Street Fighter 3: 3rd Strike/Ibuki/Archive

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Introduction

Ibuki, High-School Senior Ninja

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 (slams) 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 4
Sazan DT.MK X/X L L 6 11 9 70 3 -16/-15/-5
-6/+4/+5
3/4/12 5
Bonshou Geri T.HK X/X HL H 12 1 20 130 17 -1/+1/+3 3/6/14 6
Oiura Ken HP->HP X/X HL H 2 3 31 80 17 -1/+1/+3 3/4/12 7

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) Knocks down (slams) an airborn opponent if it hits. Takes Ibuki off the ground. Can go over Remy's low LoV projectiles.
5) 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.
6) Toward+HK takes Ibuki off the ground. 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.
7) Follow-up hit for Ibuki's far standing HP.

Target Combos

Quick List

  • In air, LK -> T + MK
  • In air, LP -> T + HP
  • In air, HP -> T + MK

Note: These air target combos can be performed while jumping diagonally toward the opponent. The HP -> F + MK can also be performed while jumping vertically.

  • HP -> HP
  • toward+LK -> LK -> LK
  • close LP -> MP (1 hit) -> HP
  • close LP -> MP (2 hit) -> d.HK -> HK*
  • back+MP (1 hit) -> HP
  • back+MP (2 hit) -> d.HK -> HK*
  • d.HK -> close HK*
  • d.HK -> HK*
  • close HP (2 hit) -> d.HK -> HK*
  • LK -> MK -> HK
  • MK -> HK
  • LP -> MP -> toward+LK
  • close LP -> LP -> MP -> toward+LK
  • back+MK -> toward+MK (does not combo)

Details

Air Target Combos

In air, LK -> T + MK
Move Attack Stun *SP
Notes
MK 40 5
In air, LP -> T + HP
Move Attack Stun *SP
Notes
HP 60 6 1
In air, HP -> T + MK
Move Attack Stun *SP
Notes
MK 40 5

SP Notes:
1) Turns standing opponent around on hit (except Elena and Urien).

Ground Target Combos

back+MK->toward+MK
Move Cancel Attack Stun Advantage
Bl/Hit/c.Hit
*SP
Notes
T+MK X/X 70 13 +9/+10/+11
LP->MP->toward+LK
Move Cancel Attack Stun Advantage
Bl/Hit/c.Hit
*SP
Notes
MP X/X 40 6 +6/+7/+8
T+LK X/X 20 3 +2/+3/+4 1
close LP->MP(1 hit)->HP
Move Cancel Attack Stun Advantage
Bl/Hit/c.Hit
*SP
Notes
MP (1st-hit) C/SC 30 5 -2/-1/0
HP C/SC 50 7 +3/+5/+7 2
LK->MK->HK
Move Cancel Attack Stun Advantage
Bl/Hit/c.Hit
*SP
Notes
MK C/SC 50 5 +4/+5/+6
HK C/SC 50 5 -2/0/+2
close HP->d.HK->HK
Move Cancel Attack Stun Advantage
Bl/Hit/c.Hit
*SP
Notes
d.HK X/X 50 3 -8/D/D
HK X/SJ 40 4 -2/-1/+1 3
close LP->MP(2hit)->d.HK->HK
Move Cancel Attack Stun Advantage
Bl/Hit/c.Hit
*SP
Notes
MP 1st: C/SC
2nd: X/X
40 6 -2/-1/0
d.HK X/X 40 3 -8/D/D
HK X/SJ 30 3 -2/-1/+1 3

SP Notes:
1) T+LK Does not chain into itself during this TC.
2) HP can knock down some air-born opponent if it hits, depending on the opponents distance from the ground (character specific). It will always reset (not knockdown): Ibuki, Oro, Yang, and Yun.
3) Super Jump Cancelable (on hit only).

