Kachofugetsu



| Startup |
1+4 |
|---|---|
| Active |
17 |
| Recovery |
17 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
20 |
| Cancel |
– |
| Damage |
0 |
| Stun |
356 |
| Meter Gain |
-900 |
Kachofugetsu: Ibuki’s Critical Art is basically a super version of her Sazan slide kick, with invulnerability that lasts all the way through the first active frames, and tremendous reach. With EX gauge locked and loaded, Kachofugetsu can be confirmed into several ways. Any combo into Kunai can end with a cancel to Kachofugetsu. When throwing grounded Kunai at midrange, this Critical Art can be option-selected by throwing LP/MP Kunai aimed to come up short and buffering the Critical Art motion as the knife flies. If the opponent moves into the knife, triggering the hit and thus the Critical Art cancel, it’ll reach in time and link for heavy damage. Kachofugetsu can also be used to finish juggle combos, catching falling enemies on the slide kick and triggering the full Critical Art just before they hit the ground.
Kachofugetsu is horrifically unsafe if blocked, but it at least deals 60 chip damage, and is Ibuki’s only move that can win a round with block damage. Keep it in mind against a low-stamina opponent in the final round as a “win” button out of airtight blockstrings.