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Ibuki Raida Tra

Raida as it appears in Street Fighter V.

The Raida (雷打 Rai Da?, "Thunder Strike") is one of Ibuki's special attacks, introduced in the Street Fighter III series.

Input
All appearances Arcade Stick HCB+Arcade Button Punch

Description[]

Executed by performing a half-circle backward motion and pressing punch, Ibuki attempts to grab her opponent; if successful, she holds her opponent's arm, puts her fist to the ribs underneath, charges her fist with ki energy and releases that energy in a powerful explosion which sends the opponent flying across the screen. In Street Fighter V, Ibuki can now control the distance the blast sends her opponent depending on the punch strength button she presses.

Tactics[]

Ibuki Raida Abel

Raida in action against Abel.

Contrary to its appearance, Raida is not a command grab, but rather a "hitgrab", a strike that leads to an animation on hit. While it can be blocked high and low (the Street Fighter X Tekken EX version is unblockable by high guard), it shares many of its properties with command grabs, meaning it cannot be back-recovered or parried. It can be used in ground juggles unlike real command grabs. The startup, recovery, and range of this move are roughly the same, regardless of which punch button is used.

However, the strength of the punch button pressed determines the damage inflicted and the positioning of the opponent after this move connects. The Light version does the least amount of damage, but leaves the opponent close to Ibuki. This allows her to maintain offensive pressure. The Heavy version inflicts the most damage. However, it knocks the opponent back fullscreen, thus reseting the neutral game.

The EX Special version inflicts more damage and has a slightly wider hitbox. Though these two factors do vary by each appearance.

Street Fighter IV[]

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Ibuki readying to use Raida against Makoto in SFIV.

This attack appears as one of Ibuki's special attacks. Raida starts up in 6 frames meaning that (within it's range) it will reliably connect from Ibuki's special cancelable attacks. It appears to be a Command Grab but actually is a strike Hitbox, however once connected it acts very similarly to a grab.

This attack isn't as popular as her Neckbreaker or Tsumuji special enders or the harder Sweep Link combo ending. This is due to Ibuki's opponent being sent across the screen, meaning she can less set up her post knockdown vortex in this scenario. However it is more useful for Corner Combos, especially after EX Tsumuji as Ibuki can tack on more damage than her regular endings. In the corner Ibuki can create some very tricky Cross-ups that have very little to no visual indicator on what side Ibuki is physically on when her LK or Kunai connects.

It should be noted that in this game Raida both breaks armor (including Red Focus) and has grab hitbox immunity. Meaning it will beat most (if not all) grabs in the game including Ultra grabs such as from Zangief, Hakan, and T. Hawk will lose to Raida one on one. However this attack is very risky as it's recovery is similar to a whiffed command grab and Ibuki can be punished for a lotta damage if this is blocked and the 110 damage on hit isn't worth the risk most of the time. The EX version acts similar but does more damage at 140 and should only be used if an Ibuki player is trying to finish a low health opponent.

Street Fighter X Tekken[]

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Ibuki releasing her Ki into Ling Xiaoyu to blast her away in Street Fighter X Tekken.

In this game Raida loses it's throw invincibility as well as it's armor breaking properties. In return Raida becomes the fastest attack in the game that does not consume any Cross Gauge at a 2 frame startup, meaning Ibuki can uniquely punish some tactics and sequences that other characters either can't at all or have to use Super Arts to punish. Only a handful of Super Arts in the game are faster startup than Raida at 1 frame such as Ibuki's own Yoroitoshi or 0 frame startup grabs such as Final Atomic Buster.

Raida is a much more capable combo ender in this game as post knockdown pressure isn't as important in the same context as IV and both Neckbreaker/Tsumuji having their post hit knockdown changed in some way. Ibuki's 18 frame Dash is good enough to catch up to her opponent before they recover from their knockdown at frame advantage and Ibuki can on reaction still throw her opponent if they elect to Roll after 2 dashes with either Yamikazura or Uki Yami at her preference depending on the situation, meaning Raida works much better than her other enders in the context of this game. Raida is also the ideal ender for her important Target Combo 8 and Target Combo 6 sequences after the Target Combo 3 Juggle as the time window is just enough for Raida (or Super).

Ibuki Super Charge small

Ibuki Super Charging her Raida.

