose her mixup options. This move must be blocked low. Don't try to apply it outside of combos or punishes, because you can be punished very badly if this move is blocked.

The Light Neck Breaker travels the least distance, but all versions have the same startup time. Despite the fast sliding speed of the move, the startup is rather slow.

EX Version: EX Neck Breaker is completely invulnerable to projectiles for the entire duration of the move, making it a top anti-projectile option. It doesn't start up any faster than the regular Neck Breakers though.

This version also does more damage than the regular Neck Breaker, but it leaves you much farther away from the opponent after the knockdown.



Despite the animation of the move, this special attack is not a grab. Because it has non-grab properties, it is possible to apply it in ground juggles. It also means that the move is blockable (and it is very unsafe on block). This move doesn't build much meter on whiff, but it's still a meter building option at long range.

While the uses for this move are limited, it has complete throw invincibility, making it a wakeup option if you are certain that the opponent is going for a throw or a command throw. It can also be applied if you trick the opponent into thinking you are going to throw them, then counter-hitting them with this move instead.

Raida knocks the opponent very far away, meaning that it's good for cornering opponents or giving yourself some breathing room if it lands. It does a hard knockdown though, forcing you to dash or use Kasumi Gake to catch up to them.

The hitbox on this move has really good priority and is active for a long time, so if you need to counter some sort of attack at short range then Raida can help. Just be wary of the whiff recovery.

EX Version: EX Raida has almost the exact same properties as the regular Raida except that the hitbox has even more priority than before. It also does more damage, so if you really need to eke out the KO then use this move in juggles instead..

Kasumi Gake
Ibuki's teleport dash is mostly used to catch up with the opponent after a knockdown or as a very sudden surprise move into a throw. The easiest example of the first use is after a backwards throw.

The other use for it as after canceling it from the first hit of an anti-air juggle with Agemen. This allows followup juggles but requires quick reactions and confidence in your anti-air abilities.



Ibuki's regular Kazegiri doesn't see much use because of the lack of strike invulnerability and her better combo enders. The attack is completely invulnerable to throws making it a possible though very risky wakeup option.

If you want to counter throws on wakeup, then this move will work. However, the Light Kazegiri is the only one fast enough to be a threat against mixups. You can FADC this move at the beginning to make it safe if you want to make a guess on wakeup.

EX Version: EX Kazegiri is completely invulnerable on startup and can be FADCed like the normal versions. this is Ibuki's best reversal and another anti-air option.

At the peak of this move, you can throw a Kunai. In order to make sure your landing is ambiguous if your EX Kazegiri is blocked, you'll want to delay the timing of the Kunai throw as much as possible. This doesn't defend against Focus Attacks, but it might buy you enough time to check the opponent's actions and escape when you land.

or    then   or
120 / 90
140 / 110


This is Ibuki's most important special move, as it's the core of her knockdown, chip damage and meter building game. The Light version only allows two hits, but it starts up the fastest allowing for a tighter blockstring from standing Medium Kick or Spin Kick.

While just throwing out the Tsumuji by itself is a bad idea, buffering from Ibuki's good cancelable normals makes it a great move. It's safe on block and if you manage to land a chance hit it leads into the all-important knockdown for Ibuki (provided that the Medium or Hard Tsumuji was used).

Medium and Hard Tsumuji start up a little slower, but you can input the second command listed above to have Ibuki either complete the slices or knock the opponent down with a sweep. The second option is far more important since Ibuki needs the knockdown more than any other character in the game to be successful.

EX version: EX Tsumuji doesn't offer any extra time to attack the opponent on knockdown. What it does offer is a free juggle into extra damage in the corner, which is its only real use.



Hien has Ibuki jump into the air for a double-hitting overhead attack. After it makes contact with the opponent and Ibuki jumps backwards, she can throw a Kunai to cover her escape.

This is a move you'll want to use sparingly though. Any character with a strong long range punish move will be able to punish you (and go through or under your kunai). Almost every character has an answer to a blocked or incoming Hien.

Hien is a very popular damage reset option since it's not possible to combo into it. The Light version starts up the fastest but is the most unsafe on block, so you'll have to choose your options wisely.

EX Version: EX Hien will auto-track to the opponent's position and then perform a damaging knockdown. It's almost impossible to punish this version of the move on block outside the corner because Ibuki will land so far away. It also does a ton of chip. An overall great option against a lot of slow characters.

