Street Fighter 3: 3rd Strike/Ibuki/Strategy

From SuperCombo Wiki

STRATEGIES

Examples of offense sequences starting from Target Combos into SJC using various tools

Notation
clLp.png>clMp.png>cHk.png>Hk.png sjc ---.png jQcf.png+Lp.png>Mk.png>Qcf.png+Lk.png ---.png Lp.png+Lk.png>(dash) ---.png clLp.png>Mp.png>Hp.png>Hp.png+Hk.png (stuns) ---.png jHp.png>Mk.png>Hcb.png+Hp.png
Damage Meter Use Stun
29, 19, 17, 18, 75 (158 total) 0 25, 12, 12, 20, 31 (100 total)
Hits Parries MOP
5, 2, 1, 7(4+3) 5, 2, -, 4, 2 (throw and raida are unparryable) 20, 8, 16, 8

This will play the entire video.

Notation
clLp.png>clMp.png>cHk.png>Hk.png sjc ---.png jQcf.png+P.pngP.png>Mk.png>Dp.png+Lk.png ---.png Dp.png+Hp.png>Qcf.pngQcf.png+P.png(mash)
Damage Meter Use Stun
29, 40, 46 1.5~ (40+88) 25, 20, 0
Hits Parries MOP
5, 6, 18-20 5, 5, 9-10 20, 20, 36-40

This will play the entire video.

Notation
clHp.png>cHk.png>Hk.png sjc ---.png jLp.png>jF.png+Hp.png>Mk.png>Dp.png+Lk.png ---.png jQcf.png+Lp.png>Mk.png>Hcb.png+Hp.png (stun) ---.png jHp.png>Mk.png>Qcb.png+K.pngK.png
Damage Meter Use Stun
27, 47, 40, 54 (168 total) .5~ (40) 26, 31, 21, 31 (109 total)
Hits Parries MOP
4, 6, 9 (3+6) (when kunai is low enough) 4, 6, 2(raida is unparryable), 6 16, 24, 8, 24

This will play the entire video.

  • Note: Kunai into sMK drops near the end of the last vid but it will true combo when done low enough (or use EX Kunai for more leeway)
  • All damage and stun tested on Ryu
  • Meter values all tested with SA1

Wake-up Options

  • DP+LK (LK Kazekiri), SC-SA.1 (Kasumi Suzaku)
  • DP+2K, 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)
  • SA.2 (grab version of Yoroi Doushi)
  • LP
  • hcb+LP (Raida)

Aside from blocking, parrying, throwing, and option selecting, Ibuki has other viable wake-up options that can be useful in certain situations.

1) DP+LK (LK Kazekiri) has a very fast start-up speed (4 frame). It is vulnerable during it's start-up to attacks and throws. However, it's considered partially off the ground, which means that Ibuki will be knocked into the air if she is hit during this move. 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. Next, Ken's HP will then whiff because Ibuki will be put into an air recovery state. It can also be super canceled if it hits, is blocked, or is parried -- which gives Ibuki additional recovery options. It also has a large vertical hit area which is useful for hitting opponents who jump vertically.

2) DP+2K (EX Kazekiri) has 5 frames of full invulerability and a 6th frame of partial upper body invulnerability. During the full invulnerability, Ibuki is immune to attacks and throws. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. 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). And like the normal Kazekiri, it has a large hit area. When combined with SA.1, this is a very safe and versitile wake-up move. 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.

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. If it trades with a meaty attack, it will knock Ibuki into the air. It also has limited use for getting out of the corner if the opponents attack is delayed (not meaty), a feint, a throw, or if the opponent does nothing. It has the extra added benefit of being cancelable after the peak of the arch into an air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku). It is somewhat useful for situations when you're not sure if dp+K (Kazekiri) will whiff or not, since dp+K (Kazekiri) can't be super canceled on whiff. However, it is a risky move if the opponent jumps or anticipates your landing.

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 has almost instant start-up (1 frame), will blow through meaty attacks, and can not be blocked or parried. 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.

