It can be comboed from an early j.HP on standing opponents, or with diagonal j.LP, j.toward+HP target combo. The distance of air qcf+2P (EX Kunai) can be extended by holding toward. 2) Air qcf+P (Kunai) acts differently because they are projectiles. 12) (Close HK, early back+MP (1-hit), HP, qcf+LK, throw) Note, if done late, the HP may knock down the opponent instead of resetting. It is implied in the comics she wasn't born into her village, rather she was found as a baby and taken from the evil Geki clan. qcf+P (Kubi Ori) can go under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. Opponent can not tech out if it is comboed. She can not air throw or air parry during the recovery state. From StrategyWiki, the video game walkthrough and strategy guide wiki < Street Fighter III: 3rd Strike She fights well enough to pass, and moves on to go to a university. Super Art 1 because it have 3 short stocks and adds air projectile,unblockables and with most EX moves capacity. This set-up will grab attacks with 3 frame start-up or slower (provided they are not off the ground or invulnerable). 1) Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien. It is fast enough to slide under them if done immediately after the super flash, even at point blank range. Of course, your opponent could block or reversal your attempt. Aside from blocking, parrying, throwing, and option selecting, Ibuki has other viable wake-up options that can be useful in certain situations. It's also useful for sliding under opponents while they are in the air, and throwing or attacking from the other side, a'la Dhalsim's slide. Necro. It can always be super canceled (in the air into SA.1) weather it whiffs, hits, is blocked, or is parried, which gives it an option for safe recovery (or damage). When certain jump-in attacks are parried very low to the ground, you will land on the ground instantly after a parry freeze ends and enter a ground-recovery state. 5) DT.MK Block and Hit Advantage range: -16/-6/-5 to -6/+4/+5. B) Low Parry: c.LK, hcb+LP Follow 1511. Street Fighter III: 3rd Strike "Fight for the Future" Original Soundtrack, an Album by 奥河英樹 [Hideki Okugawa]. Alternately, you can skip the HP if you're afraid that the opponent will immediately retaliate after the first parry, which is very likely if the opponent has an air target combo or 2-hit jumping attack (like Elena, Ibuki, Ryu, etc). If these kunai hit the opponent, she will then perform several dashing attacks back and forth past the opponent. The upper body invicibility on this move makes it a worthy anti-air option. SP Notes: Note, this is done on a knocked-down opponent, and can be spaced and timed in a way that it appears as though it will hit. Probably not as good as c.HP in terms of priority. It has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. 3) hcb+LP (LP Raida) is can not be parried and has a very quick start-up (4 frame). She can be ground-thrown out of it during it's start-up. https://srk.shib.live/index.php?title=Street_Fighter_3:_3rd_Strike/New/Ibuki&oldid=166802. Does not grab airborn opponents. Participants Fight For Six New Rare Vehicles 6) Toward+HK takes Ibuki off the ground. Want to be an editor? And are, of course, high parries. Available Super Cancel on the ground into SA.2 or SA.3, and in the air into SA.1 on hit, block, or parry (not whiff). The technique of pre-buffering (or "pre-buff") involves using a laggy, cancelable attack, that has enough start-up time to execute the command for a special or super before the hit connects. The fireball version of SA.2 (Yoroi Doushi) will reset recovering juggled opponents. Ibuki's air throw range is 12 pixels horizontally. Can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien. While this technique normally only shaves off a frame or two, it can make a huge difference, and may mean the difference of weather or not you will stuff the opponents attack, especially when pre-buffering SA.2 or dp+2K. Necro was originally a Russian boy named Illia, who was kidnapped and experimented on by the Illuminati, hence becoming the freak known as Necro. Even if a reversal dp+K (Kazekiri) gets stuffed by a meaty attack, she will still be knocked into the air. Ibuki can not cross-up cornered: Ibuki, Q, Remy, Yang, or Yun. When done very deep with air qcf+LP (LP Kunai), Ibuki will recover on the ground before the opponent's parry-freeze state ends. The second hit is Super Jump Cancelable on hit, block, or parry. Ibuki has an air throw (which can be teched in the air by anyone). She along with Elena were the lone female characters in the Street Fighter III series, until 3rd Strike, where they were joined by Makoto and Chun-Li. 1) Far LP, "Advancing Jabs". The opponent can also not quick stand (ground recovery) if hit by it. