Ibuki's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 3:56 p.m. PDT


Ibuki's Frame Data Street Fighter X Tekken v2013


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Normal Moves
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Far LP H 30 3 2 9 +7 -1 - -
Far\Close MP H 60 5 4 11 +6 +2 - -
Far HP H 90 10 4 23 -2 -7 - -
Far\Close LK H 30 4 4 9 +4 0 - -
Far\Close MK H 60 5 4 14 +3 -1 SM,EX,SA,jump Requires d,u to jump cancel
Far HK H 90 11 3 23 -1 -6 - -
Close LP H 30 3 2 10 +5 +1 SM,EX,SA,CA,jump Requires d,u to jump cancel
Close HP H 50,40 8 4 26 -2 -8 1st hit SM,EX,SA,CA,jump forces standing, requires d,u to jump cancel
Close HK H 50,40 7 4 23 floats -7 2nd hit jump -
Crouch LP H 30 4 3 7 +7 +3 SM,EX,SA,CA,jump Requires d,u to jump cancel
Crouch MP H 60 7 5 14 +2 -2 SM,EX,SA,CA,jump Requires d,u to jump cancel
Crouch HP H 90 10 3 21 +2 -4 jump -
Crouch LK L 30 4 2 10 +5 +1 SM,EX,SA,CA,jump Requires d,u to jump cancel
Crouch MK L 60 7 5 17 -1 -5 - -
Crouch HK L 90 7 2 26 sweep knockdown -8 - -
Jump up LP M 40 5 9 until ground+4f +12 +4 - -
Jump up MP M 70 6 7 until ground+4f +16 +5 - -
Jump up HP M 100 10 5 until ground+4f +20 +8 - -
Jump up LK M 40 5 12 until ground+4f +12 +4 - -
Jump up MK M 70 6 7 until ground+4f +16 +5 - -
Jump up HK M 100 8 3 until ground+4f +20 +8 - -
Jump forward LP M 40 5 6 until ground+4f +12 +4 - -
Jump forward MP M 70 6 8 until ground+4f +16 +5 - -
Jump forward HP M 100 12 4 until ground+4f +20 +8 - -
Jump forward LK M 40 4 8 until ground+4f +12 +4 - -
Jump forward MK M 70 6 5 until ground+4f +16 +5 - -
Jump forward HK M 75 7 5 until ground+4f +20 +8 - Ground bounce on airborne foes
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 100 7 7(2)8 39 knockdown -24 - Similar to EX Kazakiri, full body invulnerability frames 1-8, airborne frames 10-49
Yami Kazura throw 130 5 2 20 - - - -
Uki Yami throw 130 5 2 20 - - - -
Tobizaru throw 190 5 2 until ground+4f - - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Agemen H 30,30 7 5 13 +2 -2 1st hit SM,EX,SA,CA Upper body invulnerability frames 1-11, knockdown on airborne foes
Backhand Punch H,H 90,40 6 22 24 knockdown -6 - -
Spin Kick H 60 4 3 13 0 -1 SM,EX,SA,CA -
Reverse Spin Kick H 60 11 2 17 0 -4 - Knockdown on airborne foes
Hammer Kick M 50 23 2 17 +5 -4 - Airborne frames 3-28, knockdown on airborne foes
Sazan L 60 8 11 11 -3 -7 - -
Bansho Kick H 90 14 2 20 +2 0 - Slip (+29) on Counter Hit, airborne frames 6-31, knockdown on airborne foes
Target Combo 1 H 60 4 7 until ground+4f +16 +5 - -
Target Combo 2 H 90 4 5 until ground+4f +20 +8 - -
Target Combo 3 H 60 4 7 until ground+4f +16 +5 - -
- H 30,30 6 3 3 +1 -2 - requires d,u to jump cancel
Target Combo 4 H 90 3 3 3 +4 +1 - Forces standing on hit
- L 90 5 2 2 hard knockdown -5 - -
Target Combo 6 H 90 5 1 1 hard knockdown -6 - -
- H 60 5 3 15 +4 0 - -
Target Combo 5 H 30 5 4 14 +2 0 - -
- H 60 11 2 17 0 -4 - -
Target Combo 7 M 60 27 2 12 +7 +4 - -
- L 90 5 2 26 hard knockdown -5 - -
Target Combo 8 H 90 5 1 - hard knockdown -6 jump -
