Ibuki FAQ version 1.6.0
Ibuki FAQ version 1.6.0 by Shaun McIsaac.
This FAQ is copyrighted under US and international laws! DO NOT
reproduce for commercial purposes!
Table of Contents:
* I..... Ibuki's Biography
* II.... Normal Moves
* III... Special Moves
* IV... Super Arts
* V.... Combos
* VI... General Strategy
* VII.. Opponent Specific Strategy
* VIII. Winning Quotes
* IX... Ending
* X.... FAQ history
I - Biography:
Ibuki is a young kunoichi (female ninja for the non-japanese among us)
and the possible daughter/niece of Geki from SF1 (Gee, have I played
SF for a while now? That was 10+ years ago!). He's the grey clothed
ninja that floats around in her background after the round's over.
She's your average, fun loving kid outside of battle but is 100%
serious in battle. This is evidenced by one of her winning quotes:
"Now that you know the secret move of the Shinobi (means ninja?) I
cannot let you live." Pretty hard core! She seems to have a taste for
music as well as battle.
II - Normal Moves:
1 - Standing Moves:
* Jab: Just a jab, nothing particularly special about this.
* Strong: A quick doublestrike at about an 80 degree angle. It's
quick enough on execution and on recovery to be linked from a
jumpin into a low roundhouse. Not particularly powerful but adds a
few extra pixels of damage to a combo. It's vulnerable if only the
first strike hits so make sure you're comboing them or they're
blocking/parrying high.
* Fierce: A spinning elbow to the chest. It has a tell-tale startup
to it so watch out for parry types. This guile-esque spinning
attack does good damage but is not comboable because of the
startup time, unless you execute a jumpin. It has reasonable range
(it will hit Ryuken after a missed sweep attempt) and quick
recovery; you can combo from it rather than into it.
* Short: A quick kick in the shin (strikes low). Strikes at about 30
degrees away from her other leg.
* Forward: A long range kick that is very similar to her tsumuji. A
very nice poking attack, the recovery is particularly nice as
well.
* Roundhouse: A long range low kick (not sure if it strikes low or
not) with quick startup and recovery for a roundhouse. (In three,
most roundhouses and fierces have considerably longer startup and
miss animations than in two.)
2 - Crouching moves:
* Jab: Similar to the crouching Strong but with less range/priority.
* Strong: A straight, low punch with about an inch of reach. I've
been using this as a meaty attack with good results. This has very
nice priority versus other low attacks; Oro, Necro, Alex, and
Elena all have problems hitting this. If they try their low
attacks they'll get hit clean. It will trade with Elena's F+Strong
overhead attack.
* Fierce: An upward strike (80 degree angle) that looks similar to
her standing close strong.
* Short: Looks very similar to her crouching roundhouse; does not
have particularly good priority, range, or speed.
* Forward: A small, Vega-esque slide that has poor execution and
recovery. It does not travel very far. If it is blocked you canNOT
be hit/thrown, unless you are very close. The recovery is better
than I thought it was. Goes under fireballs.
* Roundhouse: A very quick sweep. The range is a little bit longer
than the low strong IIRC and the recovery is good too. Always a
good combo ender.
3 - Close Standing Moves
* Jab: A jab.
* Strong: A double hitting strike. It appears to be just like her
far standing strong and is comboable and what not.
* Fierce: Another double hitting strike. Acts as an overhead.
* Short: A quick kick to the shin.
* Forward: Quick knee in the groin. Recovery is cool so this might
be useful as a meaty. I'll try and check the priority on this one
but I think it's low.
* Roudhouse: An upward, punt-like kick. At point blank range it
re-juggles with ITSELF for an infinite combo. Lame, Capcom! Don't
they test for this kind of stuff?
4 - Jumping Towards Moves
* Jab: Standard downward pointing punch
* Strong: Standard downward pointing punch
* Fierce: Standard downward pointing punch
* Short: Knee attack
* Forward: This one's mildly reminiscent of Ryuken's air forward
from two. It crosses over (surprise!) and might lead to some nasty
combos (including the infinite).
* Roundhouse: This air attack has good execution + damage, but
doesn't cross over like the forward does. It has enough priority
to hit the anitair attacks except the sratch wheel (done early). I
find it odd that it's easier to hit late dps than it is scratch
wheels.
5 - Jumping Straight Up Moves
* Jab: A straight punch that does not appear to have good priority.
* Strong: The same as her jab but it is more powerful.
* Fierce: A downward strike (30 degree angle with the horizon) that
has very little range.
* Short:
* Forward: A kick that extends almost straight out beneath her.
* Roundhouse:
6 - Advanced Moves These moves are the result of pressing F + an
attack button or D,D + P.
* F+StrongThis punch attacks straight forward and takes a half step
towards the opponent as it is being executed. It doesn't seem to
have any particularly useful properties.
* F+FowardA sort of hop kick that strikes as an overhead. It hops
forward for quite a distance considering that it's an overhead.
It's speed is only average, but it's not too bad. Seems to be
unretaliable if blocked.
* F+RoundhouseA weird split kick that doesn't seem to hit the
smaller opponents if they crouch. Poor range and speed, but it
recovers quickly.
* D, D + PIbuki's generic overhead is REALLY quick; it can beat
other, non-overhead moves to the punch, so to speak. The speed on
this truly makes it a gem worth mastering; turtles beware.
III - Special Moves
* Kubiori: D,DF,F + K The kubiori slides along the ground quickly
and hits low. It goes through fireballs at close range and is a
good all around attack due to it's high speed and damage. It IS
vulnerable when blocked/parryed so use caution of course. It's a
good response to an opponent who is trying to gain meter from far
away and works against jumpins from certain distances (trip guard
(tm) is gone and the move'll go under some attacks). At mid-close
range it will hit a fireballer but you must be very quick with the
move.