Super and Ultra Moves

Super — Kasumi Suzaku


Ibuki's Super can only be used in the air, but it doesn't deter its usefulness. the main situations and methods for using Kasumi Suzaku are:
  • Canceling from Hien.
  • Canceling from Kazegiri.
  • After a super jump-canceled close standing Hard Kick or Target Combo 4.
  • Guaranteed chip damage.
You can use this Super at the very beginning of your jump or as high in the air as you need to be. The button pressed determines the angle of the Kunai being tossed, making it the exact same as your Kunai special move. This is important for when you want to chip the opponent.

Ultra 1 — Yoroitoshi
Ultra 1


Ibuki's Yoroitoshi is not an instant-grab Ultra, meaning that opponents will be able to jump out after the cinematic begins. This means that in order to land this Ultra, you must land it as a punish against a move with frame disadvantage. An easy example is Adon's Jaguar Kick.

This Ultra does have a lot of range though. Also, if it doesn't make contact, Ibuki will throw out a huge projectile that is hard to avoid and will catch anyone who neutral jumped to avoid the Ultra. This projectile is unsafe if it's blocked at close range though.

Ultra 2 — Hashinsho
Ultra 2


Ibuki's main comboable Ultra, though it requires a difficult Super Jump Cancel(SJC) to land. It's possible to SJC into this move from a couple of moves, the most popular being standing Medium Kick. To learn about SJC, read the section about it near the end of the page.

Another feature of this Ultra is its full projectile invincibility, which allows Ibuki to punish projectile throwers even more heavily than before. The range of Hashinsho is also much farther than it appears, which makes it much more reliable as a punishing tool.

Target Combos
Target Combo 1 [Air Only]
Ibuki's most damaging jump-in target combo. Works great for breaking anti-air focus attacks or for attacking opponents who crouch too early.

The only downside of this Target Combo is that on small characters the second hit tends to whiff. In those scenarios, it might be a better idea to try a different aerial target combo.

Unique to this Target Combo is the fact that you can use it no matter which direction you jump.
Target Combo 2 [Air Only]
This is a very reliable double hitting aerial target combo that can be used for angled jumps only. This isn't as damaging as Target Combo 1, but its reliability in hitting small characters counts for more in fights.
Target Combo 3 [Air Only]
Ibuki's third aerial target combo doesn't do as much damage or hitstun as the first two target combos, but it's great for crossups (or fake crossups). Ibuki's already has a very confusing crossup game, so this is another trick to use.

Like Target Combo 2, this can only be used during an angled jump.
Target Combo 4
Ibuki's most important target combo. The last punch is special cancelable, setting up easy knockdowns with Neck Breaker and other moves. It's Ibuki's best punish option on the ground and is very easy to link into after a crossup.
Target Combo 5
No real use for this target combo. The end isn't special cancelable, you have to begin the target combo at mid range which is awkward, and if you've managed to get close enough for a far standing Light Punch then you'll want to be linking into standing Medium Kick instead.
Target Combo 6
This target combo offers a reset opportunity for Ibuki, but it's largely avoided because you tend to always land in front of the opponent while he has just recovered. This target combo is also very dangerous to use against anyone with a dragon punch or invincible anti-air reversal.
Target Combo 7
The initial kick for this target combo has great range, and the next hit is an overhead. An underused target combo.
Target Combo 8
This target combo suffers the same problem as Target Combo 6 in that you are sacrificing damage and a knockdown at point blank range for a potential reset.
Target Combo 9
The really good part about this target combo is that you can stop at the Medium Kick and cancel it into a special move. This makes the initial chain an easy hit confirm for Ibuki, though she tends to have better normals than her standing Light Kick for confirming at that range.

Another bonus of the initial part of this target combo is that it makes Super Jump Canceling into Ultra 2 extremely easy.
Target Combo 10
A really great target combo when fighting against Focus Attack abusers. Ibuki's sweep has good range and the second part of this target combo is jump-cancelable just like Target Combos 6 and 8.
Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Cancel into Medium Tsumuji (Knockdown)
6 Hits
158 damage
Ibuki's bread and butter combo. Can do either this or Target Combo 4 is a Kunai lands.

Target Combo 4
Cancel into EX Neck Breaker
6 Hits
252 Damage
Ibuki's most basic punish combo.