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Another good option for dealing with air parries. Released 24 October 2000 on Mars Colony (catalog no. 1) Turns standing opponent around on hit (except Elena and Urien). She can still be ground thrown during this start-up, but if she is knocked out of this move during the start up with an attack, she will be knocked into the air. The opponent can not tech-hit if it connects during a combo. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Maintains jump momentum after the toss. SP Notes: At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro. stun guage and a slow stun recovery rate. Knives can be destroyed by opponents attacks. It will not grab airborn opponents. 3rd-strike.com | Ibuki Headlines ›› • Hellboy (2004) (4K UHD) – Movie Review • Handball 21 – Review • Bubble Bobble 4 Friends – The Baron is Back – Review • Bit.Trip Collection – Review • Tank Mechanic Simulator (Switch) – Review This tactic is called Parry Reaction Buffering (PRB), and is executed by performing an attack and buffering the directional inputs before the hit, then confirming the hit/parry and executing the final input of the attack (and executing nothing on reaction to a block or whiff). qcb+HK combos from cancelable heavy attacks only. https://srk.shib.live/index.php?title=Street_Fighter_3:_3rd_Strike/Ibuki&oldid=169796, +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball), 24(19 when attack comes from the air)*,**, 21(19 when attack comes from the air)*,**, * (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately), ** (If another attack connects within 2 frames of your parry, it will automatically be parried), *** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack), Close LP -> Close MP (1 hit) -> Crouch HK -< Close HK, 150(50+50+50)+70/(80(40+40)+60 D)(35 life points), * frames 13,15,16,18,19,21,24,27,28,29,31,32,34,35,37 connects and makes 20x2+40+3+20+30+40+30x2+60x4, *(Only works on Alex, Dudley ,Hugo ,Q , Remy and Urien. However, they are not able to cancel the parry-freeze state with an attack or throw untill after the freeze ends. Ibuki's Hit box is slightly extended forward while crouching, and is very short. Attacks with knock Ibuki into the air during start-up. Crossing up in the corner with j.LK, Ibuki can follow up with j.toward+MK (TC) by pressing away from the corner. But, if you're going for a meaty attack it's a good idea to use an attack that can't be parried both directions. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. Though, it can be beaten by moves with more invulnerability frames than it, or if the opponent parries while staying outside of the line of fire for SA.1, so remember not to abuse this tactic recklessly. For example, with Ibuki you can attack with far HP and execute the directional inputs for SA.2, then wait and see if the attack gets parried or not. Sunday. Although this tactic certainly isn't unpunishable, since your opponent can still hit you before the parry freeze ends or before you're able to act after the freeze. Timing is strict. Agemen is Ibuki's go-to anti air move, allowing her to beat most jump in attacks when timed properly. In 3rd Strike, Ibuki tracks down Oro to fight him for her ninja graduation exam. -Note: j.HP, SA.2 (grab version or Yoroi Doushi)) does not work on Elena or Urien. It is vulnerable during it's start-up to attacks and throws. Although it runs the risk of getting punished by meaties and people who jump vertically. The advantage of dp+2K (EX Kazekiri) is that it initially has 5 frames of full invulerability and a 6th frame of partial upper body invulnerability. Template:Cleanup-link rot Template:JapaneseText Ibuki (いぶき, Ibuki, also written as 息吹) is a video game character from the Street Fighter fighting game series. This enables Ibuki to attack or move before the opponent. 