Professional Documents
Culture Documents
1. Index
2. Before We Get Started
3. Introducing Ibuki
4. Understanding Hit-Boxes
5. Understanding Frame-Data
6. Terminology
7. Standing Attacks
8. Crouching Attacks
9. Unique Attacks
10. Lets Take A Break #1
11. Special Attacks I
12. Special Attacks II
13. Anti-airs I
14. Anti-airs II
15. Ultra Combos
16. Using Ibukis Ultra Combos
17. Bread & Butter Combos
18. Lets Take A Break #2
19. High Jump Cancelling
20. Advanced Combos
21. Tsumuji Loops
22. Kasumi Suzaku Combos
23. Lets Take A Break #3
24. Kunai Vortex
25. Escaping The Kunai Vortex
26. Understanding Option-Selects
27. Safe Jumps
28. Unblockables
29. Practicing Meaties
30. Launcher Combos
31. Ambiguous Mix-Ups
32. Lets Take A Break #4
33. Match-up vs. Ryu
34. Match-up vs. Cammy
35. Match-up vs. Zangief
36. Match-up vs. M.Bison
37. Izunas General Strategy
38. Ibukis Frame-Data I
39. Ibukis Frame-Data II
40. Thank You For Reading
Presented by CrossCounter TV
SUPER STREET FIGHTER IV, its Characters and Art are owned by
CAPCOM U.S.A. -- this book is in no way affliated with CAPCOM U.S.A.
2
Introducing Ibuki
STAMINA:
900
STUN:
950
WALK-SPEED RANK (fastest):
24th
DASH-SPEED:
18-frames
BACKDASH-SPEED:
28-frames
Ibuki may be considered as an easy-to-use, hard-to-master character. Her typical gameplay is based on knocking her opponents down, and attacking them
while they get up. With high damaging combos and many ambiguous tools,
she can quickly shift the momentum of the match in her favour.
Her drawbacks then, are that her entire gameplay revolves around her opponents defensive abilities. That being said, she has a harder time fighting characters with options to escape when getting up off the ground. In this guide,
we will look at ways to overcome this issue using what we call Option-Selects,
and Safe Jumps.
Currently a character who is ranked Top 10 in the Japanese Arcades, Ibuki
consistently places high in tournaments all over the world; rarely however,
coming in first place.
Many people do call Ibuki a random character, winning matches due to
chance rather than decisive ability. There are those out there who wish to
disprove this theory, using creative and high damaging set-ups, which only
another Ibuki player would know how to defend against. Read on to find out...
Drawing by Omar-Dogan
Her first appearance was in Street Fighter III: New Generation. In 2nd Impact, she was S-tier alongside Gouki
and Sean. Capcom addressed her imbalance by removing her Hashinsho Super Art for 3rd Strike.
3
Understanding Hit-Boxes
You may already be aware of this, but Street Fighter IVs
fighting-engine uses an invisible mechanic called Hit-boxes.
Its not important to memorise the Hit-boxes for every attack,
but it is important to understand how they things work.
Understanding Frame-Data
Frame-data is another hidden mechanic in Street Fighter IV.
Learning Frame-data is very important as it teaches you what
you can and cant combo, and what something can be punished
with etc.
Frame Advantage =
Terminology
Street Fighter series has
been around for over a
decade, and because of
this, there are Jargon thats
commonly used throughout its community. The list
on the right includes all of
the Terminology you need
to know to read this book.
Standing Attacks
(Far) Standing Light Punch [far.st.LP]
With a 3-frame start-up, this is probably Ibukis main Normal Attack. It
can be linked into many of her different normals because it has a Hit-stun
of +8! She can actually link it into itself whilst walking in between the
punches.
Standing
Medium
Punch
[st.MP]
Standing
Medium
Kick
[st.MK]
Crouching Attacks
Crouching
Medium
Punch
[cr.MP]
Crouching
Medium
Kick
[cr.MK]
Mainly used to lower Ibukis Hurtbox, this can be used to escape various moves such as C.Vipers Burn
Kick. It cannot be Special Cancelled,
and only linked out of as a meaty or
on Counter-hit. With a start-up of
6-frames it is used as a Footsie tool.