6) Far LP and close LP both have a 2 frame start-up and have very good frame advantage (+5 for close, +6 for far). Which can make them some-what useful as wake-ups, stuffing pseudo-meaty attacks and throw attempts. In situations where standing LP can whiff small crouching opponents (eg. Chun c.MK), you may wish to do an option select low block into c.LP (or c.LP+c.LK for grap defense option select) on wake up. 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. Of course, this isn't perfect since the opponent can still hit you with moves that stuff c.LP, like an UOH, or DP, or parry.

7) HCB+LP can catch players who attempt to parry meaty attacks. Although it runs the risk of getting punished by meaties and people who jump vertically.

Super Art Selection

Super Art 1 because it have 3 short stocks and adds air projectile,unblockables and with most EX moves capacity.

  • SA1
    • 3 Short stocks,air ublockables and lot of EX Moves
    • Hard to Parry
    • Short Damage
      • Use on: Everyone
  • SA2
    • Decent Throw Range
    • Large Stock and lack of Ex Moves Capacity
      • Use on: N/A
  • SA3
    • 1 short stock and ground mix ups
    • Strenght Button specific
      • Use on: N/A

Kara-Techniques

Ibuki's kara throw is the weakest in the game, only increasing her throw range by 4 pixels from 16 pixels to 20 pixels (via kara sMK). This is offset by her incredible walk speed, however.

Zoning

Ibuki's standard zoning projectile is her kunais, which are easily parriable but offer the capability of changing her jump timings while still retaining any momentum. SA1 can also 'zone' but does not knock down, though it does decent chip damage for checkmate situations as it is very difficult to parry every hit. Be wary though, as especially if mashed for more hits will push you higher in the air before helplessly falling to the ground which can lead to Ibuki being punished if it does not kill.

Pokes

  • c.MK
  • MK
  • dt.MK
  • t.HK
  • t.MK
  • vertical j.HP, j.t.MK
  • c.LP
  • c.LK

Air-to-Air

  • j.MK
  • j.HK
  • j.LP, j.t.HP
  • j.LK, j.t.MK
  • j.HP, j.t.MK
  • airthrow

Anti-Air

  • c.HP -> SJC -> air target combo / air throw / SA.1
  • b.MP (2nd hit)
  • b.MP (1st hit), HP, qcf+LK
  • b.MP (1st hit), HP, DP+K, SA.1
  • dt.MK
  • close HK
  • dp+K
  • far HK
  • MK
  • c.MK

1) c.HP -> SJC -> air target combo / air throw / SA.1. The c.HP has an extremely good hit box. It will stuff most jump-ins. 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. If your opponent was jumping toward you at the time and they were very close to you, there's a good chance you will cross them up as soon as you leave the ground, making this very hard to punish -- and remember, SA.1 will automatically turn you around in the air if you're facing the wrong way. The only real disadvantage to this move is it's slow start-up

2) b.MP (2nd hit). This move has a surprisingly good hitbox. If done early enough, it will stuff quite a lot of jump-in's. Probably not as good as c.HP in terms of priority. It also isn't cancelable on the second hit, which limits its uses and increases the risk factor by quite a lot. But still, it's speed and vertical range alone make it a very useful anti-air.

3) b.MP (1st hit), HP, qcf+LK. A pretty good option for when your opponent is air parrying a lot. It's really only useful if they are high enough in the air that you can dash under them and out of harms way. Of course, this is a terrible option to use against an opponent Ibuki, due to the risk of getting nailed with an SA.1

4) b.MP (1st hit), HP, DP+K, SA.1. Another good option for dealing with air parries. If they manage to parry all the hits leading up to SA.1, then you're still able to cancel into SA.1, which is really difficult to parry. It should also be noted that the dp+K upper body invincibility can help avoid attacks. 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).

5) dt.MK. The upper body invicibility on this move makes it a worthy anti-air option. 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. 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.

Parry Reaction Buffers

  • dp+2K (EX Kazekiri)
  • SA.2 (grab version of Yoroi Doushi)
  • hcb+LP (LP Raida)
  • dp+LK (LK Kazekiri)
  • SA.1 (Kasumi Suzaku after a parried air qcf+P)
  • Close HK -> SJC

PRB (Parry Reaction Buffers): If the opponent parries one of your cancelable attacks, you can try to cancel it on reaction to the parry into something that has a high probability of stuffing your opponents attack. 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).

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. If the attack is parried, immediately input the final command for the super. If the HP isn't parried, then do nothing.