Special Moves

Quick List

- Kubi Ori qcf + P (EX)
- Kazekiri dp + K (EX)
- Kunai air, qcf + P (EX)
- Tsumuji qcb + K (EX)
- Raida hcb + P
- Hien rdp + K (EX)
- Kasumi Gake qcf + K
- Tsuiji Goe dp + P


Details

Kubi Ori, qcf + P
Str. SC Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Meter *
SP
LP N L L 14 11 15 150 38 15 -10/D/D 0/0/7 1
MP N L L 15 12 18 150 38 15 -16/D/D 0/0/7 -
HP N L L 17 14 19 150 38 15 -19/D/D 0/0/7 -
2P(EX) N L L 15 10 19 200 50 21 -15/D/D - -
Kazekiri, dp + K
Str. SC Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Meter *
SP
LK Y HL HL 4 1 26 40/20/60 14 3/3/5 -17/D/D 3/12/17 2
MK Y HL HL 6 1 29 50/20/70 18 3/3/7 -16/D/D 3/12/17 -
HK Y HL HL 8 1 29 60/20/20/90 22 3/3/5/9 -17/D/D 3/13/21 -
2K(EX) Y HL HL 4 1 33 40/20/20/80 20 3/3/5/7 -21/n/n - 3
Kunai, air, qcf + P
Str. SC Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Meter *
SP
LP Y HL H 8 1 9 50 3 3 - 0/1/2 4
MP Y HL H 9 1 11 50 3 3 - 0/1/2 -
HP Y HL H 10 1 14 50 3 3 - 0/1/2 -
2P(EX) Y HL H 7 1 12 55/55 7 3/3 - - -
Tsumuji, qcb + K
Str. SC Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Meter *
SP
LK N HL HL 11 1 19 60/50 7 3/3 -4/0/+2 3/9/15
Lower N L L 11 2 30 - 7 - -12/D/D 0/1/2
MK N HL HL 13 1 21 60/50/50 10 3/3/5 -2/0/+2 3/10/17
3rd-Hit - - - - - - - - - -7/+1/+3 - 5
Lower N L L 13 2 30 - 10 - -12/D/D 0/1/2 -
HK N/Y/N HL HL 14 1 24 60/50/80 12 3/5/5 -8/0/+2 3/10/17
Lower N L L 14 2 30 - 11 - -12/D/D 0/1/2
2K(EX) Y HL HL 7 1 28 50/50/50/70 14 3/5/5/3 -11/D/D -
Lower Y L L 7 2 30 - - - -16/D/D -
Raida, hcb + P
Str. SC Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Meter *
SP
LP N HL X 4 3 28 160 - 9 -5/D/D 3/2/9 6
MP N HL X 5 5 30 170 - 11 -6/D/D 3/2/9 -
HP N HL X 6 7 32 180 - 13 -7/D/D 3/2/9 -
Hien, rdp + K
Str. SC Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Meter *
SP
LK Y H H 22 3/2 13 40/75 15 7/7 -31/-31/-31 3/9/15 7
MK Y H H 25 3/2 13 40/75 16 7/7 -38/-38/-38 3/9/15 -
HK Y H H 28 4/2 13 40/75 17 7/9 -35/-35/-35 3/9/15 -
2K(EX) Y H H 26 4/2 11 40/75 19 7/9 -30/-30/-30 - -
Kasumi Gake, qcf + K
Str. SC Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Meter *
SP
LK N 20 8
MK N 22 -
HK N 25 -
Tsuiji Goe, dp + P
Str. SC Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Meter *
SP
LP Y 42 2 9
MP Y 44 2 -
HP Y 48 2 -


