Street Fighter 3: 3rd Strike/Ibuki/Archive

From SuperCombo Wiki

http://photobucket.com/albums/a347/givequicheachance/ibuki-stance.gif

Moves List

Normal Moves

Air Normals

Name Type Start-up Hit Attack Stun Meter
M/Bl/Hit
*SP
Notes
Jab Vertical 3 Land 50 7 0/1/2
Diagonal 3 19 60 5 0/1/2
Strong Vertical 5 7 80(70) 11(9) 2/4/8
Diagonal 6 13 80(70) 11(9) 2/4/8
Fierce Vertical 11 5 120 13 3/6/14 1
Diagonal 11 5 120 13 3/6/14 1
Name Type Start-up Hit Attack Stun Meter
M/Bl/Hit
*SP
Notes
Short Vertical 4 Land 50 5 0/1/2
Diagonal 3 7 40 5 0/1/2
Forward Vertical 5 7 70(60) 9 2/4/8
Diagonal 7 13 70(60) 9(7) 2/4/8
Round House Vertical 10 3 110(90) 13(11) 3/4/12 2
Diagonal 11 3 110(90) 13(11) 3/4/12 2

SP Notes:
1) Turns standing opponent around on hit (except Elena and Urien).
2) Knocks down an air-born opponent if it hits.

Ground Normals

Name Type Cancel
C/SC/SJ
Block
H/L
Parry
H/L
St.
Up
Hit Rec. Attack Stun Advantage
Bl/Hit/c.Hit
Meter
M/Bl/Hit
*
SP
Jab Close C/SC HL HL 2 1 5 30 5 +5/+5/+5 0/1/2
Far X/X HL HL 2 2 2 25 5 +6/+6/+6 0/1/2
Crouch C/SC HL HL 3 3 3 20 3 +5/+5/+5 0/1/2
Strong Stand X/X HL H 6 2 6 70(65) 11(9) +6/+7/+8 1/2/7
Crouch C/SC HL HL 9 7 9 70 7 +2/+3/+4 2/2/7
Fierce Close 1st: C/SC
2nd: X/X
HL H 9 1/4 15 60/70 9/7 -3/-1/+1 3/7/16
Far C/SC HL H 13 4 14 70(60) 5(3) -1/+1/+3 2/2/7
Crouch X/SJ HL HL 8 3 18 110(100) 15 -3/-1/+1 3/6/14 1
Name Type Cancel
C/SC/SJ
Block
H/L
Parry
H/L
St.
Up
Hit Rec. Attack Stun Advantage
Bl/Hit/c.Hit
Meter
M/Bl/Hit
*
SP
Short Stand X/X HL HL 4 4 6 20 3 +1/+1/+1 0/1/2
Crouch C/SC L L 5 3 5 20 3 +3/+3/+3 0/1/2 2
Forward Stand C/SC HL H 5 4 14 100 11 +1/+2/+3 2/4/8
Crouch X/X L L 6 5 11 70 3 -2/-1/0 2/2/7
Round House Close X/SJ HL H 5 1/6 22 50/70 3/9 -11/D/D 3/5/14 3
Far X/SJ HL H 9 3 21 110 13 -2/-1/+1 3/6/14 4
Crouch X/X L L 8 3 18 110(100) 15 -3/-1/+1 3/6/14

SP Notes:
1) Super Jump Cancelable on hit, parry, or block.
2) Chains into itself.
3) Super Jump Cancelable on second hit (hit, parry, or block). Launches opponent on hit, opponent can be juggled.
4) Super Jump Cancelable on hit only (not on block or parry).

Throws

Name Command Start-up Hit Recovery Attack Stun Meter
M/Hit
Range *SP
Notes
Yamitsudzura LP+LK 2 1 21 120 13 0/7 16 1
Tobizaru air LP+LK 6 1 - 160 18 0/14 12 2

SP Notes:
1) Ibuki's defensive, offensive, and neutral throws are all identical.
2) Horizontal range: 12. Vertical range: Top 44, Bottom 67. You can grab defense (air tech) Ibuki's airthrow

Special Normals

Name Input Cancel
C/SC/SJ
Block
H/L
Parry
H/L
St.
Up
Hit Rec. Atk. Stun Advantage
Bl/Hit/c.Hit
Meter
M/Bl/Hit
*
SP
Souken
UOH
MP+MK X/X H H 15 10 5 40 3 -5/0/+1
+7/+8/+9
0/1/2 1
Taunt
PA
HP+HK X/X HL HL 15 9 8 0 7 - 0/1/2 2
Maki Geri T.LK X/X HL HL 5 4 8 20 3 -1/-1/-1 0/1/2 3
You Men B.MP 1st: C/SC
2nd: X/X
HL H 6 1/6 10 30/60 5/9 -2/-1/-0 2/5/10
Ura Maki Geri B.MK X/X HL H 13 2 13 70 5 -2/-1/-0 2/4/8
Koube Kudaki T.MK X/X H H 27 3 3 70(80) 13 +9/+10/+11 2/4/8
Sazan DT.MK X/X L L 6 11 9 70 3 -16/-15/-5
-6/+4/+5
3/4/12 4
Bonshou Geri T.HK X/X HL H 12 1 20 130 17 -1/+1/+3 3/6/14 5
Oiura Ken HP->HP X/X HL H 2 3 31 80 17 -1/+1/+3 3/4/12 6

SP Notes:
1) Universal Over-Head. Block and Hit Advantage range: -5/0/+1 to +7/+8/+9
2) Personal Action. Opponent can tech out of with throw defense (LP+LK). Can be parried or blocked. Does not grab airborn opponents. Can be comboed. Opponent can not tech out if it is comboed. Sucsessful grab results in damage increase for 1 combo. Effects ware off if Ibuki is hit.
3) T.LK Chains into itself. Not Special or Super cancelable.
4) DT.MK Block and Hit Advantage range: -16/-6/-5 to -6/+4/+5. This move has a very small/low hitbox and can pass under high fireballs from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. It can also go under Ryu's SA.1, SA.3, and Sean's SA.1.
5) Toward+HK can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien. Ibuki will only pass over Urien's LP fireball if she hits him.
6) Follow-up hit for Ibuki's far standing HP.

Target Combos

  • In air, HP -> F + MK
  • In air, LK -> F + MK
  • LP -> MP -> F + LK
  • Close LK -> Close MK -> HK
  • Close LP -> Close MP (1 hit) -> HP
  • B + MP (1 hit) -> HP
  • In air LP -> F + HP
  • Close HP (2 hits) -> D + HK -> HK
  • B + MK -> F + MK
  • Close LP -> Close MP (2 hits) -> D + HK -> HK
  • B + MP (2 hits) -> D + HK -> HK

Special Moves

Raida F, DF, D, DB, B + P
Kubi Ori B, DB, D, DF, F + P (EX)
Kunai In air, D, DF, F + P
Tsuji Goe F, D, DF + P
Kasumi Gake D, DF, F + K
Kazekiri F, D, DF + K (EX)
Tsumuji D, DB, B + K (EX)
Hien B, D, DB + K (EX)

Super Arts

I Kasumi-Suzaku In air, D, DF, F, D, DF, F + P 3 stocks
II Yoroi-Doushi D, DF, F, D, DF, F + P 1 stock
III Yami-Shigure D, DF, F, D, DF, F + P 1 stock

Strategies