Ibuki Frame Data

https://toolassisted.github.io/OKI/#IBK/

I’m going to be using all the move names from the in-game command list to reference most of her special moves.

1. F. Throw Setplay (+5/+64)

Ibuki is +5 after she lands a forward throw (quick rise).

3F Meaties (quick rise): f.HK (character specific), (Non-charged) VSkill, walk 1F -> cr.MP xx (EX) Kunai, cr.HK (unsafe on block)

If Ibuki lands a forward throw in the corner, she gains a few more meaty setups. If your opponent quick rises a forward throw in the corner, you can do an immediate s.MP xx LP kunai. If the s.MP hits the opponent, the kunai hits meaty and you can link HK/EX Kazekiri, CA, or VTrigger. If you want to get tricky, you can cancel the s.MP into MK Command Dash instead to cross your opponent up. She also gains a throw loop against 4F characters: After forward throw, walk 1F -> Throw.

[SEASON 2] (No quick rise) F. Throw, whiff f.HK, LK Command Dash (+5) -> s.MP (+5/+3), s.MK (+5/+2)

(No quick rise) F. Throw, whiff f.HK, LK Command Dash (+5) -> s.MP (+5/+3), s.MK (+5/+2) [SEASON 2] (No quick rise) F. Throw, whiff f.HK, MK Command Dash (+2) -> s.MP (+4/+2) (Not in range for immediate throw/to confirm other normals)

(No quick rise) F. Throw, whiff f.HK, MK Command Dash (+2) -> s.MP (+4/+2) (Not in range for immediate throw/to confirm other normals) (No quick rise) F. Throw, whiff (Non-charged) VSkill, LK Command Dash (+2), Throw/s.MP/cr.LK/cr.LP/s.LP

(No quick rise) F. Throw, whiff cr.HK, MK Command Dash (+5), walk 1F -> Throw/s.MP/s.MK/cr.LK/cr.LP/s.LP

2. B. Throw Setplay (+19/+78)

Ibuki is +19 after she lands a back throw (quick rise).

[SEASON 2] If Ibuki dashes forward after a back throw lands (quick rise), she is +3 because she has a 16F forward dash.

If Ibuki dashes forward after a back throw lands (quick rise), she is +3 because she has a 16F forward dash. [SEASON 2] 3F Meaties (quick rise): MP Kunai (links into CA anywhere on screen), Dash (+3) -> cr.MP xx , s.MK (the s.MK doesn’t hit if the opponent doesn’t press a button. Link into HK DP on CH)

3F Meaties (quick rise): MP Kunai (links into CA anywhere on screen), Dash (+3) -> cr.MP xx , s.MK (the s.MK doesn’t hit if the opponent doesn’t press a button. Link into HK DP on CH) [SEASON 2] (No quick rise) B. Throw, Dash, whiff s.MK, Dash, whiff cr.MP (+5) -> s.MP (+5/+3), s.MK (+5/+2)

(No quick rise) B. Throw, Dash, whiff s.MK, Dash, whiff cr.MP (+5) -> s.MP (+5/+3), s.MK (+5/+2) [SEASON 2] (No quick rise) B. Throw, Dash, whiff cr.MP, Dash, whiff cr.MP (+6) -> s.MP (+6/+4), s.MK (+6/+3)

(No quick rise) B. Throw, Dash, whiff cr.MP, Dash, whiff cr.MP (+6) -> s.MP (+6/+4), s.MK (+6/+3) [SEASON 2] (No quick rise) B. Throw, Dash, whiff cr.MP, Dash, whiff cr.MK (+2) -> Throw/s.MP/cr.LK/cr.LP/s.LP

3. LP Raida Setplay (+20/+79)

Ibuki is +20 after she lands a LP Raida. LP Raida is considered a grab so the opponent cannot back recover after getting hit by it.

[SEASON 2] If Ibuki dashes forward after a LP Raida lands (quick rise), she is +4 because she has a 16F forward dash.

If Ibuki dashes forward after a LP Raida lands (quick rise), she is +4 because she has a 16F forward dash. In the corner, HP/EX Raida have the same knockdown advantage as LP Raida does so you can end your corner combos in those if you want more damage.

[SEASON 2] 3F Meaties (quick rise): Dash -> Throw*, Dash -> s.MP (+4/+2), s.MK (+5/+2), cr.LK (+4/+2), cr.LP, s.LP, Slight pause -> df.MK

3F Meaties (quick rise): Dash -> Throw*, Dash -> s.MP (+4/+2), s.MK (+5/+2), cr.LK (+4/+2), cr.LP, s.LP, Slight pause -> df.MK *In Season 2, you have to walk 1F before throwing the opponent because you cannot immediately throw the opponent in a +4 situation (SFV does not allow you to throw someone on the first 2 frames of their wakeup).

Dash, f.MK will catch throw tech attempts after LP Raida lands.

[SEASON 2] (No quick rise) LP Raida, Dash, whiff s.MP, Dash, whiff s.HK (+2) -> Throw/s.MP/cr.LK/cr.LP/s.LP

(No quick rise) LP Raida, Dash, whiff s.MP, Dash, whiff s.HK (+2) -> Throw/s.MP/cr.LK/cr.LP/s.LP [SEASON 2] (No quick rise) LP Raida, Dash, whiff s.MK, Dash, whiff cr.MK (+2) -> Throw/s.MP/cr.LK/cr.LP/s.LP

(No quick rise) LP Raida, Dash, whiff s.MK, Dash, whiff cr.MK (+2) -> Throw/s.MP/cr.LK/cr.LP/s.LP [SEASON 2] (No quick rise) LP Raida, Dash, walk 1F, whiff throw, Dash, whiff cr.MP (+2) -> Throw/s.MP/cr.LK/cr.LP/s.LP

4. HK Kazekiri Setplay (+22/+27/+81)

Ibuki is +22/+27 after she lands a HK Kazekiri.