Crouching
Hard
Kick
[cr.HK]
Unique Attacks
SPIN KICK
[f+LK]
HAMMER KICK
[f+MK]
BONSHO KICK
[f+HK]
SAZAN
[df+MK/slide]
Special Moves I
NECKBREAKER [hcf+P] -> The normal version is what is used to set up
down] if the third hit is made low by down pressing [d+K]. Less damaging than Neckbreaker, but not as unsafe on block. EX version is used for
wall combos, and can be changed to hit low by holding down. Range on
knockdown is variable depending on spacing, so be careful when using
it as part of your Okizeme. The LK version is used for Tsumuji Loops. HK
Tsumuji does more damage, but the spacing is not good on block. MK
Tsumuji (2-Hits) is 0 on block, whereas HK Tsumuji (2-Hits) is -4 on block.
KAZEGIRI [dp+K] -> All versions have [Throw Invincibility] during the startup frames, but are unsafe on block. HK version does the most damage.
EX version is the only move Ibuki has that make her invincible on the first
frame (it is her version of a Shoryuken). EX Kazegiri can be cancelled into
LP Kunai (which makes it safe on block) but the Kunai can be focused or
dodged. Finally, all version of Kazegiri may be Focus Attack Dash Cancelled (FADC) to make them safe. When FADCd on the first hit, they can
be followed up with a juggle combo.
11
Special Moves II
HIEN [reverse dp+K] -> All version are overhead attacks. Normal Hien may
be unsafe on hit unless EX, or cancelled into Kasumi Suzaku. Normally you shouldnt use this attack without a full Super Combo gauge, but
against some characters, HK Hien can be used to apply pressure from
afar. EX Hien is [Throw Invincible], and if it connects it puts Ibuki in the
opposite side of the screen. EX Hien may be cancelled into a reverse Kunai to make it safe on block.
KASUMI GAKE [qcf+K] -> This is Ibukis command dash. HK version makes
Ibuki go through characters to the other side. There is no invincibility with any version, and they all put Ibuki at a frame-disadvantage.
They are best used on an opponents wake-up to confuse them, or
to get close after using a special cancelled normal to induce stun.
RAIDA [hcb+P] -> LP, MP, HP, and EX versions increase in range, but only
EX deals more Damage and Stun. It can be used on juggled opponents.
Raida also beats all throws in the game, but is largely unsafe on block.
It can be used to break limbs (including Dhalsims from afar), but the timing is very strict.
the air. It may be cancelled into from Hien and Kazegiri. It is difficult to
combo after a Kazegiri, so it is typically used after cl.st.HK or Hien instead. It can also be cancelled instantly from a Tsujigoe [dp+P] to catch
low attacks. Generally this Super Combo is used for Chip Damage. Please
turn to page 22 for more information of how to use this attack.
12
Anti-airs I
[Ageman] is probably Ibukis go-to Anti-air.
The second hit of [cl.st.HK] is useful if you manage to get really close
to your oponent, usually for when
opponent want to jump over you. Like
the first hit of Ageman it causes a Juggle-state, but it cannot be Special Cancelled. However, cr.HP or Kazegiri will
connect after. It can be High Jump cancelled for combos and mix-ups.
13
Anti-airs II
[nj.MK] is also very good, especially
[Raida] is only worth using if the opponent lands in front of you, like
a far Dive Kick. Unlike a Throw, it
can actually grab limbs, so it can be
used to catch Dhalsims Yoga Sniper
(j.HP). Although grabbing limbs is
nearly impossible to master, it can
take an opponent by suprise.
