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"This is my ultimate move, the Yoroi-Doushi!"
Ibuki in Street Fighter III: 2nd Impact
"Get ready! Yoroii...toshi! (覚悟して! 鎧ー…通し! Kakugo shite! Yoroii...doushi!?)"
—Ibuki
Vs181001-018

Final hit of Yoroitoshi on Cammy in Street Fighter IV

The Yoroitoshi (鎧通し Yoroitooshi?, "Armor Piercer"), also written as Yoroi-Doushi, is one of Ibuki's special attacks, it first appeared as her second Super Art in the Street Fighter III series and later returned as her Ultra Combo in Super Street Fighter IV. This move is Ibuki's only ground projectile (if the grab was unsuccessful).

Appearance Function Input
Street Fighter III series Super Art II Quarter-circle forwardQuarter-circle forward + Punch
Super Street Fighter IV Ultra Combo I Half-circle backwardHalf-circle backward + All 3 punch buttons
Street Fighter X Tekken Super Art Half-circle backward + All 3 punch buttons
Damage
Ibuki(Yoroitoshi) 501
Ibuki(Yoroidushi) 250
Ibuki (Yoroitoshi) 300

Description[]

Street Fighter III[]

Executed by performing two quarter-circle forward? motions and pressing punch, Ibuki manipulates a massive amount of ki, and performs an extra-powerful, unblockable Raida attack on the opponent's torso. If it fails to grab the opponent, she extends her arm and fires an orange colored blast that moves a short distance in front of her.

Super Street Fighter IV[]

Executed by performing two backward-half circle motions and pressing all 3 punch buttons, Ibuki performs a Raida; if it connects, she performs a more powerful one using her elbow, instead of her fist, shouting out the attack's name. It is important to note that the grab does not have 0 frames of startup like Zangief or T Hawk's Ultra Combos, but rather 1 frame of startup, making it used as a punish option against moves that are normally safe at -2.

The projectile portion after the grab is useful in its own ways. It can be used to Juggle after EX Tsumuji on a corner for more damage in general than Raida or Kazekiri. Ibuki can also perform her semi exclusive "super jump cancel" during hit sequences to combo with the projectile. However, the damage of said projectile is significantly lower than that of Hashinsho, which often works in the same combos.

Street Fighter X Tekken[]

Yoroitoshi startup SFXT

Cinematic Startup in Street Fighter X Tekken

Yoroitoshi serves as Ibuki's Super Art, though with notable differences. The attack is now a strike, albeit still an incredibly fast one. Ibuki travels a short distance forward before proceeding to the fireball stage of the attack. It should be noted that the fireball is not safe even on hit, though it still is a disjointed hitbox. Visually, it has a stronger resemblance to its Street Fighter III incarnation.

Yoroitoshi starts in 1 frame. While it's damage is middle of the road for Super Arts in this game it is one of the most multi purpose attacks in the game with its usages being:

  • Prevent Safe Jump set ups
  • Give Ibuki an Option Select with invincibility frames. This one is especially notable since EX Kazekiri nor any of her other attacks aside from Cross Art have invincibility and said mechanic doesn't lend itself to the tactic.
  • Chase down opponents who jump back or forward, some could even be caught after a whiffed neutral throw.
  • Anti-Air powerful jump in attacks Agemen and Light Kick Kazekiri can't beat.
  • Whiff punish
  • Defeat most other invincible attacks due to its 15 frame invincibility window
  • Attack opponents through Projectiles.
  • Extend damage compared to Raida when using her aerial Target Combos
  • Guaranteed 300 damage punish on a badly timed Launcher Switch Cancel.
  • Fast reacting to the opponents actions when Cross Assaulting into Ibuki
  • EX Super Charge while in Cross Assault mode to get full damage from Projectile portion while her ally continues the attack sequence.

Though useful for many purposes since Ibuki herself moves forward some other invincible attacks such as EX Psycho Crusher and Julia's Super Art will pass right through Ibuki with both aforementioned opponents recovering much faster than she does. While boasting a high number of invincibility frames some other attacks such as Rufus's and Cammy's own Super Arts beat Yoroitoshi clean even if Ibuki activates after their attacks during their startup frames.

Etymology[]

Yoroitoshi roughly translates to "Armor Piercer" in English, as shown above, which may refer to the move's unblockable nature. It is also the name of a Japanese dagger-like sword used for just that purpose.

Yoroitoshi's basis appears to stem from unusual real world phenomena of ki based striking attacks, where it is alleged that honed and trained mastery of ki can allow one to strike with such internal force that it can bypass the protection of armor. For ninja, the idea of such techniques being highly guarded secrets and in their use is not uncommon.

Gallery[]

Trivia[]

  • The Yoroitoshi is the only instance of a command grab that has an attack on whiff.
  • Since the ability for command ultras to be used in combos was added after Street Fighter III this is the first command grab ultra that can be used in combos due to the followup fireball.
  • According to Ibuki herself through Win Quotes, Yoroitoshi is her "ultimate" attack.
  • Ibuki has used this attack in her own comic against Oro and against Decapre in Hyper Looting. So far only the "grabbed" version has been shown in such media.

Sprites[]

YoroitoshiFarYoroitoshiClose

Videos[]

SFXT Whiffed 2nd stage.[]

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