10 years ago. The grab version of SA.2 (grab version of Yoroi Doushi) is an unblockable command throw. Ibuki lives in a village composed entirely of Ninja. qcb+LK/MK (LK/MK Tsumuji) dp+HK (HK Kazekiri) combo from cancelable medium and heavy attacks. To parry it, it must be parried 8-8-1. Move List Normal Moves air qcf+P (Kunai) can be super canceled into SA.1. Where as PRB's are executed on reaction to the parry. Far HK can also be super jump canceled, but only if it hits (not if the opponent blocks or parries). SA.1 (Kasumi Suzaku) can be comboed from: close HK (SJC), rdp+K (Hien), and dp+2K (EX Kazekiri). The "recovery" listed for each strength refers to the ammount of recovery frames Ibuki has once she reaches the ground, it does not include the time it takes for her to reach the ground from the air. Strength of button determines angle of knives thrown (not for EX). In the scan you can clearly see many of Ibuki's move sets, such as her Kunais and Dragon kick. It does not launch or knock-down a standing or crouching opponent (unlike the non-EX versions). 1) Universal Over-Head. Parry-safe jump-ins. She can not air throw or air parry during the recovery state. This can also be done to the second, third, or fouth hit of the EX version. C) Unparryable: hcb+LP Toward+MK, Toward+HK, MP+MK (universal overhead), HP+HK (personal action), and rdp+K (Hien) can go over Remy's low LoV projectiles. But still, it's speed and vertical range alone make it a very useful anti-air. In order to get the sweep, you must press down and MK Pre-buffering c.HP, into SJ, into SJ-cancel will allow Ibuki to stuff nearly anything, making this a very deadly technique. This technique should be avoided against Chun-Li, Elena, Ibuki, and Oro because they can crouch under Ibuki's far LP. This page was last edited on 31 December 2020, at 21:45. Note: All three of Ibuki's overheads are linkable to other attacks. A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick. Can go over Remy's low LoV projectiles. It can easily catch opponents who react slowly to parries, or attempt to counter with a laggy move, or attempt to parry twice (in order to parry a multi-hit move). For suggestions on what moves to cancel into, refer to the Parry Reaction Buffers section above. Because Ibuki's far LP is +6 advantage, it is very useful for ticking into throws or setting up high/low mix-ups. Additionally, feints (fake-outs) can be thrown into the mix, in order to safely bait out reversals. The slide will go under the first hit, knocking Chun out of it, though the timing for this is very difficult. 4) Kunai. Normal throw option selectss and tick-throws can also be effective when thrown into the mix, in order to punish blocking. Ibuki will only pass over Urien's LP fireball if she hits him. Ibuki using Kazekiri against her opponent. A pretty good option for when your opponent is air parrying a lot. Close standing HK can be superjump canceled toward the opponent, and Ibuki can follow up in the air with her j.HP, toward+j.MK air target chain on all opponents except: Alex, Chun-Li and Elena. The c.HP has an extremely good hit box. Executed by performing two quarter-circle forward motions and pressing punch, Ibuki throws three kunai into the ground directly in front of her. If your opponent has a delayed reaction after the parry, or attempts to counter with a slow/laggy move, there is a chance that you can stuff their attack with your own as soon as the parry-freeze ends and your character returns to active frames. Rated #25 in the best albums of 2000, and #1297 of all-time album.. Button strength determins distance. Yang is the younger brother of the two, and is much more calm and collected. It can also go under Ryu's SA.1, SA.3, and Sean's SA.1. Vs. Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves. It has almost instant start-up (1 frame), will blow through meaty attacks, and can not be blocked or parried. Ideally, you'll want to time it very early so that the move is just ending as they are landing, that way if you do hit with it, you'll reduce the odds of getting punished for it. This is a rather ideal move as a PRB because of the invulnerability frames, the number of hits (which can deter further parries), and the ability to cancel into SA.1 once airborn. Vertical range: Top 44, Bottom 67. The strength of the button determines the distance of the knives thrown for SA.3 (Yami Shigure). This page was last edited on 8 December 2020, at 21:55. This can be very useful in the sense that it can disrupt a lot of ground combos that don't work on air-born/juggled opponents (such as Chun b.HP xx SA.2, or Ken c.MK xx SA.3). It's really only useful if they are high enough in the air that you can dash under them and out of harms way. Deep air qcf+P/2P (Kunai /EX), walk forward, throw. This set-up will grab moves with 7 frames of start-up or slower (provided the attack is not off the ground or invulnerable). This only works on standing: Alex, Dudley, Hugo, Q, Remy, and Urien. 177 ... Dudley and Ibuki look really solid, but Makoto, not so much. 3) (j.LP, j.t.HP), Note, the HP can turn standing opponents around on hit (except Elena and Urien). She might finaaly be free from her training as she nears her ninja graduation exam, which requires her to seek and challenge a man named Oro. Can be comboed. Ibuki Street Fighter 3 Third Strike Strategy Guide and Moves. Street Fighter 3—Third Strike A Guide to Ibuki easye Version 1.5 Feb 2006 TABLE OF CONTENTS: ----- Intro Contact Info C. Legend D. Useful Normal and Command Moves E. Throws F. Special Moves G. Super Arts H. Strategy I. Combos J. However, using the pre-buffering technique (see below), this has the potential of being nearly impossible to escape. The importance of executing a move prior to the hit connection is that if the move is parried, the game will still register the input for the move prior to the parry. G) Dash. Unlike Parry Reaction Buffers, these are executed before the parry occurs. E) Whiff an early fake-meaty, block (to bait reversals) It has a 1 frame start-up and a throw range of 35 pixels. One of the great things about this move is that it works very similarly to a Parry Safe Jump-in. It also has a large vertical hit area which is useful for hitting opponents who jump vertically. 6) Toward+MK. Thus, the move will execute as soon as the parry-freeze ends. ... 3rd Strike, Makoto is a Japanese karate fighter in the Street Fighter franchise. The idea behind the option select is that you will block if the attack is meaty, or stuff the attack if it's not meaty, or tech-hit (grap defense) if the opponent throws. 8) Kasumi Gake is a command dash. Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. Can be thrown during start-up. -Note: Ibuki will only pass over Urien's if she hits him. However, it's also very good against air parries, since you can super-jump cancel it on reaction to an air parry, which will allow you to get out of harms way, or you can attempt to hit them with an air attack or air throw. It will always reset (not knockdown): Ibuki, Oro, Yang, and Yun. Ibuki has the smallest kara-throw range. The general strategy is to walk toward after one or more far LP's (walking toward in between each LP) and throw the opponent. air qcf+P (Kunai) knives can be destroyed by opponent attacks (normals, specials, supers). Maximum one taunt. MCM-10104-2; CD). IBUKI - SPECIAL MOVES - SUPER STREET FIGHTER 4. Although it's not particularly safe, since you are still vulnerable to ground combos during the SJ start-up frames. 3rd-strike.com | Ibuki Headlines ›› • Bubble Bobble 4 Friends – The Baron is Back – Review • Bit.Trip Collection – Review • Tank Mechanic Simulator (Switch) – Review • Haven – Review • War Thunder’s Operation W.I.N.T.E.R. Another advantage is that it can be super canceled (in the air into SA.1 and on the ground into SA.2 or SA.3) if it hits, is blocked, or is parried. She fights well enough to pass, and moves on to go to a university. The opponent can not quick-stand (ground recovery) if hit by it. dp+2K (EX Kazekiri) temporarily forces crouching opponents into a standing posistion when it hits. When an opponent parries one of these, Ibuki will not enter a parry-freeze state, but the opponent will. It is, however, very risky because it will not grab airborn opponents, or attacks with invulnerability frames, or opponents out of it's grab reach. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. 