Ibuki Moves

How to play Ibuki in Street Fighter 5

Ibuki is a character who’s playstyle is focused on rushdown using mixups, setups and resets.
She can also (counter) poke a little bit with the use of Bonshogeri (forward+heavy kick) and kunai’s.
Her footsie game is hard to play though and she takes a lot of time to be effective with.

To achieve her goal Ibuki has to get in and start her pressure, this can be achieved by using kunai during a jump in, which is safe when spaced correctly(below the waist).
When they’re scared of the kunai you can get free cross ups using j.MK.
Or by using her space controlling normals to fish for a counter hit and get a knockdown.

She has access to a command dash and command jump for side switching shenanigans after knockdowns, certain combo enders and anti airs.
A lot of her normals can also be special dash cancelled so you can add some pressure through that, i wouldn’t recommend spamming the dash as it’s easy to see coming and react to.

One of her greatest strengths is her v-trigger, it’s quite versatile for it can function as a combo extender or ender which can result in even more mixups.
In the same v-trigger activation it’s even possible to use it to extend your combo and for a sideswitch setup at the end of it, flashy stuff.

So if you’re looking for a hard to play mixup/rushdown character that will take a long time to learn because of the many mixups and other tech, Ibuki is the character for you.

Scroll down to check out the Ibuki Moves and Hitboxes!

Stats:

Vitality: 900
Stun: 950
V-Gauge: 900
Forward Walk Speed: 5.2
Backward Walk Speed (Pixels Per Frame): 3.4
Dash Duration (Total Frames): 17
Dash Distance (Total Pixels): 125.48
Backdash Duration (Total Frames): 22 (Frames 1-2 throw invincible; frames 3-10 airborne)
Backdash Distance (Total Pixels): 94.798
Pre-Jump Frames: 3 forward, 4 neutral or backward
Jump Duration (Total Frames): 40
Forward Jump Distance (Total Pixels): 224
Backward Jump Distance (Total Pixels): 192

Normal Moves

Ibuki Light Punch Hitbox - Normal Move

Light Punch

  • 3 frame jab so great for mashing out of certain pressure.
  • Startup: 3
  • Active: 2
  • Recovery: 8
  • On hit: 3
  • On block: 2
  • Damage: 30
  • Cancels into: CH/SP/VT
Ibuki Medium Punch Hitbox - Normal Move

Medium Punch

  • Sees it’s main use in combos.
  • Startup: 5
  • Active: 3
  • Recovery: 10
  • On hit: 4
  • On block: 2
  • Damage: 60
  • Cancels into: SP/VT
Ibuki Hard/Heavy Punch Hitbox - Normal Move

Hard Punch

  • Combo filler.
  • Startup: 12
  • Active: 2
  • Recovery: 19
  • On hit: 0
  • On block: -5
  • Damage: 80
  • Cancels into: SP/VT
Ibuki Light Kick Hitbox - Normal Move

Light Kick

  • Basically has the range of a medium.
  • Great for whiff punishes.
  • Startup: 4
  • Active: 3
  • Recovery: 9
  • On hit: 0
  • On block: -2
  • Damage: 30
  • Cancels into: SP/VT
Ibuki Medium Kick Hitbox - Normal Move

Medium Kick

  • Great whiff punish in combination with her target combo.
  • Starts her mk > 2hk > hk target combo which can be followup by a command dash.
  • Don’t forget to always buffer crouching heavy kick during this move when whiff punishing
  • Startup: 6
  • Active: 2
  • Recovery: 14
  • On hit: 5
  • On block: 2
  • Damage: 60
  • Cancels into: VT
Ibuki Hard/Heavy Kick Hitbox - Normal Move

Hard Kick

  • Can be used as an anti air against long distance jump in.
  • Crush Counter properties.
  • If used as an anti air you get a pretty good combo on counter hit.
  • Startup: 10
  • Active: 3
  • Recovery: 16
  • On hit: 1
  • On block: -2
  • Damage: 90
  • Cancels into: VT
Ibuki Crouching Light Punch Hitbox - Normal Move

Crouching Light Punch

  • Mainly used in combos.
  • Startup: 4
  • Active: 3
  • Recovery: 8
  • On hit: 3
  • On block: 2
  • Damage: 30
  • Cancels into: CH/SP/VT
Ibuki Crouching Medium Punch Hitbox - Normal Move