14
Ultra Combos
Ultra Combo I - Yoroitoshi
HCBx2+3P
501 Damage
274 Damage (Energy Blast)
QCFx2+3K
469 Damage
180 Damage (Juggle)
15
16
TC4 xx Neckbreaker
-- doesnt work on a crouching Blanka or Vega
cr.LP, st.LK xx st.MK xx MK Tsumuji (low-ender)
cr.LP, cr.LP, st.MK xx HK Kazegiri
cr.LP, far.st.LP, far.st.LP, st.MK xx Neckbreaker
-- doesnt work on a crouching Blanka or Vega
TC4 xx EX Tsumuji, Raida
-- corner only
f+MK, cr.LP, st.MK xx HK Kazegiri
Hien xx Kasumi Suzaku
You may find it difficult to do some of the links, or perform Special Moves at the end
of the combos. These are actually the easiest links for Ibuki, but they are at worst
2-frame links. If theyre too hard to do consistently, stick to the Target Combos.
Typically youll want to end all of your combos with an [Untechable Knockdown], so
feel free to end every combo with Neckbreaker. When playing however, try to make
sure you dont go into Neckbreaker if your opponent is blocking, as you will get punished. Going into MK Tsumuji (2-hits) when your opponent is blocking is a better idea.
After EX Tsumuji in the corner, HK Kazegiri is the most damaging follow-up, but Raida
and Yoroitoshi cause an [Untechable Knockdown].
17
HIGH JUMP TRAINING Unless youre a master at this already, or you dont want to beat people up with
the strongest Kunoichi in fighting games, skip this sub-heading. Otherwise, do your practice!
Being able to execute this is required to complete Ibukis Trial #24. In the usual notation its [st.LK, st.MK xx
High Jump xx Hashinsho]. Load up Training Mode, turn on INPUT DISPLAY, and give this combo a go. Do it as
slow as you need to, dont rush this. Keep practicing until youve done this twice.
A LOT of people have issues with this. In shorthand: [cr.HK xx st.HK xx High Jump xx HK Kasumi Gake]. It is
very important you do this combo as shown above; any other method isnt going to help you be consistent.
If youre having troubles, just do the kicks with the High Jump, and watch when Ibuki jumps. If Ibuki isnt
making a noise, youre Jump cancelling, not High Jump cancelling. Thats when you want to press the final
kick. When youve done this twice, move on.
Shorthand: [TC4 xx High Jump xx Yoroitoshi]. After this, consider yourself well prepared to use [High Jump xx
Kasumi Gake] more often in matches. Even though you probably wont use this combo, its very important to
give this one a go before you give up on High Jumps.
Are you getting EX Raida instead of Yoroitoshi? Take a look at your INPUT DISPLAY on the left of the Training Mode screen. Take a look at the very last input, you should see this:
If you see this as your last input, and youre still getting EX Raida, find this input:
If both of these exist, then youre just doing the movements too fast, or theyre not accurate.
Practise Yoroitoshi on its own, and then practise doing TC4 xx High Jump on its own.
19
Advanced Combos
Now that you have tried out High Jump cancels, its about time
you familiarise yourself with more difficult combos. If youre
new to playing Street Fighter IV, youre not expected to be able
to master all of these combos. Everything here is practical,
nothing is hard for the sake of it.
st.MP, st.MP, st.MK xx Neckbreaker
-- doesnt work on Hakan/Dan unless
after a focus attack
-- works best on standing opponents --
These combos arent necessary to learn, but they do make using Ibuki easier when
you master them. Its not exactly the extra damage that they do, but [cr.LK, cr.LK] for
example is the only way to hit-confirm after a low-hitting attack or [crouch-tech].
[EX Tsumuji, cr.HP] doesnt work on the following characters:
Blanka, Evil Ryu, Guy, Ibuki, Ken, and Ryu -- you must use Kazegiri FADC before the
cr.HP will hit.
[TC4, far.st.LP] doesnt work on the following characters:
Adon, Akuma, Fei Long, Hakan, Ibuki, Ken (random), Rose, Ryu (random), Sakura,
Vega (Claw)
Because cr.LK lowers Ibukis hurt-box, it can be used to cleanly punish Guys Elbow
Drop. Using TC4 or far.st.LP (depending on spacing) to follow up with a knockdown.