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. 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. It can still be rather useful for recovering from a situation where you would normally take damage.

1) dp+2K (EX Kazekiri). 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. During the full invulnerability, Ibuki is immune to attacks and throws. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. 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). Using this move as a PRB, the invulnerability will blow through attacks with 3 to 8 frames of start-up (and potentially 9 frames due to hit box size). 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.

2) If using SA.2 (Yoroi Doushi), the grab version can be a very effective PRB, since it has an extremely fast start-up (1 frame) and can not be blocked or parried. Although it's important to remember that some attacks that take the opponent off the ground or grant invulnerability will cause the grab to fail and the fireball version to occur. This set-up will grab attacks with 3 frame start-up or slower (provided they are not off the ground or invulnerable).

However, using the pre-buffering technique (see below), this has the potential of being nearly impossible to escape. Pre-buffering c.HP, into SJ, into SJ-cancel will allow Ibuki to stuff nearly anything, making this a very deadly technique.

3) hcb+LP (LP Raida) is can not be parried and has a very quick start-up (4 frame). 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). This set-up will grab moves with 7 frames of start-up or slower (provided the attack is not off the ground or invulnerable). Being that it is only -5 on block, it's also a rather safe move to pre-buffer.

4) dp+LK (Kazekiri) also has a very quick start-up (4 frame) and during the start-up, Ibuki is considered partially air-born. 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. 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). 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. In the case of it getting blocked or parried, the ability to super cancel it can compensate for the recovery time which makes it rather safe to pre-buffer if you have enough meter to cancel it. Ibuki will be knocked into the air by moves 3 frames or slower, and will trade with attacks 8 frames or slower (provided the attack has no invulnerability), and will counter attacks 9 frames or slower (provided the attack has no invulnerability).

6) Super Jump Canceling is another useful way to escape potential damage. Close HK is an attack that must be parried high, and hits twice. The second hit is Super Jump Cancelable on hit, block, or parry. If the opponent parries, you still have a chance of escaping ground throws by SJC away (since SJ's are immune to throws). It has the added bonus that if the opponent blocks, you can SJC to compensate for the recovery. Although it's not particularly safe, since you are still vulnerable to ground combos during the SJ start-up frames.

Pre-Buffering

  • c.HP -> SJ -> SC
  • close HK -> SJ -> SC
  • c.MP
  • far HP
  • close HP
  • toward + MK

Pre-buffering or "pre-buff". Unlike Parry Reaction Buffers, these are executed before the parry occurs. Where as PRB's are executed on reaction to the parry. 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 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. Thus, the move will execute as soon as the parry-freeze ends. 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.

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. If you input the command before the hit connection occurs, the special or super will still execute. If you performed it too late, then the special or super will not execute, because you can't execute specials or supers after the round is over. Note, however, that this test does not work with super jump cancels or toward+MK (because toward+MK isn't cancelable).

For suggestions on what moves to cancel into, refer to the Parry Reaction Buffers section above.

6) Toward+MK. One of the great things about this move is that it works very similarly to a Parry Safe Jump-in. This makes it a very difficult to punish move, even off a parry. Of course, it isn't a cancelable attack so it's usefulness as a pre-buff varies, since you have to account for the ammount of frames it takes for Ibuki to recover before she can act.

Mixups

High parries

Cancelable:

  • MK
  • back+MP
  • close HP (1st hit)
  • HP

Other:

  • MP
  • toward+MK
  • HK
  • close HK
  • toward+HK
  • MP+MK (UOH)
  • qcb+K (Tsumuji)
  • rdp+K (Hien)
  • air qcf+P (Kunai)

Overheads:

  • toward+MK
  • MP+MK (UOH)
  • rdp+K (Hien)

Note: All three of Ibuki's overheads are linkable to other attacks. And are, of course, high parries.

Low parries

Cancelable:

  • c.LK

Other:

  • c.MK
  • c.HK
  • qcf+P (Kubi Ori)
  • qcb+K (hold down, low Tsumuji)

Unparryable:

  • LP+LK (throw)
  • hcb+P (Raida)

Miscellaneous:

  • dp+K/2K (Kazekiri/EX), SC-SA.1 (Kasumi Suzaku)
  • Toward dash

First when using a meaty attack against an opponent, there's a chance the opponent might parry in the wrong direction if you use an attack that can only be parried either high or low. This is why attacks that can't be parried both high and low can be useful as meaty attacks. Of course, your opponent could block or reversal your attempt. 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.