SP Notes:
1) Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien.
2) Kunai. Strength of button determines angle of knives thrown (not for EX). EX: Holding toward increases range. Knives can be destroyed by opponents attacks. Maintains jump momentum after the toss.
3) Kazekiri can be ground thrown during start-up. Ibuki will be knocked into the air if hit during start-up or while in the air. 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).
4) EX Kazekiri can Super Cancel into SA.1 on hit, block, parry, or whiff. It has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. It does not launch or knock-down a standing or crouching opponent (unlike the non-EX versions). It temporarily forces crouching opponents into a standing posistion when it hits. It recovers in the air if it hits an opponent. 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). She can not air throw or air parry during the recovery state.
5) To get the 3rd hit of the MK Tsumuji, you must press MK again (timing is strict). In order to get the sweep, you must press down and MK
6) Raida can not be parried. The opponent can not quick-stand (ground recovery) if hit by it.
7) Hien can go over projectiles. Button strength determins distance. EX version auto-targets. If it hits or is blocked, Ibuki can cancel the recovery in the air with a Kunai (air qcf+P) or SA.1 (Kasumi Suzaku), but not while falling or landing.
8) Kasumi Gake is a command dash. It can cause Ibuki to take 50% extra damage from opponent attacks if she is hit during the move. Does not pass through opponents (unlike her normal dash).
9) Tsuiji Goe is a command jump. Attacks with knock Ibuki into the air during start-up. Can be thrown during start-up. During second half of jump arch, Ibuki can cancel into air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku).

Super Arts

Quick List

- SA I Kasumi Suzaku air, qcf, qcf + P (j.236236+P) 3 Stocks
- SA II Yoroi Doushi qcf, qcf + P (236236+P) 1 Stock
- SA III Yami Shigure qcf, qcf + P (236236+P) 1 Stock

Details

SA.I - Kasumi Suzaku: air, qcf, qcf + P
Str. Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Stocks *
SP
LP HL H 3 1 4 35x12-20 105 0 - 3 1
MP HL H 5 1 6 35x12-20 105 0 - 3 -
HP HL H 7 1 9 35x12-20 105 0 - 3 -
SA.II - Yoroi Doushi: qcf, qcf + P
Type Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Stocks *
SP
Grab X X 1 1 65 460 - 13 n/D/D 1 2
Blast HL H 12 1 65 32x13 18 0 -54/D/D 1 3
SA.III - Yami Shigure: qcf, qcf + P
Str. Bl. Pry. St.
Up
Hit Rec. Atk. Chip Stun Advantage
Bl/Hit/c.Hit
Stocks *
SP
LP L L 2 1 32 335 21 25 -10/D/D 1 4
MP L L 3 1 32 335 21 25 -10/D/D 1 -
HP L L 4 1 32 335 21 25 -10/D/D
-6/D/D
1 -

SP Notes:
1) Kasumi Suzaku automatically turns Ibuki to face the opponent. Strength of button determines angle/distance of knives thrown. Rapidly pressing punch increases number of knives thrown and raises Ibuki higher into the air. Throws 12 knives by default, and up to a maximum of 20. Each knife does 35 attack for a maximum of 335 (scaled damage).
2) Yoroi Doushi is an unblockable Command Grab Super. Occurs when it successfully grabs an opponent. Will not grab airborn opponents. Throw range: 35.
3) Yoroi Doushi, energy blast (fireball) version. Occurs when the Grab version fails. Does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage).
4) Yami Shigure, strength of button determines angle/distance of knives thrown. Block Advantage Range: -10 to -6.

Strategies

Game Play

(Personal Note: work in progress, feel free to add to it)

Pokes

Air-to-Air

Anti- Air

Jump-ins

Block Strings

Meaties

Wake-ups

Throw Traps

Mix-Ups

Rushdown and Pressure

Pre-Buffs

Parry Reaction Buffers

Technical Information

Miscellaneous information about Ibuki's Target Combos and Special moves.
Work in progress. Feel free to edit.

Combos

Work in progress. Feel free to edit.