20
Tsumuji Loops
The Tsumuji Loop is a Character-Specific combo which is linking a far.st.LP after a LK Tsumuji. It is a 1-frame link that allows
Ibuki to extend her combos for more Damage, Stun, and Meter gain. I recommend doing Tsumuji Loops after st.MP, st.MK.
These arent necessary, but if you have good execution it can
only make your Ibuki stronger.
For a full list of who what combos allow you to Tsumuji Loop characters, check out
MingoDynastys Spreadsheet : http://tinyurl.com/tsumujiloop
21
Performing this combo is not easy. This combo heavily depends on the space
between Ibuki and her opponent, and how close they are to the corner.
To learn this combo, you need to first practise cancelling as late as possible. Go into
Training Mode and do [j.HP, st.MK, HK Kazegiri xx MP Kasumi Suzaku].
When you have the timing down, now you must memorise which strength of the
Super Combo you should use depending on the spacing. If you get it wrong you may
waste your Super Combo and your opponent falls out after just a couple of hits.
If you are very close use LP. Only use HP when very far, or on El Fuerte and Dhalsim
for slightly more hits than when using MP. When youre in the corner it becomes
very character specific, so I discourage you to try this combo in the corner.
In General you will be using MP Kasumi Suzaku to connect this combo. This
combo does the most damage the less hits you do before the HK Kazegiri.
When using it as a punish, go for a simple TC4 into the HK Kazegiri xx Kasumi Suzaku.
Ibuki will always do more damage if she does a HK Kazegiri before the Kasumi Suzaku, and it gives an [Untechable Knockdown], making it a better idea than simply
doing a High Jump cancel straight into it.
22
If you have done the Meaty Kunai, Yang will Juggle. This is because Yang is airborne on the early frames of his Reversal. You cannot combo him normally if this happens, but realise that this Juggle state means you have timed the Kunai perfectly. When Yang is Juggled like this, you can combo a
Raida, Kazegiri, or st.HK. However against the following characters you must practise the Kunai Vortex
differently: Cammy and Sagat rise 1-frame slower. Blanka rises 2-frames slower, and Ibuki rises 1-frame
faster. Everyone else is the same as Yang.
24
EX Soul Spiral
There are various other ways to escape the Kunai Vortex. Yang, Sagat, C.Viper (Burn Kick), and Rufus (LP Snake
Strike) can force themselves to Juggle, and Gens Zetsuei [Ultra I] may also punish Ibuki. The Kunai Vortex has
various timings whether you Jump early, High Jump, or throw the Kunai late. Not every counter will always
work, but spreadsheet above lists the common ways to escape the Kunai Vortex. For example: Makotos Abare Tosunami does not punish (hit) Ibuki if the Kunai Vortex is done close to the corner.
25
Understanding Option-Selects
Option-Select is a term used for covering multiple options at
the same time, letting the game decide on the best option. Its
essentially like choosing Paper and Scissors at the time, and if
your opponent chooses Rock, you automatically counter with
Paper. Its an important part of Street Fighter IV.
In the next page we will be trying out Safe Jumps, and next to them I write something like [OS
Neckbreaker]. Ive also already mentioned [Crouch Tech] in an earlier page. Its about time to
clear up what I mean.
Firstly lets start with the simplest Option-Select in Street Fighter IV. Go into TRAINING and
press the throw command (LP+LK) whilst crouching. You should see a cr.LK. If your opponent
were to try and throw you as you did a [Crouch Tech], you would Tech the throw, otherwise
a cr.LK will come out.
Now lets try something a bit more interesting. Away from your opponent, try inputting cr.MP
xx Neckbreaker so fast that the Neckbreaker doesnt come out. The reason why it doesnt
come out is because you cant cancel the Recovery Frames of the cr.MP. Now with the same
timing, do this close to your opponent. What should happen is that the cr.MP is now Special
Cancelled into a Neckbreaker.
cr.MP xx Neckbreaker is what we call an Option-Select too. You already know that if a Neckbreaker is blocked, its very unsafe, but if we were to do a cr.MP xx Neckbreaker far away from
your opponent, the Neckbreaker will only come out if your opponent were to dash into the
cr.MP.