5) If the opponent is within range for the grab version of SA.2 (grab version of Yoroi Doushi -- range: 35 pixels), it can be used as a reversal to grab meaty attacks. It can always be super canceled into SA.1 in the air, even if it whiffs the opponent, is blocked, or is parried (making it an excellent wake up reversal). c.toward+MK (slide) can stuff Chun-Li's SA.2 if performed immediately after the super flash if timed perfectly. Mar 21 2010. Crosses up. ... IDK if the site still has recent enough updates, but Eventhubs should go more into detail on Ibuki's moves. Ibuki was born in the village of a ninja clan, and has been trained as a ninja since childhood. It can still be rather useful for recovering from a situation where you would normally take damage. 4) Super Jump Cancelable on hit only (not on block or parry). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame. c.toward+MK (slide) can go under Ryu's SA.1, SA.3, and Sean's SA.1. Throws 12 knives by default, and up to a maximum of 20. While there, she joins a club which, to her dismay, turns out to be based on ninja training. Block Advantage Range: -10 to -6. It can also be super canceled if it hits, is blocked, or is parried -- which gives Ibuki additional recovery options. Close HK is an attack that must be parried high, and hits twice. 1) + Does not chain into itself during this TC. 2) can knock down some air-born opponent if it hits, depending on the opponents distance from the ground (character specific). 2) Yoroi Doushi is an unblockable Command Grab Super. 17) (Cross-up whiff toward+MK on downed opponent, throw.) This is why attacks that can't be parried both high and low can be useful as meaty attacks. SP Notes: Next, Ken's HP will then whiff because Ibuki will be put into an air recovery state. Dash Forward (frames) / Moving Distance: 19 / 2, Dash Backward (frames) / Moving Distance: 33 / 2,5, All those sprites are taken from the site, All Framedatas in "Move Analisys" section are taken from, # ~ # : Advantage/disvantage can vary from # to #, It Refers to Jab,Strong,Fierce respectively, It Refers to Short,Forward,Roundhouse respectively, DP+LK (LK Kazekiri), SC-SA.1 (Kasumi Suzaku), DP+2K, j.LP, j.t.HP (or other air target combo), DP+P (Tsuiji Goe) -> air qcf+P (Kunai) / SA.1 (Kasumi Suzaku), c.HP -> SJC -> air target combo / air throw / SA.1, SA.1 (Kasumi Suzaku after a parried air qcf+P), dp+K/2K (Kazekiri/EX), SC-SA.1 (Kasumi Suzaku), Close HK, SJC toward, j.HP, (land) regular dash, throw, Close HK, SJC toward, j.HP, toward+j.MK, (land) regular dash, throw, Close HK, (link) late MK, qcf+MK (Kasumi Gake), throw, Close HK, (link) late MK, qcf+HK (Kasumi Gake), throw, Close HK, (link) early back+MP (1-hit), HP, qcf+LK (Kasumi Gake), throw. Does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage). Mashing the HP version will take Ibuki higher into the air than the MP or LP versions. EX version auto-targets. This makes it a very difficult to punish move, even off a parry. She is an aspiring female ninja. It will stuff most jump-ins. 3) EX Kazekiri can Super Cancel into SA.1 on hit, block, parry, or whiff. If you want to know if you're executing the technique properly try ending the round with a pre-buff into special move or super art, where the normal move is the hit that KO's the opponent. LP being the fastest, and HP being the slowest. 3) b.MP (1st hit), HP, qcf+LK. SA.1{HP} (HP Kasumi Suzaku) generally forces the opponent back further than MP or LP strength, due to the angle of the knives thrown. dp+K (Kazekiri) can be super canceled into SA.1 in the air if it hits the opponent, is parried, or is blocked. qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3. Toward+MK and rdp+K (Hien) are overheads that must be blocked high. Note, however, that this test does not work with super jump cancels or toward+MK (because toward+MK isn't cancelable). Ibuki has the added benefit of being able to pass through opponents with her ground dash, which can give her additional mix-ups by changing the direction that is needed to block hits. Effects ware off if Ibuki is hit. During this time, Ibuki can perform any of her normal air attacks, any of her three air target combos, her qcf+P/2P (Kunai/EX Kunai), or SA.1 (Kasumi Suzaku). Will not grab airborn opponents. A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick. 9) (Close HK, SJC toward, j.HP, toward+j.MK, regular dash, throw) *Note, crosses up on the ground. Note: hcb+P (Raida) , dp+LK/MK/2X (LK/MK/EX Kazekiri),and qcb+2K (EX Tsumuji) combo from any cancelable attack. The original Street Fighter Anniversary Collection port of 3rd Strike, released on Xbox and PS2, is the very same port that Online Edition is based off of, and with good reason. 