Street Fighter 5: Ibuki moves list

By Alex Donaldson, Sunday, 5 June 2016 11:36 GMT

On the scene.

sfg_ibuki

Street Fighter 5: Ibuki moves list

Balrog (M. Bison in Japan – they switched the names for legal reasons) or ‘Boxer’, as the SF community refer to him, is a hulking, deadly boxer who was expelled from the professional boxing circuit for being too violent. At that point he joined M. Bison’s organization.

His fighting style matches that of a professional boxer and of aggressive violence – heavy punches, deadly combos, and a very high damage potential. He’s a character that requires more patience in Street Fighter 5 than previous entries, but once you open the opponent up you can do serious damage.

Skills

V-Skill: Tenrai (MP, MK Simultaneously)

vskill_buttons

Ibuki lets loose a small projectile immediately in front of her. Holding down the MP/MK buttons instead of simply pressing them allows the move to be charged a little, and when charged it’ll reach further and actually become Ibuki’s furthest-reaching move, and can thus be used for surprise. This move is ideal for taking out incoming projectiles, too.

V-Trigger: Rokushaku Horokudama (HP, HK Simultaneously when V-Trigger Gauge is full)

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Rokushaku Horokudama, or as we’ll now call it – the Bomb Throw – is Ibuki’s deadly V-Trigger. She tosses a bomb out to her opponent. Be careful, though – they can hit the bomb and deflect it back your way. Once the bomb explodes, if there’s still time left on the V-Trigger gauge you can toss another with another press of both Heavy buttons. The bomb can be used to force blocks, cross up, or complicate elaborate combo setups.

    What direction you hold when you toss out the bomb will directly impact its fuse:

  • No Input results in a 1-second fuse.
  • Holding Left results in a 3-second fuse.
  • Holding Right results in a 5-second fuse.

Special Moves

Kunai (Quarter Circle Forward + Punch)

2QCF_P_sfv

Ibuki fires her projectile – but rather than a fireball or the like, it’s a little Kunai. Ibuki’s Kunai are deadly when used right, but there’s a tricky little catch – she can only stock six at any given time. She begins the round with six, but if you use them all you’ll have to manually reload with the ‘Kunai Hoju’ special move. You can see the number of Kunai currently stocked above your EX Meter.

Ibuki throws kunai at a diagonal angle, though the exact angle and thus the distance it travels on the screen is determined by the button used – the harder the punch button, the further it flies. Be careful – kunai can be knocked out of the air by a well-timed attack from the enemy, too.

The EX kunai will explode on impact with your opponent or the ground, and can be used in conjunction with Ibuki’s V-Trigger to set off the bomb prematurely. The buttons used to activate the EX Kunai will impact its screen impact position (IE Light + Medium, Medium + Heavy, Light + Heavy).

This move can also be performed in the air with the same command, and has the same basic principle airborne as on the ground.

Kunai Hoju (Half Circle Back + Kick)

HCB_K

This move doesn’t do anything to the enemy and leaves Ibuki vulnerable, so be careful. Performing it reloads her stock of Kunai.

Kasumikage (Quarter Circle Forward + Kick)

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This move is a dash forwards with the grace you’d expect from a ninja, but the three different versions of it perform quite differently – almost like three moves in one. Notably, there is no EX version of this move at all.

  • Light Kick dashes forwards a small amount.
  • Medium Kick dashes a little further forwards, but if you’re close to the enemy you will dash to the other side of them, ideal for confusing a blocking foe.
  • Heavy Kick dashes diagonally in the air and towards the opponent. You can do any attack out of this such as air kunai, regular moves or an air jab.

Raida (Half Circle Back + Punch)

HCB_P_sfv

This is a fairly typical command grab, with Ibuki grabbing her opponent so long as they’re close enough and performing a move on them that results in a knockdown. This move can be used to end combos or just to gain the upper hand for a combo setup when an opponent rises from the ground. The EX version is notable as Ibuki dashes around half a screen length at its opening before initiating the grab, meaning it can potentially be done on reaction from range.

Kazekiri (Z-Motion + Kick / Forward, Down, Forward + Kick)

sfg_zm_k

Ibuki’s uppercut, and a strong move with great combo potential. The button used determines speed, height and distance. The EX version can be comboed into an airborne Kunai for a little bit of extra damage.

Many beginners find the uppercut motion difficult to pull off. The easiest way to do it is to press forwards and then quickly pull down and perform a fireball motion, complete with the punch at the end. So long as you do this in one slick move, an uppercut should come out. Practice! It gets easier over time.

Kunai Ikkinage (Hold & Release: Punch / When Airbone Hold: Kick)

This special move is a risky strategy – it makes Ibuki throw her entire stock of Kunai, however many that is. At that point you’ll be trapped without any more unless you find the time and space to reload, so be careful. It’s activated by pressing and holding any punch button on the ground. When you release, Ibuki will let rip with her Kunai. In the air, this move is performed identically but with the kick button.

Critical Art (Super) – Kachofugetsu (Quarter Circle Forwards x2 + Punch)

2QCF_P_sfv

Ibuki slides around a half-screen’s length across the ground with a low kick. So long as the low kick lands, even at the very end of its slide, Ibuki will flip the opponent up into the air and toss them back to the floor painfully. There’s solid damage on this move, but it also has decent potential to be linked into or done on reaction to a whiffed move.

Unique Moves

These moves are ‘normal moves’, but are executed when pressing certain button combinations or sequences, and often have specific uses and properties. Try them in training mode to see what they’re useful for!

  • Agemen (Back + Medium Punch)
  • Kobekudaki (Forward + Medium Kick)
  • Sazan (Down & Forward + Medium Kick)
  • Bonshogeri (Forward + Heavy Kick)
  • Nobusuma (During Neutral or Forward Jump: Any two Kicks)
  • Shinten (Light Punch > Medium Punch > Heavy Punch)
  • Yagurakuzushi (Light Punch > Medium Punch > Light Kick)
  • Gogasha (Medium Kick > Down + Heavy Kick > Heavy Kick)
  • Shakunage (Down + Medium Punch > Forward + Heavy Kick)
  • Sasanaki (Medium Punch > Forward + Medium Kick)
  • Tobikura (During Jump > Light Punch > Medium Kick)
  • Aoji (During Jump > Heavy Punch > Heavy Kick)

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