Cancel into Hard Tsumuji (Knockdown)
5 Hits
226 Damage
Standing Medium Punch is a great frame trap move for Ibuki.

Cancel into Hard Neck Breaker
2 Hits
190 Damage
Crouching Medium Punch is a great move to option select with.

4 Hits
123 Damage
Untechable knockdown combo. Standing Light Punch whiffs on some characters while they are crouching.

Hammer Kick
Cancel into Hard Tsumuji
6 Hits
225 Damage
One of a couple of combos after an overhead.

Agemen (first hit)
Cancel into Medium Kasumi Gake, juggle Hard Kazegiri
4 Hits
190 Damage
Anti-air juggle combo for Ibuki.

Target Combo 4
Cancel into EX Tsumuji, juggle EX Raida
8 Hits
315 Damage
One of Ibuki's many corner combos.
Ibuki General Strategy
Ibuki has a very specific range in which all of her pokes are very effective. That range is where her far standing Light Punch will be blocked by the opponent. From there, Ibuki can perform all her overheads and mid-range target combos with ease. It's also the best range for her to jump so she can land a crossup (or fake crossup).

Once you knock the opponent down, it's all about the Kunai toss. The Light Kunai is the one you will be relying exclusively on as you cross up for an attack. The opponent will have to watch Ibuki carefully to see which way to block, which is not easy. If the opponent tries to Focus->Backdash out of the Kunai, try to chase them down with your Slide.

It's important as well not to get knocked down with Ibuki. Her low stamina and stun coupled with bad reversal game will always be a factor in a match, so it's best not to try too many gambles against characters with strong knockdown games.

Ibuki SJC into Ultra 2
If you want to do the Super Jump Cancel into Ultra 2 from a standing normal attack, simply do the two quarter circles in such a way that the first quarter circle ends in an up-forward position. The notation shows the movement below.

If you want to Super Jump Cancel from a crouching normal attack you'll want to pump out the motions extremely quickly. This is difficult to do, so most players add links to combos to give themselves more time to pump out the Ultra motions.

Canceling into Ultra 2 from Ibuki's Target Combos is easy because you can tactically perform quarter circles while continuing the combo and complete the motion above. Be sure to remember that during Target Combos 4 and 9 (MK).

Other Resources and Credit
You can find more information about playing Ibuki on the Central Character Discussion Thread on the forums
Contributions to this guide by Nyoro, Robofobe and Slidikins.


Blanks said on March 29, 2010 at 7:29 p.m.

Ibuki looks pretty good, but needs more special moves.

DarkBurialX said on March 29, 2010 at 9:27 p.m.

I'm trying to play as C.Viper so I can main her. Now I want to try Ibuki since she's like C.Viper with a Super Jump. Can't wait for this game to come out.

Blanks said on March 30, 2010 at 5:42 p.m.

I was kidding...
8 special moves, 9 target combos, 7 unique attacks, an air throw and a super jump. This is probably killing Guile users. :P

Bibuki said on March 30, 2010 at 7:17 p.m.

yeah dude as a Guile-only user I'll have a really hard time maining her for the first couple of months. But I think that it's obvious that she has a huge potential.

Juri_Han said on March 31, 2010 at 6:17 p.m.

i'm a vega-ken player (main vega) and i'm just looking forward to JURI and GUY!!! not because of there moves or similarities to vega and ken but because i like them as a character, and even if i'm awful wit them i'll still play them till i'm good with them

Funkenstein23 said on April 3, 2010 at 6:21 p.m.

I've always liked Ibuki, and I look forward to playing her. That being said, rumors that she plays like Viper are rather unfortunate for me. I am AWFUL with Viper, and I'd rather that not carry over to the kunoichi school girl

Bibuki said on April 14, 2010 at 6:12 a.m.

I'm pretty sure she won't be as hard to use as Viper. thank god she doesn't have those fake cancel to shorten normals' animation. that's what kept me away from Viper. I'm sure if you main Viper you have to buy a new stick every 6 months.

Ibuki seems more straight forward, with a big potential to go fancy on her opponents.

chibitenshin said on April 19, 2010 at 6:32 a.m.

@ Funkenstein23

She is definatly not an average shoto character, but she isn't like C. viper at all(I mained Viper and now I play Ibuki all the time). Viper has a steep learning curve, but Ibuki seems to start easy. Only her advanced combo's are really hard and SJC and feints aren't that important.

chibitenshin said on April 20, 2010 at 2:42 a.m.