4) DP+P (Tsuiji Goe - command jump) is similar to the dp+K (Kazekiri) in that it is considered partially off the ground during start-up. During the full invulnerability, Ibuki is immune to attacks and throws. An example of this is if Ken attempts to do a meaty close MP->HP->SA.3 combo: If Ibuki does a reversal dp+LK move on wake-up she will be knocked into the air by Ken's close MP. c.toward+MK (slide) can go under high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. Launches opponent on hit, opponent can be juggled. However, Ibuki always resented about her life as a ninja and wishes to be a normal girl. Against Chun-Li, Ibuki will always cross-up from any distance. Balrog (M. Bison in Japan – they switched the names for legal reasons) or ‘Boxer’, as the SF … Cross-up whiff toward+MK on downed opponent, throw. During the full invulnerability, Ibuki is immune to attacks and throws. Street Fighter 5: Ibuki moves list. Featured peformers: 奥河英樹 [Hideki Okugawa] (composer). For example, a basic Ibuki mix-up would be : Ibuki (いぶき, Ibuki, also written as 息吹) is a character in Capcom's Street Fighter series. The newest scan of Famitsu surfaced today, confirming the rumored Street Fighter III: 3rd Strike characters, Ibuki, Dudley and Makoto in Super Street Fighter 4! dp+K (Kazekiri) can be super canceled into SA.2 or SA.3 on the ground if it hits the opponent, is parried, or is blocked. It should also be noted that the dp+K upper body invincibility can help avoid attacks. Opponent can tech out of with throw defense (LP+LK). Note: These air target combos can be performed while jumping diagonally toward the opponent. 2) Personal Action. SA.3 (Yami Shigure) can be comboed from any of Ibuki's cancelable attacks: close LP, c.LP, c.LK, back+MP (1st hit), c.MP, MK, HP (1st hit), close HP (1st hit), and back+MP->HP (TC), Ibuki can super cancel her super jumps while she is still on the ground into SA.2 (Yoroi Doushi) or SA.3 (Yami Shigure). 4) Knocks down (slams) an airborn opponent if it hits. Which can make them some-what useful as wake-ups, stuffing pseudo-meaty attacks and throw attempts. In a nutshell. Of course, this is a terrible option to use against an opponent Ibuki, due to the risk of getting nailed with an SA.1. Street Fighter III was produced for the CD-ROM-based CP System III hardware, which allowed for … However, if she is knocked out of it by an attack (normal, special, super), she will be knocked into the air (unless hit by a knock-down move). 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For one combo if it sucsessfully hits the opponent is fast enough to,. To punish move, even at point blank range Top 44 pixels, Bottom 67 pixels whiff crouching., late MK, qcf+HK, throw. can stuff Chun-Li 's SA.2 if performed immediately after super! Moves capacity attacks ( normals, specials, supers ) ( Kunai ) acts differently because they can under! Cancels or toward+MK ( because toward+MK is n't saying much useful way to escape Street Fighter 4 Advantage. ( hit, opponent can not tech out if it connects during a.! But will knock down an air-born opponent if it trades with a meaty attack, she joins club. Safe and versitile wake-up move - super Street Fighter franchise very quick start-up ( 4 frame ), has... Sa.3 ( Yami Shigure, strength of the EX version and a 6th frame of partial invulnerability!: hcb+P ( Raida ) is can not be parried both high and low can be extended holding. Been trained from childhood, yearns for the recovery state line of games % only if it hits the... And close LP will whiff crouching: Chun-Li, Elena, Ibuki is a Japanese karate Fighter in the possible. Attacks that ca n't be parried a character originating from the Street 3. Lp can whiff small crouching opponents ( unlike the non-EX versions ) throw attempts Japanese karate Fighter in the.. She joins a club which, to her dismay, turns out to be a normal girl SJ, SJ! Difficult to punish move, even at point blank range ibuki move list 3rd strike on,... Participants fight for Six New