Crouching Medium Punch

  • Pre-emptive whiff punish as it’s slower then her other whiff punish tools.
  • Startup: 6
  • Active: 3
  • Recovery: 12
  • On hit: 3
  • On block: -1
  • Damage: 60
  • Cancels into: SP/VT
Ibuki Crouching Hard/Heavy Punch Hitbox - Normal Move

Crouching Hard Punch

  • Primary anti air.
  • Can cancel into dash for tricky mixups.
  • Startup: 9
  • Active: 4
  • Recovery: 16
  • On hit: 2
  • On block: -3
  • Damage: 90
  • Cancels into: SP/VT
Ibuki Crouching Light Kick Hitbox - Normal Move

Crouching Light Kick

  • Startup: 4
  • Active: 2
  • Recovery: 8
  • On hit: 3
  • On block: 1
  • Damage: 20
  • Cancels into: VT

Ibuki Crouching Medium Kick Hitbox - Normal Move

Crouching Medium Kick

  • One of her low pokes.
  • Can only combo into v-trigger.

  • Startup: 6
  • Active: 3
  • Recovery: 16
  • On hit: 0
  • On block: -3
  • Damage: 60
  • Cancels into: VT

Ibuki Crouching Hard/Heavy Kick Hitbox - Normal Move

Crouching Hard Kick

  • Long range for a sweep.

  • Startup: 8
  • Active: 2
  • Recovery: 24
  • On hit: KD
  • On block: -12
  • Damage: 100
  • Cancels into: VT

Ibuki Jumping Light Punch Hitbox - Normal Move

Jumping Light Punch

  • Useful for anti airing in combination with a jump back.
  • Starts her air target combo, j.lp > j.mk.

  • Startup: 3
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~

Ibuki Jumping Medium Punch Hitbox - Normal Move

Jumping Medium Punch

  • Useful for anti airing in combination with a jump back.

  • Startup: 5
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~

Ibuki Jumping Hard/Heavy Punch Hitbox - Normal Move

Jumping Hard Punch

  • One of her better jump in normals.

  • Startup: 9
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~

Ibuki Jumping Light Kick Hitbox - Normal Move

Jumping Light Kick

  • Can cross up.
  • Can also be used as an instant overhead.

  • Startup: 3
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~

Ibuki Jumping Medium Kick Hitbox - Normal Move

Jumping Medium Kick

  • Can cross up
  • Useful for anti airing in combination with a jump back.

  • Startup: 6
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~

Ibuki Jumping Hard/Heavy Kick Hitbox - Normal Move

Jumping Hard Kick

  • One of her better jump in normals.

  • Startup: 8
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~

Ibuki Yamikazura Hitbox - Throw

(Neutral or Forward)

Yamikazura

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 120
  • Cancels into: ~

Ibuki Kubiori Hitbox - Throw

Kubiori

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 140
  • Cancels into: ~

Unique Moves

Agemen

  • Anti air tool, gets beaten out in certain matchups.
  • Starts a mixup with command dash.

  • Startup: 7
  • Active: 3
  • Recovery: 11
  • On hit: 4
  • On block: -1
  • Damage: 40
  • Cancels into: SP/VT

Kobekudaki

  • It’s an overhead.
  • Can actually start combos.

  • Startup: 14
  • Active: 4
  • Recovery: 19
  • On hit: 2
  • On block: -3
  • Damage: 90
  • Cancels into: ~

Bonshogeri

  • Has airborne properties so beats fireballs and lows if timed right.
  • Her strongest poke and neutral game tool.
  • If the opponent jumps and you whiff through that, it’s still safe most of the time.
  • Crush Counter properties.

  • Startup: 14
  • Active: 4
  • Recovery: 19
  • On hit: 2
  • On block: -3
  • Damage: 90
  • Cancels into: ~

Ibuki Sazan Hitbox - Unique Move

Sazan

  • You can still get punished on hit if you space it improperly.
  • Can low profile some moves and fireballs.

  • Startup: 7
  • Active: 11
  • Recovery: 14
  • On hit: -6
  • On block: -10
  • Damage: 50
  • Cancels into: ~

Ibuki Nobusuma Hitbox - Unique Move

(During Neutral/Forward Jump)

Nobusuma

  • Sees a niche use for getting out of corners safely.

