Street Fighter 3: 3rd Strike/New/Ibuki

From SuperCombo Wiki
Street Fighter 3: 3rd Strike/New3s logo.gif



Ibuki

3S Ibukiface small.jpg

Ibuki was born in the village of a ninja clan, and has been trained as a ninja since childhood. However, Ibuki always resented about her life as a ninja and wishes to be a normal girl. She might finally be free from her training as she nears her ninja graduation exam, which requires her to seek and challenge a man named Oro. Thus, Ibuki joins the tournament to find and battle this person.

In a nutshell


Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Jab
Lp.png
30(5 life points)
Close Standing Jab
close Lp.png
25(4 life points)
Crouching Jab
D.png + Lp.png
20(3 life points)
Standing Strong
Mp.png
70(12 life points)
Crouching Strong
D.png + Mp.png
70(12 life points)
Rasen Chuu
Hp.png
70(60)(12 life points)
Press Hp.png for Ouira Ken followup
Close Standing Fierce
close Hp.png
130(60+70)(18 life points)
Crouching Fierce
D.png + Hp.png
110(100)(19 life points)
Standing Short
Lk.png
20(3 life points)
Crouching Short
D.png + Lk.png
20(3 life points)
Standing Forward
Mk.png
100(17 life points)
Crouching Forward
D.png + Mk.png
70(12 life points)
Standing Roundhouse
Hk.png
110(19 life points)
Close Standing Roundhouse
close Hk.png
120(50+70)(18 life points)
Crouching Roundhouse
D.png + Hk.png
100(17 life points)
Universal Overhead
Mp.png + Mk.png
40(7 life points)
Jumping Jab
air Lp.png
50(8 life points)
Diagonal Jumping Jab
Uf.png + Lp.png
60(10 life points)
Jumping Strong
air Mp.png
70(11 life points)
Diagonal Jumping Strong
Uf.png + Mp.png
80(12 life points)
Jumping Fierce
air Hp.png
120((19/21 life points)
Jumping Short
air Lk.png
40(7 life points)
Diagonal Jumping Short
Uf.png + Lk.png
50(8 life points)
Jumping Forward
air Mk.png
70(12 life points)
Diagonal Jumping Forward
Uf.png + Mk.png
70(12 life points)
Jumping Roundhouse
air Hk.png
110(95)(90)(19 life points)

Throws

Name
Command
Damage
Special Properties (glossary)
Yamitsudzura
F.png or N.png or B.png + Lp.png + Lk.png
140(21 life points)
Throw.png
Tobizaru
F.png or N.png or B.png + Lp.png + Lk.png
160(21 life points)
Airthrow.png

Command Normals

Name
Command
Damage
Special Properties (glossary)
Maki Geri
F.png + Lk.png
20(3 life points)
Koube Kudaki
F.png + Mk.png
80
High.png
Bonshou Geri
F.png + Hk.png
130(23 life points)
You Men
B.png + Mp.png
90(30+60/50)(13 life points)
Ura Maki Geki
B.png + Mk.png
70(12 life points)
Sazan
Df.png + Mk.png
70(12 life points)
Low.png
Target Combo 1
B.png + Mp.png > Hp.png
100+60
Target Combo 2
B.png + Mp.png > D.png + Hk.png > Hk.png
-
Target Combo 3
Lp.png > Mp.png > Hp.png
25+40+20
Target Combo 4
Lk.png > Mk.png > Hk.png
20+50+50
Target Combo 5
Lp.png > Mp.png > D.png + Hk.png > Hk.png
100+60
Target Combo 6
B.png + Mk.png > F.png + Mk.png
70+70
Doesn't combo
Target Combo 7
far Lp.png > Mp.png > F.png + Lk.png
25+40+20
Target Combo 8
Hp.png > D.png + Hk.png > Hk.png
130(60+70)+50+40
Target Combo 9
From angled jump Lk.png > F.png + Mk.png
40+40
Target Combo 10
From angled jump Lp.png > F.png + Hp.png
60+60
Target Combo 11
Jumping Hp.png > F.png + Mk.png
120+40

