Street Fighter 3: New Generation/Ibuki/Introduction

From SuperCombo Wiki

Introduction

Ibuki is a kunoichi who would rather live her life as a high school student. She first appears in Street Fighter III: New Generation.

Touting some incredible walkspeed and frame data, Ibuki is a mixup powerhouse that can be frustrating to contend with. Her ability to get frame advantage is startling, and she is often unpunishable by much of the cast. Once she gets started on offense, it can be lights out for the opponent if they can't catch onto her patterns. Another notable aspect is her far reaching and very fast jump, which can be altered by using her Kunai to avoid anti-air attempts and begin her offense.

Super Arts

SA1: Kasumi Suzaku

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). The "recovery" listed for each strength refers to the amount 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. It is difficult for some characters to punish, but fast long-ranged supers can punish Ibuki as she lands if it is not properly spaced (or if it is mashed too much).

It offers a large benefit in it's 3 stock capacity, giving Ibuki more access to EX moves for confirms. Damage isn't particularly good and there's few options to actually confirm into the super, but it adds more threat to Ibuki's already strong air game and mixup potential.

SA2: Yoroi Doushi

Yoroi Doushi is an unblockable command grab super. Will not grab airborne opponents. Throw range: 46. While not as useful as the other supers, SA2's damage is still impressive. It can be comboed into with j.HP on some characters, as it will briefly backturn the opponent.

Yoroi Doushi also has an energy blast (fireball) version. This occurs when the grab version fails. It does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage). The fireball version can reset airborne juggled opponents.

SA3: Hashinsho

Ibuki's best super. 2 stocks, great damage, incredibly fast, incredibly easy to confirm into, covers a large amount of distance during super freeze for easy punishes, and leads to one of the easiest infinite juggles in Street Fighter (cl.HK into itself) because of the juggle state that the super sets up at the end. Basically 3S Chun's SA2 but somehow way better and more absurd. One of the best supers, if not the best super, in the game.


Strengths Weaknesses
  • Incredibly mobile with her amazing walk speed and jumps
  • Incredibly hard to punish. Ibuki's moves are very safe on block
  • Plethora of mixups that can lead to big damage
  • Fast throw, hard to quick rise on reaction
  • Has Hashinsho
  • Has an easy infinite with cl.HK, which can be comboed into from Hashinsho
  • Low stamina character, easily blown up if she messes up
  • Builds meter more slowly than other characters.
  • No confirmable lows except cr.LK