![]() ![]() Strength of button determines angle of knives thrown (not for EX). She can not air throw or air parry during the recovery state.Ĥ) Kunai. 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). It recovers in the air if it hits an opponent. It temporarily forces crouching opponents into a standing posistion when it hits. It does not launch or knock-down a standing or crouching opponent (unlike the non-EX versions). #Ibuki notsu fullIt has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. ![]() Available Super Cancel on the ground into SA.2 or SA.3, and in the air into SA.1 on hit, block, or parry (not whiff).ģ) EX Kazekiri can Super Cancel into SA.1 on hit, block, parry, or whiff. Ibuki will be knocked into the air if hit during start-up or while in the air. It will always reset (not knockdown): Ibuki, Oro, Yang, and Yun.ġ) Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien.Ģ) Kazekiri can be ground thrown during start-up. The -> + can also be performed while jumping vertically.ġ) + Does not chain into itself during this TC.Ģ) can knock down some air-born opponent if it hits, depending on the opponents distance from the ground (character specific). Note: These air target combos can be performed while jumping diagonally toward the opponent. Ibuki will only pass over Urien's LP fireball if she hits him.ħ) Follow-up hit for Ibuki's far standing HP. Can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien. It can also go under Ryu's SA.1, SA.3, and Sean's SA.1.Ħ) Toward+HK takes Ibuki off the ground. This move has a very small/low hitbox and can pass under high fireballs from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. Can go over Remy's low LoV projectiles.ĥ) DT.MK Block and Hit Advantage range: -16/-6/-5 to -6/+4/+5. Not Special or Super cancelable.Ĥ) Knocks down (slams) an airborn opponent if it hits. Effects ware off if Ibuki is hit.ģ) T.LK Chains into itself. Sucsessful grab results in damage increase for 1 combo. Opponent can not tech out if it is comboed. Opponent can tech out of with throw defense (LP+LK). Block and Hit Advantage range: -5/0/+1 to +7/+8/+9Ģ) Personal Action. You can grab defense (air tech) Ibuki's airthrowġ) Universal Over-Head. Launches opponent on hit, opponent can be juggled.Ĥ) Super Jump Cancelable on hit only (not on block or parry).ġ) Ibuki's defensive, offensive, and neutral throws are all identical.Ģ) Horizontal range: 12.
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