For the people who want to learn Ibuki:

FernieBoy420 said on April 21, 2010 at 12:20 p.m.

Even if Ibuki is like C. Viper or vice versa, learning Ibuki in this street fighter is going to be a challenge. Basically i was learning her in Third Strike but haven't mastered her so looking forward to getting the job done. But the good thing about the similarities both potentially have it will give those the opportunity to raise their skills and possibly have what it takes to pick up C. Viper or Ibuki (for C. Viper players) along the way. That's the way I see it.

MrBoxes said on April 22, 2010 at 4:36 a.m.

I wish the frame data was out for the new characters already. I'm trying to play ssf4 seriously without the info but it's annoying. someone update this now!

Hamza said on April 26, 2010 at 5:31 p.m.

Ibuki is a beast O_O. Those target combos do a hella damage.

Hamza said on April 26, 2010 at 5:37 p.m.

Not to mention that her U1 is a command grab. She's like a mini zangief with projectiles and huge mobility once she gets ultra. Definitely the cream of the crop.

Sakura said on April 26, 2010 at 6:14 p.m.

^ her command grab can be jumped out of...

HiggsBoson42 said on April 27, 2010 at 2:02 p.m.

Ibuki has been really underrated. I think she going to be than Dudley.

benjee said on April 27, 2010 at 3:32 p.m.

@14 :
Her projectiles sux.

@16 :

Nice engrish + It's not her that is underrated, it'es Dudley that is overrated.

merc9nine said on April 28, 2010 at 11:19 a.m.

raida is such a nasty move. beats nearly everything except block and is relatively safe for such a great move. after knock down ill just dash forward and raida them on wake up, if they try to dp out of it they get hit, jab...they get hit, throw, they get hit, jump, they get hit. it almost makes their only option on wake up is to block.

could just be that ive only played it one day. anyone else finding this move to be as nasty.

HiggsBoson42 said on April 28, 2010 at 11:44 a.m.

It true that Dudley is overrated and the her projectiles such at being used as typical projectiles. However she has good combos and has an Akuma like projectile cross up ability.

Hamza said on April 29, 2010 at 3:37 p.m.

@Sakura. Nop, it can't be jumped on reaction.
@Benjee. You don't know how to use it effectively.

shannaro1992 said on May 1, 2010 at 8:10 a.m.

Hello people! I've NEVER played third strike before so all the 3S characters confuse me :/. I've been trying on Makoto and I think she's awesome. But now I also want to give Ibuki a try. As Makoto, my mind set was like a combination of Cammy and Zangief. Who should I think about when playing Ibuki? Which character is her style closest to? What kind of shennanigans should I go through to play her effectively?

Just a side note, I think Ibuki is a very popular character in this game. I see her a lot online. Still, I have yet to figure out how to play her effectively.

PorkedRice said on May 1, 2010 at 9:55 p.m.


I've never played SF3 either but I've been using Ibuki for a while now and I've have a feel on how to use her effectively (but that's talking about from my play style).

Her strong points are her mix-up game and her target combos.
The LP>MP>HP target combo is move cancel-able, which is good for linking her energy grab or other moves. I haven't experimented much with her jump target combos, but I'm pretty sure one of them is like Chun-Li's jump target combo, where you have to block high for the second hit. The jump-in LK>towards MK is the easiest, but weakest while the jump-in HP>towards MK is the hardest (due to late HP animation) and most damaging. Her LP>MP>down HK>HK and HP>down HK>HK are the main target combos that I use. The down HK does perform a sweep, which knocks them down, but the HK after that RESETS the opponent. You can stop the target combo at down HK to start your wake-up mix-up game and mix between from stopping it at down HK or resetting it. Another thing to confuse the opponent with is to high jump after those target combo, so you would either end up on top of the opponent for more mix-ups or retreat to safety.

Her mix-up games are fun since you have so many choices. Her overhead kick has a really slow animation, but if you time it right, you can jump over some moves (Fireball, sweep, anything in the low to mid range attacks) and it is possible to link after the overhead with a sweep or other strikes. After a sweep, you can dash in, and when the opponent wakes up, you can jump backwards and throw a kunai.
Her EX neck breaker is also a good choice but somewhat risky. It does go under some projectiles, but it can be blocked low and punishable.