- H 60 5 4 18 +1 -4 SM,EX,SA,CA,jump requires d,u to jump cancel
Target Combo 9 H 90 5 1 - hard knockdown -6 jump -
Kunai H 30 8 - until ground+16f knockdown - - -
Kunai EX H 70,70 10 - until ground+9f knockdown - EX Kunai (after peak) -
Tsuijigoe LP - - - - 51 - - - Airborne frames 8-44, follow-up with Kunai possible at apex of jump arc
Tsuijigoe MP - - - - 55 - - - Airborne frames 8-48, follow-up with Kunai possible at apex of jump arc
Tsuijigoe HP - - - - 60 - - - Airborne frames 9-53, follow-up with Kunai possible at apex of jump arc
Neckbreaker LP L 160 16 10 16 hard knockdown -13 - Connects on grounded foes only
Neckbreaker MP L 160 16 12 17 hard knockdown -13 - Connects on grounded foes only
Neckbreaker HP L 160 16 21 19 hard knockdown -13 - Connects on grounded foes only
Neckbreaker EX L 200 16 14 19 hard knockdown -13 - Connects on grounded foes only
Kasumi Gake LK - - - - 21 - - - -
Kasumi Gake MK - - - - 23 - - - -
Kasumi Gake HK - - - - 25 - - - -
Kazakiri LK H 40x3 6 13 25 knockdown -18 - Airborne frames 9-35
Kazakiri MK H 45x3 8 13 28 knockdown -21 - Airborne frames 11-38
Kazakiri HK H 50x3 10 13 25 knockdown -18 - Airborne frames 13-37
Kazakiri EX H 40,30x2 6 7(2)8 39 -6 -29 - Airborne frames 10-49, recovery is cancelable into any diagonal jump normal move, Kunai, or EX Kunai on hit or block
Hien LK M 20,100 26 7 17 0 -31 Recovery: Kunai -
Hien MK M 20,120 28 7 17 -8 -32 Recovery: Kunai -
Hien HK M 20,140 29 7 17 -3 -32 Recovery: Kunai -
Hien EX M 20,50x2,60 38 active during jump 28 hard knockdown -25 Recovery: Kunai -
Raida LP H 140 2 5 27 hard knockdown -19 - Can be charged 51 frames for EX version or 100 frames for Super Art;
Raida MP H 140 2 5 29 hard knockdown -21 - Can be charged 51 frames for EX version or 100 frames for Super Art;
Raida HP H 140 2 5 29 hard knockdown -23 - Can be charged 51 frames for EX version or 100 frames for Super Art;
Raida EX H 140 16 5 34 hard knockdown -27 - Unblockable if foe blocks standing; Can be charged 51 frames for Super Art;
Tsumuji LK H 30x2 13 2(10)2 16 0 -3 - Knocks down airborne foes
Tsumuji MK H 30x2 17 2(12)2 14 +2 -3 - Knocks down airborne foes
- H 30 6 2 20 knockdown -7 - can be delayed, knocks down airborne foes
- L 50 9 2 15 sweep knockdown -2 - can be delayed
Tsumuji HK H 30x2 21 2(13)2 13 +3 -3 - Knocks down airborne foes
- H 30 6 2 13 knockdown 0 - can be delayed, knocks down airborne foes
- L 50 8 2 25 sweep knockdown -9 - can be delayed
Tsumuji EX H,(H or L),H 30x4 13 2(10)2(10)2(10)2 9 knockdown +4 - -
- H,(H or L),(H or L),L 30x3,50 14 2(10)2(10)2(10)2 11 sweep knockdown +5 - -
Yoroitoshi H 300 1 16(31)34 40 hard knockdown -34,-77 - 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-16
Yoroitoshi (projectile) H 25x6,7 47 34 38 -40 -77 - Knockdown on airborne foes
Cross Art H 150+ 7 4 63 switch -47 - 60 frame cinematic freeze before attack begins, full body invulnerability frames 1-9, airborne frames 36-50

Huge shout out to both Zukku and Street11 for letting us use the frame data.


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