|Kunai Ikkinage||and release|
|Airborne Kunai Ikkinage||and release|
Executed by holding down any punch button, then releasing it, Ibuki throws all of her kunais she has stored in her arsenal at once.
This move can also be used in the air. Executed by holding down any kick button, then releasing it, Ibuki throws all of her kunais she has in her arsenal toward her opponent.
While the startup for this move is slightly slower than her regular Kunai, it can result in a knockdown and inflict more damage depending how many projectiles are released. The punch/kick button must be held for at least 50 frames in order for Ibuki to use this move. However, once when Ibuki uses Kunai Ikkinage, she will have no more projectiles in her arsenal. In order to restock, Ibuki needs to find time and space to reload by using Kunai Hoju.
The spread of the kunais is determined by which punch button is held and released. If the Light Punch button is held and released, Ibuki throws the kunais straight forward, lined up in a row. If the Medium Punch button is held and released, she throws the kunais straight forward in a wide, vertical column. If the Heavy Punch button is held and released, Ibuki throws the kunais upward in a fan-shape spread.
For Airborne Kunai Ikkinage, it can be used during a forward, neutral, or backward jump. The spread of the kunais is determined by which kick button is held and pressed. If the Light Punch button is used, Ibuki throws the kunais at a downward angle, lined up in a row. If the Medium Punch button is used, she downward in a tight, fan-shaped spread. If the Heavy Punch button is used, Ibuki throws the kunais downward in a more disperse fan-shape spread.
On hit, Kunai Ikkinage puts the opponent in a juggle state, allowing Ibuki to extend combos for maximum damage. She can link Kunai Ikkinage into her special attacks or even her Critical Art. The Heavy version can be used as a decent anti-air tool to stop her opponent's jump-in attempts, regardless of how deep or shallow the angle.
Airborne Kunai Ikkinage can be performed after Ibuki hits her opponent with EX Kazekiri, serving as a way to juggle her opponent to extend combos and inflict more damage. In the air, this move can also create some tricky cross-up setups. While Ibuki has a lot of recovery frames after executing this move, it can be useful to surprise her opponent.
- This is one of the very few moves in the Street Fighter games that have no EX Special version.
|Ibuki's Move List|
|Unique Attacks||Oiura Ken • Kobekudaki • Bonshogeri • Agemen • Spin Kick • Reverse Spin Kick • Sazan • Spiral Elbow • Nobusuma • Shinten • Yagurakuzushi • Gogasha • Shakunage • Sasanaki • Tobikura • Aoji|
|V-Skills||Tenrai • Makibishi|
|V-Triggers||Rokushaku Horokudama • Fuma Shuriken|
|Special Attacks||Kunai • Neck Breaker • Kazekiri • Hien • Raida • Tsumuji • Kasumi Gake • Tsuijigoe • Kagenui • Kunai Ikkinage • Kunai Hoju|
|Super Combos||Kasumi Suzaku|
|Super Arts||Kasumi Suzaku • Yoroitoshi • Hashinsho • Yami Shigure|
|Ultra Combos||Yoroitoshi • Hashinsho|
|Mighty Combos||Kasumi Suzaku • Jiraiya • Hayate|