It's not really a good guide yet since I've been only playing as her for like two days, but it's just fun to mix-up and keep close to the opponent.

JungleMan said on May 2, 2010 at 11:04 a.m.

how do you use the tsuijigoe (jump flip) and the Kasumi Suzaku (hyper dagger throw) combo? It seems whenever i try to use it, Ibuki faces the wrong direction.

shannaro1992 said on May 2, 2010 at 4:50 p.m.


So basically, Ibuki is like a combination of C.Viper and Akuma. Ibuki's super jump mix-up and target combo shennanigans are what I need to mainly work on to be successful then. Thanks a lot. Although I'm kind of worried about the fact that she not only has low health, she's also easy to dizzy. That's gonna be a pain.

Bibuki said on May 3, 2010 at 7:48 a.m.

I like Ibuki for all her options. But for a character that has to be in her opponent's shorts (more like hit-and-run actually), nearly all of her specials are unsafe, high risk high reward style. And she doesn't have any reliable reversal. Her pokes are also pretty average. Basically, what you want with Ibuki is fishing for knockdowns. Once you score a knockdown, then you're in your element.

So far I have problems against characters with good defense obviously, like Deejay and Cody... well these two have good everything anyway. Actually I don't think Ibuki has matchups in her favor that much, but all around 5-5, which is a good thing (I know the game is all fresh and we don't know much, but we can speculate using some logic). I'm still not sure if I'ma stick with her. I may switch to Guy, or Deejay.

BisonShouldHaveHadoukens said on May 4, 2010 at 4:35 a.m.

Ibuki is insanely good. Any doubters need a slap. Her mixup game is probably the best in the game. Yes, she has low stamina, but she has enough tools to deal with any character in the game.

JungleMan said on May 6, 2010 at 2:45 p.m.

this makes no sense: Her command forward dash can go through the opponent, but not fireballs. What's up with that?

Bibuki said on May 6, 2010 at 3:20 p.m.

you can't ask for everything dude. she has tons of options already. more stupid is her kunais stopped by jabs haha, but that's part of the balance.

JungleMan said on May 6, 2010 at 6:05 p.m.

what is the purpose of the illusion dash? The recovery time is too slow to make it useful as a cross up move. And you can't use it to escape grabs, because once the opponent inputs the grab command, it automatically reverses once you dash to the other side. The only thing it can do is cover ground quickly, but the regular forward dash can do that also. I just don't get it.

JungleMan said on May 6, 2010 at 6:12 p.m.

what do you guys think about the Ibuki-cammy matchup. It seems that cammy's recovery is faster on every move, and there's really no way to damage her.

shannaro1992 said on May 8, 2010 at 8:35 a.m.

I think the Cammy vs. Ibuki match-up is pretty interesting. Cammy is my second main and I've played quite a few Ibuki's online. She seems pretty popular. Anyways, it's pretty even if you ask me. I found that Ibuki's Kunais can be beaten by Cammy's Spiral Arrows. Contrastly, Ibuki's Neck Breaker beats Spiral Arrow. Ibuki's super jump can get her places where Cammy can't but Cammy is overall the faster character on the ground. Both suck at defensive tactics but have massive offence capabilities. It all depends how each player use each character's offence powers. Whoever makes the first big mistake will probably lose.

EclyD said on May 8, 2010 at 5:33 p.m.


From what I've done with the Illusion Dash, its possible to dash past certain moves. I've only done it by mere chance though. If some finds the timing of when to dash and what moves you can get past without being hit, then I think it would serve a good purpose.

DevilJin01 said on May 10, 2010 at 10:21 p.m.

Read this if you need help learning Ibuki.

Make an account and ask questions there if you want or just ask here whichever.

Her HK command dash is good when u use it along with her LK and MK command dashes to confuse the opponent into reacting at the wrong times and to keep u close to the opponent. U can also use HK command dash to escape bad jump ins or people trying to push u into the corner with bad jumps. If u see the opponent is going to miss their jump in at all HK command dash is a free out. Like the guy said above...HK command dash will also go through moves with long start up like EX green hand or EX messiah as long as you are near the opponent when they start them.