  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Special Moves

Kunai

  • Used for v-trigger hit confirms so always keep some left for that.
  • It’s basically unreactable to in neutral so great to poke with.
  • EX Kunai is a combo extender and pressure tool.
  • EX Kunai beats fireballs and normals.
  • EX Kunai also has different distances depending on the button combination pressed.

  • Startup: 10/10/10/10
  • Active: ~/~/~/~
  • Recovery: 23/23/23/40
  • On hit: 2/2/2/KD
  • On block: -2/-2/-2/18
  • Damage: 40/40/40/20*40
  • Cancels into: ~

(During Forward Jump)

Airborne Kunai

  • Can be used as a kind of divekick, unsafe is spaced incorrectly.

  • Startup: ?
  • Active: ?
  • Recovery: ?
  • On hit: ?
  • On block: ?
  • Damage: ~
  • Cancels into: ~

Kunai Hoju

  • Can be hold to increase duration and amount of kunai’s reloaded.

  • Startup: ?
  • Active: ?
  • Recovery: ?
  • On hit: ?
  • On block: ?
  • Damage: ~
  • Cancels into: ~

Kasumigake

  • Gap closer.
  • Mixup tool.
  • Also great for escaping the corner if the opponent jumps.
  • Heavy version comes about a character’s width further then regular jump.

  • Startup: ~/~/~
  • Active: ~/~/~
  • Recovery: 21/23/57
  • On hit: ~/~/~
  • On block: ~/~/~
  • Damage: ~/~/~
  • Cancels into: CA

Kazekiri

  • No invul on the meterless versions, invul on startup with EX.
  • Combo extender.
  • Anti air in specific matchups, Ken for example with his tatsu jump ins.

  • Startup: 3/4/5/4
  • Active: 13/13/13/13
  • Recovery: 34/34/34/37
  • On hit: KD/KD/KD/KD
  • On block: -27/-27/-27/-31
  • Damage: 50*40*30 for all
  • Cancels into: CA

Raida

  • It’s not actually a throw.
  • Does prevent back rise on hit.
  • Preferred combo ender for extended pressure.
  • EX Raida has a dash at startup which is projectile invulnerable mid dash.

  • Startup: 7/7/7/7
  • Active: 2/2/2/3
  • Recovery: 30/30/30/27
  • On hit: KD/KD/KD/KD
  • On block: -12/-12/-12/-11
  • Damage: 100/110/120/
    20*130
  • Cancels into: Self, Special, CA

(Hold then Release)

Kunai Ikkinage

  • Consumes all Kunai’s in stock.

  • Startup: 11 for all
  • Active: 1 for all
  • Recovery: 26 for all
  • On hit: KD for all
  • On block: KD for all
  • Damage: 20 per dagger
  • Cancels into: ~

(During Jump, Hold then Release)

Airborne Kunai Ikkinage

  • Consumes all Kunai’s in stock.

  • Startup: 16 for all
  • Active: ~/~/~
  • Recovery: 26 for all
  • On hit: KD for all
  • On block: KD for all
  • Damage: 20 per dagger
  • Cancels into: ~

V-Skills

Tenrai

  • Can be charged for increased range and damage.

  • Startup: 15/25
  • Active: 5/7
  • Recovery: 20/18
  • On hit: KD/KD
  • On block: -5/-2
  • Damage: 60/80
  • Cancels into: ~

(During Guard)

Hanagasumi

  • Can whiff with improper use.

  • Startup: 15
  • Active: 14
  • Recovery: 25
  • On hit: KD
  • On block: -2
  • Damage: ~
  • Cancels into: ~

Rokushaku Horokudama

  • Insane setup and combo extension tool.

  • Startup: 1/25
  • Active: 0/~
  • Recovery: 5/22
  • On hit: ~/~
  • On block: ~/~
  • Damage: 100/100
  • Cancels into: ~

Critical Art

Kachofugetsu

  • Combo ender if you want to kill.
  • Goes under projectiles.
  • Has invincibility frames.

  • Startup: 5
  • Active: 17
  • Recovery: 17
  • On hit: KD
  • On block: -20
  • Damage: 340
  • Cancels into: ~

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