Finally, lets talk about Option-Selecting from the air. This will be more evident if you were to
watch a video such as [Option select Raida + option select U2 vs Rose] on YouTube. You can
watch this by going to http://tinyurl.com/ibukios
Option-Selects from the air may look difficult to understand, but whats happening is that
the Option-Selected attack (which is Raida in the video) will only come out if the j.HP whiffs.
To perform an Option-Select like this, you must press the j.HP, then quickly input the Raida
BEFORE the j.HP connects the opponent.
There are many more videos on how Option-Selects work out there to help you.
26
Safe Jumps
A Safe Jump is a set-up used to force an opponent to block after a knockdown. Its a set-up so if they did a Reversal DP, you already be on the ground
to block it, but if they didnt, your attack would connect. To understand these
set-ups [->] means [on the first available frame perform]. So b+MP [->] j.HP
means to jump immediately after the Ageman (by holding up), and pressing
HP on your way down. Ryu (SRK) means he can hit Ibuki with a Shoryuken.
Unblockables
These are set-ups where your opponent is unable to block. Ibuki has the easiest Unblockables in the game due her being able
to set them up after almost any attack. These arent nescessary,
but they greatly improve Ibukis offense. It will be worth your
while to practise these Unblockables.
Seth/Vega Unblockable
28
Practicing Meaties
Hitting an opponent with a Meaty attack gives you more frameadvantage on block or hit, and also stuffs anything that isnt
invincible on the first frame. But instead of guessing when to
press the button to make it hit on the last active frame, there is
a good way to practise the timing.
One of Ibukis best attacks is st.MP, due to its vast follow-up potential with kara-Throw, Tsumuji
Loop, Frame-Trap with st.LP etc. We will be looking into how to perform a Meaty st.MP after
EX Kazegiri, and also testing an Option-Select after it:
Go to TRAINING
Select Ibuki as your character.
Select Zangief as your opponent.
Press Start, and select TRAINING OPTIONS
Choose ACTION -> RECORD
Choose QUICK STAND -> ON
Repeatedly Perform LP SPD
What you are aiming to do is perform a Meaty st.MP. If done correctly, you will hit
Zangief, and you will see the Reversal sign show up.
If you want to practise Option-Selecting after the st.MP, you should
pick Vega (Claw) as your opponent
and have him repeatedly perform
the short backflip (3K).
You may Option-Select with Neckbreaker, and even Hashinsho. You
may even wish to use different normals as meaty attacks.
29
Launcher Combos
If youre good at High Jump cancels, you may want to incorperate these combos into your game. Especially the Anti-airs, as
they will make your Ibuki a scary character to jump in on.
Focus Attack
Dash Cancel Combos
EX Kazegiri FADC Raida
Anti-air Combos
Every combo listed above has its uses. Regardless of your execution, make sure you
can perform atleast one b+MP Anti-air combo, and learn the follow-up options on
EX Kazegiri FADC. Without being able to follow-up EX Kazegiri FADC, you wont have
a safe Reversal with good risk/reward. Kazegiri FADC st.HK is a 1-frame link on some
characters. When against Gen, punish his DP [Gekiro] with st.HK so you dont have to
guess if he presses another button or time exactly when he falls down.
Ambiguous Mix-Ups
Ibuki isnt just about The Kunai Vortex or Safe Jumps, there are
many ways she confuse her opponent in more creative ways.
Most of these Mix-ups sacrifice damage, but youll see that
theyre very worthwhile.
