Ibuki

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Ninja School Girl
Trained from infancy to become a ninja. Although she carries out her duties, in reality she dreams of living a normal, high school girl life. She has a fascination with pop idols, but when she is tasked with a responsibility, she is always reliable. Ibuki is forced to accept Rolento’s mission request by her village leaders, and the two of them head for the South Pole.
Voice: Ayumi Fujimura, Kat Steel
| Stamina | Fwd Walk | Back Walk |
| 900 | B+ | B |
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| Basics | |
| Yami Kazura (throw) | |
| Uki Yami (throw) | |
| Lifting Kunai (launcher) | |
| Normals | |
| Agemen | |
| Backhand Punch | |
| Spin Kick | |
| Reverse Spin Kick | |
| Hammer Kick | |
| Sazan | |
| Bonsho-geri | |
| Target Combo 5 | |
| Target Combo 7 | |
| Target Combo 10 | |
| Specials | |
| Tsuijigoe | |
| Kubi-ori | |
| Kasumi-gake | |
| Tsumuji | |
| Hien | |
| Cross Art | |
| Yami Shigure | |
| Super Art | |
| Yoroi-toshi |
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It was often said that in Third Strike, Ibuki was a MvC2 character stuck in a SF game. That’s not quite true; Ibuki was actually a SFxT character far ahead of her time. This actually works slightly against her, as while she has always had L-M-H chains, these are no longer unique to Ibuki, and she can no longer add regular specials to the end. Ibuki has all her AE tools at her disposal, including super jump cancels, all her directional normals such as df+MK, f+MK and f+HK, and the regained ability to Tiger Knee her Kunais. To compensate, the trajectories have been reeled in a little, not going further than 45 degrees across (the long double knife EX remains unchanged), and each Kunai now knocks down, making combos a little trickier. Ibuki, along with others that have multiple-hit normals such as Chun Li, Rolento and Raven, can also continue a Cross Rush from any hit of the normals; Ibuki can get one or two hits from cl.MP and cl.HP, making for a six-hit Cross Rush.
EX Kazegiri can be cancelled out of with any air normal to maintain a combo, and Raida can now catch people in knockdown state as well as an anti-air.
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Kasumi-gake | |
| With Roll Recovery and knockdown all but euthanizing the old Kunai vortex, Ibuki’s wake-up game is now centered around her command dashes. Mixing between the standard LK, MK and dash-through HK variants will keep opponents unsure of which way to block, even despite an opponent’s wakeup rolls. | ||
| EX Kazegiri | ![]() |
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| With Kunai getting knockdown and no Kasumi-Suzaku to cancel into anymore, an EX Kazegiri gives the player back control while Ibuki is in the air, letting her fall back to the ground with any air attack. This makes it far more dangerous to counter, and allows Ibuki to continue combos past a special cancel. | ||