Additionally, feints (fake-outs) can be thrown into the mix, in order to safely bait out reversals. Normal throw option selectss and tick-throws can also be effective when thrown into the mix, in order to punish blocking.

For example, a basic Ibuki mix-up would beĀ :
A) High Parry: MK, hcb+LP
B) Low Parry: c.LK, hcb+LP
C) Unparryable: hcb+LP
D) Unblockable: LP+LK (throw)
E) Whiff an early fake-meaty, block (to bait reversals)
F) Overhead (UOH/t+MK/rdp+K)
G) Dash

And obviously, the advantage to using over-head attacks has the added benefit of potentially hitting a low-blocking opponent.

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. For example, against a cornered Alex, Ibuki can dash through him and hit him from the other side.

Throw Traps

  • far LP, walk toward, throw
  • MK, qcf+LK, throw
  • c.MP, qcf+LK, throw
  • close LP, MP (1-hit), HP, qcf+LK, throw
  • Toward+MK, qcf+LK (Kasumi Gake), throw
  • Toward+MK, regular dash, throw
  • MP, qcf+LK (Kasumi Gake), throw
  • 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
  • Deep air qcf+P/2P (Kunai /EX), walk forward, throw.
  • Deep air qcf+P/2P (Kunai /EX), qcf+LK (Kasumi Gake), throw.
  • Cross-up j.MK, throw.
  • UOH, throw.
  • Cross-up whiff toward+MK on downed opponent, throw.

1) Far LP, "Advancing Jabs". Because Ibuki's far LP is +6 advantage, it is very useful for ticking into throws or setting up high/low mix-ups. The general strategy is to walk toward after one or more far LP's (walking toward in between each LP) and throw the opponent. This technique should be avoided against Chun-Li, Elena, Ibuki, and Oro because they can crouch under Ibuki's far LP.
8) (Close HK, SJC toward, j.HP, regular dash, throw) *Note, the dash sometimes crosses up on the ground.
9) (Close HK, SJC toward, j.HP, toward+j.MK, regular dash, throw) *Note, crosses up on the ground. Does not work on Chun-Li. toward+j.MK whiffs Alex and Elena.
11) (Close HK, late MK, qcf+HK, throw) Note, crosses up.
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. Crosses up. By walking backward after the qcf+LK (Kasumi Gake) you will return to your original side and not cross up. This is a useful left/right mix-up.
17) (Cross-up whiff toward+MK on downed opponent, throw.) 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.
18 & 19) (Air qcf+P) note, if the Kunai is parried, you can throw immediately when landing to throw the opponent out of the parry.

Jump-ins

  • j.HP, j.t.MK
  • j.LK, j.t.MK
  • j.LP, j.t.HP
  • j.MK

-Note: Ibuki's j.LK and j.MK can both hit crossing up.

2) (j.LK, j.t.MK) Note, One trick to use with this air target combo against opponents who can be cross-up in the corner, is to jump into the corner (crossing the opponent up) and perform this air chain by holding the direction away from the corner.

3) (j.LP, j.t.HP), Note, the HP can turn standing opponents around on hit (except Elena and Urien).

Parry-Safe Jump-ins

  • j.HK
  • air qcf+P

Parry-safe jump-ins. 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. These jump-in's are considered "parry-safe" jump-in's, because they have a very short recovery period and will enable you to act very quickly after the parry freeze.

1) j.HK (vertical and diagonal) can be used as a parry-safe jump-in. When done as deep as possible (as late as possible), Ibuki will have no air-to-ground movement after the parry-freeze (she will be grounded instantly), and then enter a ground recovery state as soon as the parry-freeze ends. The ground recovery state will only last for 3 frames after the freeze, which means Ibuki will be able to block or parry opponent attacks with 4 frames of start-up or slower. The recovery state can not be canceled by anything, although Ibuki has the option to be either standing or crouching during this recovery state.