Corner Mix-Ups
Launcher
Mix-Ups
TC6 xx High Jump xx MK/HK Kasumi Gake
st.MP, cl.st.HK xx High Jump xx LK Kasumi Gake,
cr.HP xx High Jump xx MK/HK Kasumi Gake
cr.HK xx st.HK xx High Jump xx MK Hien xx Kasumi Suzaku
cr.HK xx st.HK xx High Jump xx MP Neckbreaker
-- Crosses-Up
Meaty
Set-Ups
TC4 xx HK Kazegiri -> HK Kasumi Gake
Jump-Ins
31
33
34
35
36
In the character select screen, most of my strategic decisions are made. Which Ultra Combo should I pick?
I consider the Match-Up and usually pick whichever Ultra Combo shuts down the most of my opponents
options. For example, choosing Yoroitoshi against Adon shuts down his Jaguar Tooth. However sometimes
theres a dilemma... choosing Hashinsho vs. E.Honda shuts down his normal Headbutts, but Yoroitoshi also
shuts down his Butt Stomps. Then it depends on my opponent, whether they like to use one more than another.
If Im playing against a new opponent for the first time, I always test to see if they can Anti-air effectively or
not. If I get Anti-aired clean, it tells me a lot about my opponent. It means that I must use jumps sparingly,
and its better to make that my first mistake then to have it be what ends the round.
As for Okizeme, it heavily depends on my opponents character. I play from the point-of-view that they will
always block the Kunai Vortex, and instead prepare for block-strings, I use it as if it were an ambiguous Safe
Jump, and not expect it to hit. My most favourable follow-ups after the Kunai Vortex are st.MP and cl.st.HK.
If you do the whole [cl.st.HK xx High Jump xx LK Kasumi Gake, cr.HP] combo earlier in the round, because of
how much stun it does, it puts my opponent on edge. When Im not so confident that the Kunai Vortex will
hit, thats when I use st.MP instead. After a st.MP (blocked) you can do a st.MK or st.LP for a frame-trap, or
kara-Throw (kara with st.MK). I only really go for Tsumuji Loops on either characters I can loop twice (like
Abel/Dee Jay), or as my first combo. This is because I dont want my Tsumuji Loop combo to cause a Stun. If
it does, theres too much damage scaling.
I prefer using cr.MK as opposed to cr.MP xx Neckbreaker as a footsie because it gives me enough time to Antiair with Ageman if my opponent were to jump. Dashing forward with Ibuki is just as unsafe as jumping in, so
I try my best not to be predictable. When Im jumping in I prefer j.HP xx MK because I always expect for it to
be blocked, and this air Target Combo beats people who like Anti-airing with Focus Attacks. If my opponent
is Anti-airing with normals, thats the only time I will go for a jump-forward Kunai. The idea is to hit the limb
my opponent sticks out to Anti-air, otherwise jump forward Kunai is way too unsafe as my opponent can just
do a Focus Attack or Neutral Jump to punish.
In terms of using Reversals, it would be best to continue blocking with Ibuki until I have three bars of Meter
for a safer EX Kazegiri FADC, but if I do an EX Kazegiri without FADC, depending on how good I think my opponent is, I wont throw a Kunai. From experience, Ive noticed that decent players will try to Focus Attack Ibuki
as theyre expecting a Kunai. People who really know how to fight Ibuki however know that you can punish
Ibuki with a dash whether she throws a Kunai or not.
The Frame-Traps I use the most are [cr.LK, cr.LK]; [cr.LK, st.LP]; [cr.LK, st.MK] <- this combos on Counter-Hit;
[cr.LP, cr.MP] <- on Counter-Hit this combos into st.MK; and of course [st.MP, st.MK]. cr.LK is my favourite with
Ibuki as the timing to use it as a Frame-Trap is the same timing you need to do combo it. Because of this Ive
had a lot of practise comboing cr.LK with itself. This is actually a 1-frame link.
Now of course this is just a general strategy. I will use whichever Mix-Ups work most consistently on my opponent, and I only change my Mix-Ups if they start getting avoided or blocked. If something works, Im going
to do it again until it stops working.