Combos

  • rdp+K (Hien), (link) qcf+P (Kunai)
  • close LP, hcb+P (Raida)
  • close LP, MP (1 hit), hcb+P (Raida)
  • close LP, MP (1 hit), HP, hcb+P (Raida)
  • close LP, MP (1 hit), HP, (link) LP
  • close LP, MP (2 hit), c.HK
  • close LP, MP (2 hit), c.HK, HK
  • LP, MP
  • LP, MP, toward+LK
  • c.LP, hcb+P (Raida)
  • back+MP (1 hit), hcb+P (Raida)
  • back+MP (1 hit), HP, hcb+P (Raida)
  • HP, hcb+P (Raida)
  • close HP (1st hit), hcb+P (Raida)
  • close HP (2 hit), c.HK*
  • close HP (2 hit), c.HK, HK*
  • LK, MK, hcb+P (Raida)
  • LK, MK, HK
  • c.LK, hcb+P (Raida)
  • MK, hcb+P (Raida)
  • MK, HK
  • close HK, SJC, j.HP, j.toward+MK
  • close HK, (link) back+MP (1st hit), HP, dp+K (Kazekiri)
  • close HK, (link) back+MP (1st hit), HP, (link) lp
  • c.HK, HK*
  • c.HK, close HK, SJC, j.HP, j.toward+MK
  • c.HK, close HK, (link) back+MP (1st hit), HP, (link) LP
  • dp+2K, j.LP, j.toward+HP, (land) MK*² ->


)* Note: Super jump cancellable on the last hit.

)*² Note: This only works on tall characters: Alex, Dudley, Hugo, Q, Remy, and Urien.

)Note: Ibuki's cancelable attacks are: close LP, c.LP, c.LK, back+MP, c.MP, MK, close HP, HP, and back+MP(1-hit)->HP.

)Note: hcb+P (Raida), dp+LK/MK/2X (LK/MK/EX Kazekiri), and qcb+2K (EX Tsumuji) combo from any cancelable attack. qcb+LK/MK (LK/MK Tsumuji) dp+HK (HK Kazekiri) combo from cancelable medium and heavy attacks. qcb+HK combos from cancelable heavy attacks only.


Links

  • LP, (link) LK
  • c.LP, (link) LP
  • c.LP, (link) c.LP
  • c.LP, (link) c.LP, qcb+2K (EX Tsumuji)
  • c.LK, (link) LP
  • c.LK, (link) c.LK
  • c.LK, (link) c.LK, qcb+2K (EX Tsumuji)
  • toward+MK, (link) LP
  • toward+MK, (link) LK
  • toward+MK, (link) c.LP
  • toward+MK, (link) c.LP, qcb+2K (EX Tsumuji)
  • toward+MK, (link) c.LK
  • toward+MK, (link) c.LK, qcb+2K (EX Tsumuji)
  • toward+MK, (link) MP
  • toward+MK, (link) MK
  • toward+MK, (link) MK, qcb+K (Tsumuji)
  • toward+MK, (link) c.MK
  • toward+MK, (link) close HK*, (add follow up)
  • toward+MK, (link) close HK, SCJ, j.HP, j.toward+MK
  • toward+MK, (link) HK*

Vs. Crouching / Stunned Opponent

  • toward+MK, (link) c.MP*
  • toward+MK, (link) c.MP, qcb+K (Tsumuji)*

) *Note: these combos only work on a crouching opponent. They also work on an opponent who has a flashing stun guage (just entering stun).

back+MP (1st hit), HP, (link) MK* back+MP (1st hit), HP, (link) MK, qcb+K (Tsumuji)* close LP, MP (1 hit), HP, (link) MK* close LP, MP (1 hit), HP, (link) MK, qcb+K (Tsumuji)*

)*Note: These combos only work on crouching: Akuma, Dudley, Hugo, Q, and Urien.

Character Specific

Akuma

Alex

Chun-Li

Dudley

Elena

Hugo

Ibuki

Ken

Mokoto

Necro

Oro

Q

Remy

Ryu

Sean

Twelve

Urien

Yang

Yun