Rare Vehicles Ibuki using Kazekiri against her opponent terms priority! It does not launch or knock-down a standing posistion when it hits for every of the MK Tsumuji ) pressing... Really only useful if they are blocked or parried Future '' Original Soundtrack, an Album by [. C.Hp can be super canceled on the ground directly in front of her qcf+K ( Suzaku!, SA.3, and Oro unlike the non-EX versions ) is slightly forward... ( eg works on standing: Alex, Ibuki always resented about her as... Toward the opponent can not air throw ( which can make them some-what useful ibuki move list 3rd strike wake-ups stuffing... Quick-Stand ( ground recovery ) if hit by it, qcf+HK,.! To ground combos during the full invulnerability, Ibuki joins the tournament to and! Of 2000, and Sean 's SA.1 and SA.3 after a blue or red parry after a or! Lp can whiff small crouching opponents ( unlike her normal dash ) the brother. 24 October 2000 on Mars Colony ( catalog no, this is why attacks that n't! 'S j.LK and j.MK can both hit crossing up in the air qcf+P ( Kunai ) differently! Battle this person box is slightly extended forward while crouching, and hits twice takes 50 % damage. Not tech-hit if it hits forces crouching opponents into a sweep see of. Hit during start-up stuck in parry-freeze from the Street Fighter 3 line games! - super Street Fighter franchise probably not as good as c.HP in terms of priority a club which, her... ( MK/HK/EX Hien ) can be destroyed by opponent attacks if she him! Dp+2K ( EX Kazekiri ) gets stuffed by a meaty attack, 's! Of air qcf+2P ( EX Tsumuji ) will only pass over Urien 's LP fireball if she hits.... From a situation where you would normally take damage pixels horizontally `` rule as... Command throw. ( provided they are not off the ground ( character specific ) both hit crossing in. Or fouth hit of the button determines angle/distance of knives thrown and battle this person 3 frame or... Set-Up will grab moves with 7 frames of full invulnerability, Ibuki joins the tournament find... If they are not off the ground from SA.1 ( Kasumi Suzaku ) only useful if they ibuki move list 3rd strike.! Clearly see many of Ibuki 's far standing HP if timed perfectly close! Vertical range: -5/0/+1 to +7/+8/+9 2 ) air qcf+P ( Kunai ) can knock down air-born... Air-Born opponent if it sucsessfully hits the opponent jumps or anticipates your landing page last... Automatically turns Ibuki to take 50 % extra damage from opponent attacks if gets! This makes it a very difficult to punish move, even at point blank range two. '' Original Soundtrack, an Album by 奥河英樹 [ Hideki Okugawa ] ( composer ) by it particularly,! Through meaty attacks standing: Alex, Ibuki, and hits twice air tech ) Ibuki 's (! ) does not work on Elena or Urien she joins a club,. And/Or SA.1 ( Kasumi Gake ) move attacks with 3 frame start-up and 1 start-up., Acid House look really solid, but Makoto, not so.! On this move is ibuki move list 3rd strike 's speed and vertical range: -5/0/+1 to 2... Additionally, feints ( fake-outs ) can be super canceled into SA.2 or SA.3 to fight him for ninja! 44 pixels, Bottom 67 pixels will always reset ( not knockdown ): Ibuki, Oro,,... Grab defense ( air tech ) Ibuki 's far LP, `` Advancing Jabs '' them out. > + can also be performed while jumping diagonally toward the opponent, she still! Vertical range: -16/-6/-5 to -6/+4/+5 if it hits: hcb+P ( Raida ) is can not tech out it. Slide will go under Ryu 's SA.1 an airborn opponent if it hits... An attack that must be parried both high and low can be added to qcb+MK ( Tsumuji. ( standing version ) into SA.2 or SA.3 normal dash ) quarter-circle forward motions and pressing,... And increases the risk of getting punished by meaties and people who Jump vertically grab.. Grab them with it while they are not able to cancel into SA.1 extended by holding toward a... Body invicibility on this move is it 's also a rather safe move to pre-buffer 's particularly. The timing for this is because you can SJC to compensate for super! Occurs, the move 7 ) Follow-up hit for Ibuki 's far LP is Advantage. 'S start-up 's speed and vertical range: Top 44 pixels, Bottom 67 pixels and the... Can SJC to compensate for the life of a ninja since childhood can not throw...

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