Skip to content

Frame Data Ibuki

FRaccie edited this page Oct 20, 2026 · 4 revisions

Ibuki frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
3 2 10 +3° 0° 14 15 12
Far LP
far.LP
3 2 5 +8° +4 9 15 11
Close HP
cl.HP
7 4 18 -2° -6 Whiffs cr. 28 18 14
Far HP
far.HP
12 4 16 +2° -2° 31 22 18
Close HK
cl.HK
6 4 23 KD -5° 32 - 20
Far HK
far.HK
10 3 17 +2° -2 Whiffs cr. 29 22 18
Crouch LP
cr.LP
3 3 6 +6° +3° 11 15 12
Crouch LK
cr.LK
4 2 8 +4° +1° 13 14 11
Crouch MP
cr.MP
8 7 7 +3° 0° 21 17 14
Crouch MK
cr.MK
6 5 9 +3° 0° 19 17 14
Crouch HP
cr.HP
9 3 18 +2° -3° 29 23 18
Crouch HK
cr.HK
6 2 25 KD -9° 32 - 18
Neutral Jump LP
nj.LP
6 7 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
6 12 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
6 7 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
6 7 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
9 5 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
7 3 5 - - Air · No hit - - -
Angled Jump LP
j.LP
6 6 5 - - Air · No hit - - -
Angled Jump LK
j.LK
4 8 5 -25 -28 Air · Whiffs cr. - 14 11
Angled Jump MP
j.MP
7 8 5 - - Air · No hit - - -
Angled Jump MK
j.MK
8 7 5 - - Air · No hit - - -
Angled Jump HP
j.HP
11 5 5 - - Air · No hit - - -
Angled Jump HK
j.HK
8 5 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LK
5+LK
4 4 9 +1° -2° 16 14 11
Close MP
5+MP
5 4 6 +6° +2° 14 16 12
Close MK
5+MK
5 4 14 +1° -4° 22 19 14
Spin Kick
6+LK
4 4 9 +2° -1° 16 15 12
Hammer Kick
6+MK
25 2 10 +5° +2 Whiffs cr. 36 17 14
Bonsho Kick
6+HK
13 2 21 +1° -3° Land 7 35 24 20
Agemen
4+MP
6 3 10 +4° 0 Whiffs cr. 18 16 12
Reverse Spin Kick
4+MK
10 2 17 +1° -2° 28 20 17
Sazan
3+MK
7 11 11 -5° -11° 28 17 11

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Neck Breaker
41236+LP
15 10 16 - -13 40 - 11
Neck Breaker
41236+MP
15 12 17 - -13 43 - 11
Neck Breaker
41236+HP
15 14(25)2 60 - -13 Inv 29-114 strike+projectile 115 - 11
Neck Breaker
41236+PP
15 4 hits ⁽ᵗ⁾ 76 - -13 Inv 1-25 projectile, 26-170 full 171 - 11
Raida
63214+LP
6 5 25 - -14 Inv 1-10 throw 35 - 16
Raida
63214+MP
6 5 27 - -16 Inv 1-10 throw 37 - 16
Raida
63214+HP
6 5 29 - -18 Inv 1-10 throw 39 - 16
Raida
63214+PP
6 5 20 - -9 Inv 1-2 strike+throw, 3-10 throw 30 - 16
Yami Kazura
5+LP+LK
3 2 20 - - 24 - -
Uki Yami
4+LP+LK
3 2 20 - - 24 - -

Full active timing ⁽ᵗ⁾:

  • Neck Breaker 41236+PP: 11(29)2(17)2(18)2

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Tsuijigoe LP
623+LP
- - - - - No hit · Inv 1-7 throw · Land 7 44 - -
Tsuijigoe MP
623+MP
- - - - - No hit · Inv 1-7 throw · Land 5 48 - -
Tsuijigoe HP
623+HP
- - - - - No hit · Inv 1-7 throw · Land 4 53 - -
Tsumuji LK
214+LK
12 2(10)2 16 +3° -4° 41 21 14
Tsumuji MK
214+MK
15 2(12)2 15 +3° -1° 45 20 16
Tsumuji HK
214+HK
15 2(13)2 20 0° -4° 51 22 18
EX Tsumuji
214+KK
12 2(10)×3 2 9 KD -2 58 - 9
Hien LK
421+LK
25 4(9)2 45 -16 -26 Whiffs cr. · Land 15 84 16 21
Hien MK
421+MK
27 7 17 - - No hit 50 - -
Hien HK
421+HK
28 7 17 - - No hit 51 - -
EX Hien
421+KK
- - - - - No hit · Inv 1-13 throw+projectile - - -
Kasumi Gake LK
236+LK
- - - - - No hit 20 - -
Kasumi Gake MK
236+MK
- - - - - No hit 22 - -
Kasumi Gake HK
236+HK
- - - - - No hit 24 - -
Tsuijigoe LK
623+LK
5 13 25 KD -27° Inv 1-6 throw 42 - 9
Tsuijigoe MK
623+MK
7 13 28 KD -30° Inv 1-8 throw 47 - 9
Tsuijigoe HK
623+HK
9 13 25 KD -27° Inv 1-10 throw 46 - 9
EX Kazegiri
623+KK
5 7(2)8 39 KD -26 Whiffs cr. · Inv 1-7 full 60 - 21

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Kasumi Suzaku
j.236236LP
- - 5 - - Air · No hit · Inv 1-7 full - - -
Kasumi Suzaku
j.236236MP
- - 5 - - Air · No hit · Inv 1-7 full - - -
Kasumi Suzaku
j.236236HP
- - 5 - - Air · No hit · Inv 1-7 full - - -

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Yoroitoshi
6321463214+PPP
0+1 - 105 -65 -69 Proj · Cinematic · Inv 1-2 full 106 28 24

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Hashinsho
236236+KKK
0+9 5 hits ⁽ᵗ⁾ 71 -77 -91 Cinematic · Inv 1-8 full, 9-70 projectile 141 35 21

Full active timing ⁽ᵗ⁾:

  • Hashinsho 236236+KKK: 2(2)2(15)2(26)3(8)2

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
High Jump
28
- - - - - Land 11 55 - -
High Jump F
29
- - - - - Land 11 55 - -
High Jump B
27
- - - - - Land 11 55 - -
Focus Attack (held)
5+MP+MK
21 2 34 -20 -20 56 16 16
Focus Attack (released early)
5]MP+MK[
11 2 34 -20 -20 46 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 1 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
EX Tsumuji On block -2 1

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

Clone this wiki locally