Frame-Data I
SUPERSTREETFIGHTER4IBUKIFRAMEDATA
fromPrimaStrategyGuide
Action
LP(Far)
MP(Far)
HP(Far)
LK(Far)
MK(Far)
HK(Far)
LP(Close)
MP(Close)
HP(Close)
LK(Close)
MK(Close)
HK(Close)
LP(Crouching)
MP(Crouching)
HP(Crouching)
LK(Crouching)
MK(Crouching)
HK(Crouching)
LP(NeutralJump)
MP(NeutralJump)
HP(NeutralJump)
LK(NeutralJump)
MK(NeutralJump)
HK(NeutralJump)
LP(Jump)
MP(Jump)
HP(Jump)
LK(Jump)
MK(Jump)
HK(Jump)
Agemen(B+MP)
Backhand
SpinKick(F+LK)
ReverseSpinKick(B+MK)
Hammer
Kick (F+MK)
HammeKick(F+MK)
Sazan(DF+MK)
BanshoKick(F+HK)
Bonsho
Kick (F+HK)
LP>MP
LP>MP>HP
LP>farMP
LP>farMP>F+LK
LP>MP>D+HK
LP>MP>D+HK>HK
HP.D+HK
HP>D+HK>HK
LK>MK
LK>MK>HK
Kunai
EXKunai
LPNeckBreaker
MPNeckBreaker
HPNeckBreaker
EXNeckBreaker
Startup
3
5
12
54
65
10
3
7
6
4
8
9
4
6
6
6
6
9
6
6
7
6
7
11
4
8
8
6
15
4
10
26
25
7
13
7
8
15
15
15
15
preparedbyCicada
Active
2
4
4
4
4
3
2
4
4
2*2
3
7
3
2
5
2
7
7
5
12
7
3
6
8
5
8
7
5
2*2
3
2
4
2
2
11
2
10
12
21
14
Recovery
5
6
16
9
14
17
10
18
23
23
6
7
18
8
9
25
10
20
9
17
10
11
21
11
10
9
9
25
18
25
18
16
18
16
17
19
19
Adv.Block
+4
+2
2
2
4
2
0
6
5
-5
+3
0
3
+1
0
9
0
4
1
0
+3
11
5
-3
1
+1
+2
1
9
7
9
7
4
3
13
13
13
13
Adv.Hit
+8
+6
+2
+1
+1
+2
+3
2
+6
+3
+2
+4
+3
+4
0
+2
+4
+5
5
1
+1
+3
+4
+5
+2
+1
+1
38
Frame-Data II
LPRaida
MPRaida
HPRaida
EXRaida
LKKasumiGake
MKKasumiGake
HKKasumiGake
LPTsujigoe
MPTsujigoe
HPTsujigoe
LKKazegiri
MKKazegiri
HKKazegiri
EXKazegiri
LKTsumuji
MKTsumuji
HKTsumuji
EXTsumujiHighFinish
EXTsumujiLowFinish
TsumijiFollowuphigh
TsumujiFollowupLow
LKHien
MKHien
HKHien
EXHien
YamiKazura
UkiYami
Tobizaru
FocusAttack(Level1)
FocusAttack(Level2)
FocusAttack(Level3)
KasumiSuzaku
Yoroitoshi
Hashinsho
6
6
6
6
20
22
24
54
57
61
5
7
9
5
12
15
15
12
12
5
8
25
27
27
3642
3
3
3
21
18+11
65
1+7
1+1
0+9
1+9
5
5
5
5
13
13
13
7(2)8
2(10)2
2(12)2
2(13)2
2(10)2(10)2(10)2
2(10)2(10)2(10)3
1
1
7
7
7
2
2
2
2
2
2
2(10)17
2(2)2(15)2(26)3(8)2
25
27
29
20
25
28
25
39
16
14
20
9
12
17
16
17
17
17
20
20
34
34
34
77
71
14
16
18
9
27
30
27
26
4
0
4
2
1
3
2
28
29
28
10
20
14
5
63
+3
+4
0
+1
23
31
25
20
39
40