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StreetFighterV 12 1 2019 10 13 43 PM

Ibuki finishing using Tobizaru against Guile.

The Tobizaru is one of Ibuki's throws introduced in Street Fighter III series.

Input
Street Fighter III Street Fighter III: 2nd Impact Arcade-Stick-Right/ Arcade-Stick-Left + Arcade-Button-MPunch or Arcade-Button-HPunch (Near opponent in the air)
Most Appearances Arcade-Button-LPunch+Arcade-Button-LKick (Near opponent in the air)

Description[]

Tobizaru

Ibuki kicking Cammy in midair during Tobizaru.

Executed by pressing Light Punch and Light Kick, (the throw command) while Ibuki and her opponent are near each other in the air. After grabbing her opponent's head in midair, she uses one leg to kick her opponent in the stomach. Ibuki ends the air throw by driving both of her feet into her opponent's midsection. As her opponent crashes to the ground, Ibuki performs a double back flip, landing smoothly on her feet.

Tactics[]

Ibuki Airthrow 2nd Impact

Tobizaru in 2nd Impact against Sean.

Ibuki's air throw serves as a decent anti-air attack. It is good for stuffing out close jump ins, resulting in a knockdown and some respectable damage. It also resets the neutral game, where Ibuki can zone out his opponent with her Kunais. While it doesn't have any sort of invincibility, it is a great way to surprise his opponent and force them to reconsider jumping in against Ibuki. This can be useful also against some characters who attempt a "grappler jump" at a range Agemen won't catch them.

This attack does more damage than any of Ibuki's individual jump in attacks, this means that situationally it can be used to punish aerial opponents such as Chun-Li using EX Spinning Bird Kick harder than any of her jumping attacks, as they would trigger Air Resets. It is also worth noting that the higher in the air Ibuki catches her opponent when using this the further her opponent will be sent as her opponent is sent down to the ground at a 45 degree angle and it's total distance depends on how much space between the ground and her opponent there is. Both situations can benefit or hinderance in different matchups, as against characters such as Cammy who can be Safe Jumped and has low HP Ibuki wants to be putting pressure and be up close but against Zangief Ibuki generally wants to keep him at a distance.

She use her air throw as a combo starter in Street Fighter V. Ibuki can activate her Rokushaku Horokudama V-Trigger if she catches her opponent jumping in. During the frozen frames of the activation of V-Trigger, Ibuki can surprise her opponent with Tobizaru, driving them into the bomb to extend the combo and inflict even greater damage.

Gallery[]

Videos[]

Trivia[]

  • This Air Throw has been the subject of two glitches throughout it's Street Fighter IV series existance. First in Super Street Fighter IV it did little to no damage if it connected too close to the ground, then in the OMEGA mode if Ibuki used it too close to the ground she would become frozen mid air right before she lands. Both glitches have since been fixed.
    • Then in her debut season in Street Fighter V, Tobizaru would remove her hurtbox for an extended period of used at certain timings. Allowing her to avoid reversals like Shoryuken at will. This also has been fixed as of the current build.
  • Ibuki is the 2nd character (first being Decapre) to receive an air throw that can be used to end the combo. She is followed by Kolin in Street Fighter V.
    • Interestingly, all three characters who have this distinction so far are females.
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