It should be noted that in order for Ibuki players to maximize Raida's uniquely fast startup in the game they have to learn to train their fingers to quickly push the button of choice for Raida and immediately let go. This is because Raida is Ibuki's Super Charge attack and holding it for more than needed will cause Ibuki to charge her Raida thus negating it's uniquely fast startup. Raida doesn't negate the fact that Ibuki has no 0 or 1 bar reversal as in other games in SFXT but does mitigate this handicap by letting her cut off certain sequences and Tekken Chains notably from character such as Bob Richards and Bryan Fury. After some reversals that hit Ibuki she can wake up Raida to catch opponents who can't activate their following action fast enough to be active before a 2 frame Raida comes out.

Raida on hit can be Switch Canceled however due to it's fast startup it can be very difficult to do so. While her opponent does get blasted across the screen the delay between the connection and the blast of Ki gives Ibuki's partner enough time to come in and some allies can actually get a forward jump starting juggle for high damage.

EX Raida is not useful. It has a far slower startup than the non ex version and no more damage. It bypasses high guard (effectively working like an Overhead) and it is faster starting than Hammer Kick but Ibuki is much more negative on block and in general the 140 damage isn't work the risk reward. On startup Ibuki has no invincibility unlike the avoidance of Hammer Kick to lows and some mids and if blocked Ibuki can be punished significantly.

Street Fighter V[]

Ibuki Raida SFV

Ibuki's start up "grabbing" animation of Raida in SFV.

Raida works rather differently in SFV compared to it's previous incarnations. In previous games Raida mostly worked the same (being the exact same in SFXT) regardless of what version was used aside from the EX incarnation that had it's own properties.

In this game Raida does different damage and knockback depending on the strength of the punch button used to activate. LP does the least damage and has the least knockback but allows Ibuki to continue Pressure even if the opponent quick wakes up. Medium punch knocks her opponent further than medium punch and hard knocks the opponent away further, but a little bit less than the full screen launch of it's previous incarnations.It should be noted that despite Ibuki not being able to take advantage of post hit Raida in combo situations by herself, the opponent is actually in a Juggle state in between the time they are blasted and hit the ground. Both of Ibuki's V-Triggers can take advantage of this, usually her first was used for such purposes before it's season 3 nerfs.

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Ibuki blasting Chun Li's midsection with Ki using Raida.

Something of note is that despite Raida's strike hitbox assigned to it, the game treats Raida as a throw rather than a strike after connection. For all intents and purposes aside from it's combo and juggle properties Raida can be effectively treated as a throw and as such the opponent can not back roll when they tech the knockdown as the game does not allow throws to be back rolled. This can make Raida a more desirable combo ender than Kazekiri if the Ibuki player wants to deal with less options for the opponent, as Kazekiri can lead to three post hit scenarios while Raida only leads to two. Raida is also better suited to end juggles than Kazekiri (though the EX version of Kazekiri does more damage as all hits will connect when used in juggles and does overall more damage than Raida)
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Ibuki releasing a stronger Ki into Zeku with EX Raida.

Ex Raida does more damage and gains projectile immunity. Ibuki's stance is noticeably different when using EX Raida and is a first in the series in terms of visuals. Ibuki lunges forward with her elbow out, if it connects Ibuki strikes the opponent. She then proceeds to turn 90° and uses her free hand to blast even stronger Ki into the midsection of her opponent. The resulting blast knocks her opponent away in a distance that is somewhere between her MP and HP knockback, meaning in normal situations Ibuki can not take advantage of the hit without the help of a V-Triggers. However using them in tandem with either V-Trigger can help if Ibuki doesn't have access to her Critical Art and the player is trying to score a KO.

Trivia[]

  • The Street Fighter X Tekken version of Raida is the fastest non Super Art/Ultra Combo/Critical Art/Mighty Combo attack Ibuki has ever had access to at one point at another.
  • Linn Kurosawa from the Capcom-developed Alien vs. Predator arcade game has an attack that appears similar to Raida. It is possible that Raida was inspired by this attack, given Ibuki's other visual similarities with Linn.
  • Ibuki's Universus card "Energy Charge" sees her do the pose that she does in SFV while lunging when she is using EX Raida.

Gallery[]

Sprite[]

Street Fighter III series

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