Flip said on May 11, 2010 at 4:01 p.m.

funny mix-up block string that was used against me,

jab,jab, illusion dash cross up, jab, illusion dash cross into a raida.

it gave me a good laugh and the guy kept switching it up with stuff like that

merc9nine said on May 13, 2010 at 9:02 a.m.


yeah you should probably switch to guy.

bananainsaneface said on June 10, 2010 at 2:57 p.m.

I heard she has an infinite. Anyone got any info on that?

CONSTvariable23 said on June 11, 2010 at 2:24 p.m.

She doesn't have an infinite. She has a combo that ends with a reset (you get hit in the air but land on your feet) and her in the air above you ready to land a kick and start the combo over again, but she can *only* keep doing this if you don't block. A lot of scrubs on the receiving end of this think it's an infinite because it looks like one, but in reality they just fail at Street Fighter. Even if they don't know about resets, even if they don't notice the constant "(whatever) Hit Combo" messages during the "infinite", for them to think it's an infinite means they aren't even *trying* to block once it starts, just sitting there with their hands off the controls looking stupid. And there's really no possible excuse for that.

JungleMan said on June 11, 2010 at 7:03 p.m.


You're way to angry. Have sex with a woman, and see if the "infinite" / "combo-reset" doesn't seem less important.

CONSTvariable23 said on June 11, 2010 at 8:36 p.m.


And you're way too interested in how I feel. If you didn't obviously have some experience playing Ibuki, I'd suspect you got fooled by said reset trick, heh. Anyway, I'm not that angry about it specifically, I just had a bad day and took the opportunity to vent some steam. It's no biggie.

Drippy_Nozzle said on June 14, 2010 at 2:23 a.m.

Been playing quite a bit of ibuki of late and have found a nice trick to bust out in games...
SJC into ultra 2 is really easy to do. It may, at first seem difficult, but once you've done it a couple of times, you'll realise the timing, and see that its really not hard. I like LK, MK, SJC ultra 2. It's pretty easy to land a LK, so this is utmost punishment for your opponent making a small error. Learn it, use it, love it.

CONSTvariable23 said on June 18, 2010 at 8:35 a.m.

I'd like to retract my earlier comment. Looking at it with a clear, cool head, I realize now how incredibly dickish it was, and am ashamed :(

MB56 said on June 28, 2010 at 11:02 p.m.

I find sjc into ultra 2 extremely hard to do (ive only done it once by luck and spamming in trial). I'm up to Ibuki's last trial but it's just so hard and frustrating...My problem is that she keeps cancelling into another move instead of ultra (like illusion dash or dragon kick). Can u please give me a tip to stop that? ill greatly appreciate any advice

MB56 said on July 1, 2010 at midnight

lol nevermind just finished her trial today

NovaMage said on July 15, 2010 at 3:54 p.m.

Her raida is kind of a counter-throw move. Meaning... you can grab Zangief's Ultimate Atomic Buster or T.Hawk's Double Typhoon, Raging Typhoon, and mexican typhoon with it. All you need is to start the move "slightly" (like a frame or so) before the other guy does. With the right distance it is only slightly punishable, the EX version is less punishable.

It works great, even if the character is on the ground and just waking up into their ultra combo.

You can also do the same with the yoroitoshi ultra, with the proper timing. But it's rather risky if you fail.

It does not work against most reversal moves (like shoryuken for example), although i know i have grabbed t.hawk's TomaHawk rare times.

Drippy_Nozzle said on July 16, 2010 at 2:10 a.m.

@ #43 dang i got in there late!
My hot tip for ibuki SJC into ultra 2 (for any1 else who has trouble with it)-

I find that I have this most consistently by completely disregarding the SJC. Sounds strange, but for some reason i find if I just "pretend" i'm doing like a standard super cancel but with a slightly sloppy motion and 3 kick buttons, the ultra comes out. It doesnt feel like i've done an SJC but somehow it does. First time I did I thought you could just combo straight into ultra!! Don't buffer the first quater circle forward while hitting another button, as ibuki has far too many special moves and as MB56 says you often get one of them, but instead as soon as the startup of the move you wish to cancel from has begun, perform a really quick ultra command, and if your a bit sloppy with your execution and finish with the stick in an up position ultra 2 will combo on. This will take practise guys but don't give up, its such a great tool that she has.

when your confident, try this vortex string;
1. Non techable knockdown (I use neckbreaker). The vortex MUST start from a non techable knockdown. It MUST. Its the only way to get the kunai to strike at the appropriate time.
2. SJ (ordinary jump will work if you are close enough, say if you knock em down with a c-HK) over your still knocked down foe and release a LP kunai at the peak of the jump.
3. Upon landing on the other side of the opponent, the vortex has been established, and a very difficult blocking situation arrises. You have to pause slightly so ibuki can recover, but then you can launch into a target combo, which WILL COMBO WITH THE KUNAI. Finish the target combo with a neckbreaker to set the vortex immediately again, or SJC into ultra 2 for some seriously flashy stuff.