[SEASON 2] If Ibuki dashes forward after a HK Kazekiri lands, she is either +6 (quick rise) or +11 (back rise) because she has a 16F forward dash.

If Ibuki dashes forward after a HK Kazekiri lands, she is either +6 (quick rise) or +11 (back rise) because she has a 16F forward dash. [SEASON 2] 3F Meaties (quick rise): Dash -> s.MP (+6/+4), s.MK (+6/+3), cr.HP xx (back rise) Dash -> s.HP xx, cr.HP (+5/0) (You can link into HK DP/CA)

3F Meaties (quick rise): Dash -> s.MP (+6/+4), s.MK (+6/+3), cr.HP xx (back rise) Dash -> s.HP xx, cr.HP (+5/0) (You can link into HK DP/CA) [SEASON 2] In the corner, Dash, cr.HP after HK Kazekiri becomes even stronger (this setup meaties 3F characters on quick rise and back rise). On quick rise, the cr.HP is +2/-3 and on back rise, the cr.HP is +4/-1 (can link into s.LK on normal hit and s.MP/s.MK on CH).

In the corner, Dash, cr.HP after HK Kazekiri becomes even stronger (this setup meaties 3F characters on quick rise and back rise). On quick rise, the cr.HP is +2/-3 and on back rise, the cr.HP is +4/-1 (can link into s.LK on normal hit and s.MP/s.MK on CH). In the corner, Ibuki also gets another meaty after HK Kazekiri that hits 3F QR/BR. Fully charged VSkill will meaty both wakeups (-/-2 on QR and -/+1 on BR). If the opponent quick rises and presses a 3F normal, they will trade with the VSkill and will be put in a free juggle state (You can juggle anything after the trade).

You can also get tricky in the corner with LK/MK Command Dash gimmicks after HK Kazekiri if you’ve trained your opponent to not press buttons on wakeup. LK Command Dash stays in front while MK Command Dash crosses up.

[SEASON 2] (No quick rise) HK Kazekiri, Dash, whiff s.MP, Dash, whiff s.HK (+4) -> s.MP (+4/+2)/s.MK (+5/+2)/cr.LK/cr.LP/s.LP/Walk 1F, Throw

(No quick rise) HK Kazekiri, Dash, whiff s.MP, Dash, whiff s.HK (+4) -> s.MP (+4/+2)/s.MK (+5/+2)/cr.LK/cr.LP/s.LP/Walk 1F, Throw [SEASON 2] (No quick rise) HK Kazekiri, Dash, whiff cr.HP, Dash, Dash (+5) -> s.MP (+5/+3), s.MK (+5/+2)

5. EX Kazekiri Setplay (+26/+31/+85)

Ibuki has slightly more frame advantage (and the opponent is knocked a lot further from her) after landing an EX Kazekiri when compared to HK Kazekiri.

What you do after EX Kazekiri depends on what you want to prioritize:

Damage (Midscreen) EX Kazekiri, EX Airborne Kunai, LP/MP Ikkinage, Reload 3/4 Kunais (Corner) EX Kazekiri, Airborne Kunai Ikkinage, EX Raida

Pressure EX Kazekiri, MK Command Dash (+0)

Kunais EX Kazekiri, Reload 1/2 Kunai(s)

(Midscreen) EX Kazekiri, EX Airborne Kunai, LP/MP Ikkinage, Reload 3/4 Kunais (Corner) EX Kazekiri, Airborne Kunai Ikkinage, EX Raida EX Kazekiri, MK Command Dash (+0) EX Kazekiri, Reload 1/2 Kunai(s) If you land an EX Kazekiri with your opponent near the corner, you can do LK Command Dash to continue pressure (+3 on quick rise and +8 on back rise).

6. VSkill Setplay (Non-Charged: +26/+31/+85) (Fully Charged: +28/+33/+87)

(Non-Charged) VSkill has the same frame advantage as EX Kazekiri except the opponent is left closer to Ibuki.

(Non-Charged) VSkill Meaties: LK Command Dash (+3 on quick rise/+8 on back rise), MK Command Dash (0 on quick rise/+5 on back rise)

(Fully Charged) VSkill Meaties: MK Command Dash (+2 on quick rise/+7 on back rise), (Near corner) LK Command Dash (+5 on quick rise/+10 on back rise)

7. VReversal Setplay (+15/+20/+74)

[SEASON 2] Ibuki no longer gets setplay off of her VReversal in Season 2. Just back off, throw a kunai, reload a kunai, etc.

8. cr.HK (Crush Counter/No Quick Rise) Setplay (+67)

[SEASON 2] (4F Safe Jump) cr.HK, MK Command Dash, Neutral Jump Attack

(4F Safe Jump) cr.HK, MK Command Dash, Neutral Jump Attack [SEASON 2] cr.HK, Dash, MK Command Dash, LK Command Dash (+2) -> Throw/s.MP/cr.LK/cr.LP/s.LP

cr.HK, Dash, MK Command Dash, LK Command Dash (+2) -> Throw/s.MP/cr.LK/cr.LP/s.LP cr.HK, Dash, whiff s.MK, immediate LP Airborne Kunai (Avoids reversals, + on block)

cr.HK, MK Command Dash, whiff s.LK, immediate LP Airborne Kunai (Avoids reversals, + on block)