2) Air qcf+P (Kunai) acts differently because they are projectiles. When an opponent parries one of these, Ibuki will not enter a parry-freeze state, but the opponent will. When done very deep with air qcf+LP (LP Kunai), Ibuki will recover on the ground before the opponent's parry-freeze state ends. This enables Ibuki to attack or move before the opponent. The opponent will only be able to cancel the parry-freeze state with a block or another parry, and they are also able to tech normals throws (LP+LK throw guard). However, they are not able to cancel the parry-freeze state with an attack or throw untill after the freeze ends. And thus, Ibuki will be safe from the opponents attacks because you are able to block, parry, move (or jump) out of throw range, or hit them with another attack or throw, since you recover before they are able to act.

Additionally, because the opponent can only block or parry during the parry-freeze, the grab SA.2 (grab version Yoroi Doushi) becomes inescapable due to the fact that it can not be blocked or parried. This is because you can grab them with it while they are still stuck in parry-freeze from the air qcf+P (Kunai).

Additional Notes

  • Ibuki's normal ground dash can pass through opponents.
  • Ibuki's normal throw range is 16 pixels.
  • Ibuki has the smallest kara-throw range. Her best kara's are MK and c.HP.
  • Ibuki has an air throw (which can be teched in the air by anyone).
  • Ibuki's air throw range is 12 pixels horizontally. Vertical range: Top 44 pixels, Bottom 67 pixels
  • Ibuki's standing parries move her backwards. Her crouching parries don't move her.
  • Ibuki has the second lowest defense(stamina) rating.
  • Ibuki has an average (64 pt.) stun guage and a slow stun recovery rate.
  • Ibuki's Hit box is slightly extended forward while crouching, and is very short.
  • LP and close LP will whiff crouching: Chun-Li, Elena, Ibuki, and Oro.
  • hcb+P (Raida), qcb+2K (EX Tsumuji), and dp+LK/MK/2K (LK/MK/EX Kazekiri) 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)
  • qcb+LK/MK (LK/MK Tsumuji), and dp+HK (HK Kazekiri) can be comboed from cancelable medium and heavy attacks: back+MP (1st hit), c.MP, MK, HP (1st hit), close HP (1st hit), back+MP->HP (TC)
  • qcb+HK (HK Tsumuji) and qcf+LP/MP (LP/MP Kubi Ori) can be comboed from cancelable heavy attacks: HP (1st hit), close HP (1st hit), back+MP->HP (TC)
  • qcb+HK (HK Tsumuji) and qcf+LP/MP (LP/MP Kubi Ori) can be comboed into on crouching opponents from: back+MP (1st hit), c.MP, MK
  • Ibuki can not cross-up cornered: Ibuki, Q, Remy, Yang, or Yun.
  • Diagonal j.MK can cross-up. Diagonal j.LK can cross-up in the corner. Crossing up in the corner with j.LK, Ibuki can follow up with j.toward+MK (TC) by pressing away from the corner.
  • Toward+MK and rdp+K (Hien) are overheads that must be blocked high.
  • Close standing HK and c.HP can be super jump canceled even if they are blocked or parried (making them good anti-airparry attacks). Far HK can also be super jump canceled, but only if it hits (not if the opponent blocks or parries).
  • 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. Against Alex and Elena, Ibuki can still hit with just j.HP. Against Chun-Li, Ibuki will always cross-up from any distance.

-Note: Against all opponents (including Chun), Ibuki can super jump cancel upwards (vertically) into the air and hit with j.HP, j.toward+MK air target chain.

  • c.toward+MK (slide) can go under high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien.
  • c.toward+MK (slide) can go under Ryu's SA.1, SA.3, and Sean's SA.1. It is fast enough to slide under them if done immediately after the super flash, even at point blank range.
  • c.toward+MK (slide) can go under Ryu's SA.1 and SA.3 after a blue or red parry. For example, Ibuki can parry the first hit of Ryu's SA.3 (Denjin Hadouken) then immediately slide under the remaining hits (this also works on his SA.1).
  • c.toward+MK (slide) can stuff Chun-Li's SA.2 if performed immediately after the super flash if timed perfectly. The slide will go under the first hit, knocking Chun out of it, though the timing for this is very difficult.
  • Toward+MK, Toward+HK, MP+MK (universal overhead), HP+HK (personal action), and rdp+K (Hien) can go over Remy's low LoV projectiles.
  • 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.