Special Moves

Name
Command
Damage
Special Properties (glossary)
Kunai
(in air) Qcf.png + P.png
50(8 life points) Ex.png 120(60+60)(18 life points)
Ex.png
Kubi Ori
Qcf.png + P.png
150(26 life points) Ex.png 200(26 life points)
Ex.png ; Low.png
Kasumi Gake
Qcf.png + K.png
-
Tsuji Goe
Dp.png + P.png
-
Kazekiri
Dp.png + K.png
95/115/140(15/19/23 life points) Ex.png 180(60+20+20+80(90))(28 life points)
Ex.png
Hien
Rdp.png + K.png
115/130/150(19/22/25 life points) Ex.png 190(40+150)(32 life points)
Ex.png
Raida
Hcb.png + P.png
150(28/30/32 life points)
Tsumuji
Qcb.png + K.png
110(60+50)/160(60+50+50)/190(60+50+80)(18/18/31 life points) Ex.png 150(50+50+50)+70/(80(40+40)+60 D)(35 life points)
Followup with K.png or D.png + K.png ; Ex.png

• Refers to Jab/Short,Strong/Forward,Fierce/Roundhouse respectively

Super Arts

Name
Command
Damage
Special Properties (glossary)
Kasumi Suzaku
(in air) Qcf.png Qcf.png + P.png
360*(45 life points) *35x20 Damage when all hits connect
Mash P.png for more hits
Yoroi Dooshi
Qcf.png Qcf.png + P.png
435*(77 life points)/280*(48 life points)
Throw.png at close range
Yami Shigure
Qcf.png Qcf.png + P.png
335*(55 life points)
Low.png

Frame Data

Move Analysis

Normal Moves

Command Normals

Target Combos

Normal Throws

Ibuki has the smallest Kara-Throw range, only increasing her standard throw range by 4 pixels. Fortunately, this disadvantage is offset by her incredible walk speed
Best Kara-Throw: (Roundhouse) S.MK
Standard Throw Range (pixels): 16
Kara-Throw Range (pixels): 20

Special Moves

  1. Qcf.png + P.png Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien.
  2. Dp.png + K.png 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).
  3. Dp.png + K.pngK.png EX Kazekiri can Super Cancel into SA.1(Kasumi Suzaku) 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.
  4. (in air) Qcf.png + P.png Kunai: Strength of button determines angle of knives thrown (not for EX). Ex.png: Holding toward increases range. Knives can be destroyed by opponents attacks. Maintains jump momentum after the toss.
  5. To get the 3rd hit of the Mk.png Tsumuji, you must press Mk.png again (timing is strict). In order to get the sweep, you must press D.png + Mk.png
  6. Hcb.png + P.png Raida can not be parried. The opponent can not quick-stand (ground recovery) if hit by it.
  7. Rdp.png + K.png 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. Qcf.png + K.png 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. Dp.png + P.png 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

Strategy

Tips and Tricks

Basic Strategy

Advanced Strategy

Matchups

  • Vs. Akuma

TBW (To be written)

  • Vs. Alex

TBW

  • Vs. Chun-Li

TBW

  • Vs. Dudley

TBW

  • Vs. Elena

TBW

  • Vs. Gill

TBW

  • Vs. Hugo

TBW

  • Vs. Ibuki

TBW

  • Vs. Ken

TBW

  • Vs. Makoto

TBW

  • Vs. Necro

TBW

  • Vs. Oro

TBW

  • Vs. Q

TBW

  • Vs. Remy

TBW

  • Vs. Ryu

TBW

  • Vs. Sean

TBW

  • Vs. Twelve

TBW

  • Vs. Urien

TBW

  • Vs. Yang

TBW

  • Vs. Yun

TBW