Sorry for the long post, but I felt somebody should mention the vortex. If any1 wants to know more about it just post and I'll try and explain. Don't hope to master these 2 techniques immediately, but with practise consistency can be achieved.

ibukitj said on July 25, 2010 at 1:39 p.m.

my favorite super street fighter 4 charcter is ibuki

TheCreator said on August 17, 2010 at 10:19 a.m.

where is the costume colors? UPDATE THAT SHIZZZZ

Drippy_Nozzle said on September 1, 2010 at 2:51 a.m.

Hi again, I've been practising with Ibuki some more, and have come up with a cool mix up strategy;
Target combo 6 (the launcher 1), instead of the predictable jumping attack follow on, try an SJC into HK illusion dash. The timing is a bit funny, but its immediately after she resets the opponent, perform a D-DF-F-U+HK to dash under the airborn opponent and to the opposite side. If they start blocking this, try a medium dash, which will stop infront, instead of going right over.

ShinobiShiranui said on October 26, 2010 at 4:24 p.m.

I just thought of some buffs or improvements for Ibuki

-Ultra I (make it two quarter circles forward + PPP) and easy to combo with all her target combos

-Ultra II (same as above all here target combos to combo into it without super jump cancel)

-Allow here Kazegiri to do 4 hits on all (LK, MK, HK) and the EX 5 hits

-Kasumi Suzaku- Allow her to throw more knives as you hit the punch buttons

-Kubiori- allow it to slide under all projectiles on normal and EX

-Hien (make it faster)
-give here another Target Combo with her High Kicks

These are just some thoughts maybe they can be added to make Shinobi Ibuki sugoi!!!!

Drippy_Nozzle said on November 4, 2010 at 2:03 a.m.

Filthy ibuki links:
c.lp, c.lp,
^Bit hard. Crouch combo to sweep.
c.lp, s.lp, c,hk
^Easier, works on standing opponents. (far s.lp), s.lp,
^Bigger hitbox characters, standing opponents punch target combo link into sweep., s.lp, SJC ultra II
^Can cancel into any special move off the medium kick, I just put SJC cuz its also an option.

SeedyROM said on February 24, 2011 at 12:33 a.m.

Here's a tutorial video I made showing a new Ibuki vortex idea. It does a good job of tricking your opponent into thinking you're staying on the ground instead of going for an air kunai. Check it out.

Advanced Ibuki Vortex: Sazan (DF+MKslide )

bullitt23 said on July 8, 2011 at 6:46 a.m.

@48 although i love ibuki, all those buffs would make her too powerful. I mean a few of them would be good as she does need some boosting in areas but all those things would make her the next yun, especially every target combo's comboing into her ultras. I do like the ultra 1 input change and ex-neckbreaker avoiding projectiles.

I also think the raida or atleast the ex-raida should be like gief's and hawks command grabs, e.g. unblockable, as they need to be close up aswell for it to work, maybe the recovery frames added to normal neckbreaker to avoid people whiffing neckbreaker's in order to spam them, and making them more tactical.

JungleMan said on July 10, 2011 at 3:16 p.m.

Ibuki is the most punishable character in the game. She requires flawless execution, and if you mess up, you get punished.

Kennn said on July 26, 2011 at 1:03 p.m.

#48 he wrote that a very long time ago:)

xoverlord1022x said on August 4, 2011 at 6:56 p.m.

yay ibuki updated for ae keep up the good work hubs :3

Spabobin said on October 9, 2011 at 8:58 p.m.

(This user was banned.)

SgtKonus said on October 6, 2012 at 6:31 a.m.

Ibuki's command dashes are essential to her gameplay, her command jump useless.

XDrReaperX said on March 22, 2014 at 9:33 a.m.

great character with mixups on wakeup :)


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