-Note: Ibuki will only pass over Urien's if she hits him. Timing is strict.

  • Ibuki takes 50% extra damage from opponent attacks if she is hit out of her qcf+K (Kasumi Gake) move.
  • hcb+P (Raida) can not be parried. The opponent can also not quick stand (ground recovery) if hit by it.
  • qcf+P (Kubi Ori) can go under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien.
  • rdp+MK/HK/EX (MK/HK/EX Hien) can go over projectiles.
  • dp+K (Kazekiri) can be super canceled into SA.1 in the air if it hits the opponent, is parried, or is blocked.
  • 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.
  • During the start up of dp+K (Kazekiri), Ibuki is considered partially airborn. She can be ground-thrown out of it during it's start-up. 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). Even if a reversal dp+K (Kazekiri) gets stuffed by a meaty attack, she will still be knocked into the air.
  • dp+2K (EX Kazekiri) has 5 frames of full invulnerability on start up and 1 frame of partial upper-body invulnerability, which grant her invulnerability from opponent attacks and ground throws. 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).
  • dp+2K (EX Kazekiri) does not launch or knock-down a standing or crouching opponent.
  • dp+2K (EX Kazekiri) temporarily forces crouching opponents into a standing posistion when it hits.
  • dp+2K (EX Kazekiri) 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.
  • On tall opponents, Ibuki can combo the dp+2K into her j.LP, j.toward+HP target combo, then follow up on the ground for additional hits. This only works on standing: Alex, Dudley, Hugo, Q, Remy, and Urien.
  • air qcf+P (Kunai) knives can be destroyed by opponent attacks (normals, specials, supers).
  • air qcf+P (Kunai) can be super canceled into SA.1
  • The distance of air qcf+2P (EX Kunai) can be extended by holding toward.
  • Pressing down during qcb+LK (LK Tsumuji) will turn the second hit into a sweep. This can be done to the third hit of the MK and HK versions. This can also be done to the second, third, or fouth hit of the EX version.
  • A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick.
  • At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro.
  • qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3.
  • qcb+2K (EX Tsumuji) can be super canceled into SA.2 or SA.3.
  • SA.1 does not launch/knock-down a standing or crouching opponent, but will knock down an air-born opponent.
  • The strength of the button determines the angle of the knives thrown for SA.1. Rapidly pressing punch buttons will make Ibuki throw up to 20 knives and raise her higher into the air (useful for chip damage out of the corner). With no mashing, Ibuki will normally throw 12 knives.
  • The strength of the button also determines the speed at which Ibuki will recover on the ground from SA.1 (Kasumi Suzaku). LP being the fastest, and HP being the slowest.
  • 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. Mashing the HP version will take Ibuki higher into the air than the MP or LP versions.
  • SA.1 (Kasumi Suzaku) can be comboed from: close HK (SJC), rdp+K (Hien), and dp+2K (EX Kazekiri)
  • The strength of the button determines the distance of the knives thrown for SA.3 (Yami Shigure).
  • SA.3 (Yami Shigure) hits low.
  • 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). This lets her combo SA.3 (Yami Shigure) from: c.HP (SJC->SC), HK (SJC->SC)
  • The fireball version of SA.2 (Yoroi Doushi) will reset recovering juggled opponents.
  • The grab version of SA.2 (grab version of Yoroi Doushi) is an unblockable command throw. It has a 1 frame start-up and a throw range of 35 pixels. It can be comboed from an early j.HP on standing opponents, or with diagonal j.LP, j.toward+HP target combo.

-Note: j.HP, SA.2 (grab version or Yoroi Doushi)) does not work on Elena or Urien.

  • Ibuki's HP+HK (personal action / taunt) will only increase her damage for one combo if it sucsessfully hits the opponent. However, if the taunt is blocked, parried, or tech-hit (throw guard) out of (using LP+LK) it will give Ibuki no bonuses. It will not grab airborn opponents. It can be comboed from heavy attacks (the same ways as qcb+HK). The opponent can not tech-hit if it connects during a combo.
  • Chun-Li's SA.2 hits Ibuki 17 times. To parry it, it must be parried 8-8-1.