|Street Fighter V||+ (Forward)|
Description[edit | edit source]
Executed by pressing Light Punch and Light Kick, (the throw command) near an opponent. Ibuki spins past her opponent and grabs them by the arm. With her opponent facing the opposite direction and with a grip on their arm, Ibuki bends forward and uses her own leverage to throw her opponent over her hips, causing them to land on their head and flip over on their stomach.
Tactics[edit | edit source]
Street Fighter IV[edit | edit source]
This attack is usually Ibuki's standard throw of choice. Somewhat ironically while Ibuki has great specials, normals, and even Target Combos for her post knockdown game both of her throws leave her at awkward unintuitive angles in comparison to her other Knockdown options. In Yamikarua's case Ibuki is left near point blank to the knocked down corpse of her opponent, which is very unfavorable in comparison to the player subjective judgemental angles of Tsumuji, fixed spacing of Neckbreaker, or her Sweep which happens to be the highest knockdown providing sweep in the game.
When connected Ibuki can use some attacks that move her character model such as Medium Kick which will increase distance between Ibuki and her still knocked down opponent. Ibuki can then attempt a Kunai mixup. This tactic was made harder and more awkward with the Ultra delayed wake up mechanic as doing this at the normal wake up timing will mean Ibuki's opponent can punish her, something not desired with her minuscule 900 HP.
OMEGA[edit | edit source]
In OMEGA this attack works similarly to it's IV and SFXT incarnations. However it's followup properties work similar to Street Fighter V's version in that the opponent can quick-stand after being thrown. As the timing of the quick-rise isn't optimized like in the timing in SFV; where Ibuki doesn't really get anything out of successfully connecting with Yamikazura compared to any other version of the attack.
Street Fighter X Tekken[edit | edit source]
Due to the less focus on knockdown pressure and the added Roll added to the universal cast this throw not only has become significantly more useful but is actually part of Ibuki's overall gameplan. With two attacks almost tailor made to punish throw techs and Crouch Techs Ibuki actually benefits greatly from the positioning this throw provides, especially in comparison to her back throw that has very specific usage. After this attack her Hard Punch Kasumi Gake can be used to Side Switch her opponent, and even gaining a little meter each activation. Ibuki can discourage rolls even outside of the corner as her Walk Speed allows her to walk back after 1 Kasumi Gake and still punish a roll attempt. Once the opponent stops rolling Ibuki can use both Bonshogeri and Hammer Kick to punish tech attempts depending on how the opponent tries to stop. Ibuki's Agemen anti air also synergizes as most opponents neutral jumping, forward jumping, or even in some cases back jumping to avoid Yamikazura can be anti aired even with the recovery time of the throw whiff, though some opponents such as Lili can perform her no Height Restriction Dive Kick to punish Ibuki while she is still recovering. Ibuki players should always be aware of her opponent's invincible attacks and account accordingly to the situation when using Ibuki's incredible throw game.
Street Fighter V[edit | edit source]
This move is good for pressure and for gaining momentum. While this throw does less damage than her back throw, it is a decent way to put her opponent in the corner. After the throw, Ibuki can dash forward and maintain offensive pressure. Ibuki can go for a meaty mix-up, a sneaky overhead, or throw her opponent again.
Trivia[edit | edit source]
- This attack is similar to Dan's Shoulder Throw from the Street Fighter IV series. With the differences being Ibuki having no problem with her hip toss compared to Dan's added theatrics.
- Despite her 30th Anniversary Bio, Yamikazura is one of the few grabs where a non Grappler female physically lifts her opponent.