* Raida (energy ball): D,DB,B + P This is ibuki's semi throw. It's
not parryable but can be blocked. It launches your opponent far
away. Good damage, but since you generally want your opponent
close to you (where you can pressure them) the normal throw is
usually better.
* Tsumuji (double or triple spin kick): D,DB,B + K This move
executes a spinning kick that hits twice. You can tap K to add an
extra hit. The double hit version, from max distance, is useful as
a blocking poke b/c of it's range and the fact that it seems to
have better recovery than the triple hit version (I have not yet
been hit out of the recovery time of the double hit but have been
for the triple). The double version may be able to combo into
other attacks.
* Hein (flash kick): F,D,DF + K This rising kick is Ibuki's air
defense. It's difficult to parry (because it hits three times) if
done late, but it can be traded with much like all other dps (even
Ryukens) unless you play around with the timing and mix it up with
other air defenses. Damage is pretty good for the rh. version if
it gets all the hits and is decent even if it doesn't.
* Kezekiri: B,D,DB + K Executing this move causes Ibuki to jump into
the air (at a height which depends on the button pressed) and tap
dance on the opponent's head. You can throw a kunai as you land
(if and only if you didn't wiff with the move) but it won't combo.
It will add safe block damage unless they anti-air through the
knife (which IS possible, but unlikely). If you find your opponent
doing this often then simply don't throw the knife and smear them
with a combo of choice as they land (They'll have to use the
fierce/roundhouse version of their antiair in order to hit you...
you should get in a kubiori at the very least.). It DOES go over
fireballs but you must execute the move VERY quickly as the move
travels in somewhat low path.
* Kunai: Jump (any),D,DF,F + P This is a rolento air knife
special... it functions almost identically to the one in SFA2
except that this can be done while jumping as opposed to Rolento's
which was executed on the ground. Very low damage and combo
opportunities.
IV - Super Arts:
* Kasumi Suzaku: Jump,D,DF,F,D,DF,F + P This is Ibuki's Kunai super
art. She throws about 10-15 knives in the air. They do pathetic
damage individually and as a whole. (Yawn).
* Yoroi Doushi: D,DF,F,D,DF,F + P
This powerful super has two variants.
+ Variant one: Ball super This version is the one that is
usually first observed. A large red ball of ki forms in front
of ibuki, blasting anything in it's path and dealing nearly
40% damage if unblocked. This version has BIG startup time to
it, tho, so you must have a clean shot at them for it to come
out in time. Luckily, this version leaves an opponent at a
full screens distance making retaliation nigh-impossible; the
block damage (about as much as a sweep) makes this super
worth the long charge time + startup.
+ Variant two: Throw super If the Yoroi Doushi is executed at
very close range, it grabs the opponent much like the semi
throw does. The damage on this version is nearly as much as
the Shin-ShoRyu-Ken and the HyperBomb!!! This version has a
startup, but the opponent is unable to do anything (they just
stand there) and is promptly blasted into the next round.
This is a devastating wakeup super since it is a throw and
overpowers all other attacks that I've seen thrown up against
it (even dragon punches). It grabs limbs in a way very
reminiscent of Zangief's SuperSF2 SPD did... sucks ppl right
on in. Damage is just crazy when it's uncomboed, and it might
be possible to combo this much like her semi-throw can be.
The block damage and difficultly in retaliation on the first
variant and the INSANE damage on the second make this super a very
attractive choice. Btw, EGM is talking out it's ass when it says
that the spaz attack super does more... this is only true if you
don't get all the hits with the first variant (and you DO get all
the hits with the spaz attack super).
* Hashin-Sho: D,DF,F,D,DF,F + K Yet another spaz attack super.
Retaliable if blocked and fairly easy to parry (for a super). It
can catch people who are recovering from "safe" moves (Dudley's
punches, blocked flash chops, fireballs that do or do NOT hit,
Yun/Yang palm hits, just about any atack from Necro, etc.. Can set
up the infinite.
V - Combos:
Ground Combos
* The infinite: Sweep, Standing close roundhouse repeatedly! You are
a cheese monger if you use this ^_^!
* Low short, low short (are three possible?)
* From Zvi we have:
+ Crouching roundhouse, standing roundhouse, fierce
Jump-in Combos
* Air roundhouse, low roundhouse
* Air roundhouse, standing strong (x2 hits), low roundhouse
* Air roundhouse, standing strong (x2 hits), low roundhouse,
standing roundhouse, hein (Ibuki's dp with kick)
* From Zvi we have:
+ Air fierce, standing fierce -into- raida (semithrow)
* From Qian we have
+ Air Fierce, Crouching Fierce, Hein.
+ Air Fierce, Crounhing Fierce, Tsumuji (either).
Combos that use supers
* From Oliver we have:
+ Air Fierce, Yoroi Doushi (Throw Variant!)
+ Air Roundhouse, Yoroi Doushi (Throw Variant)
* From Zvi we have:
+ Air forward, standing jab, crouching short, standing strong,
yoroi doushi... not sure which variant comes out, but it's
most likely the first variant. Also not sure if it gets all
13 hits for the super.
Juggles (which start in the air)
* Jab, Short, IIRC
Chains
* From Zvi we have:
+ Standing jab, standing strong, crouching roundhouse, standing
roundhouse
+ Standing fierce, crouching roundhouse, standing roundhouse
VI - General Strategy:
The first thing to do, when finding a suitable strategy, for any
character, is to assess what the character's most useful moves are.
While crounching, Ibuki has the low strong, which out prioritizes many
moves, the low roundhouse, which is quick, and can be chained out of,
a low slide (forward), which goes under the most notorious of all SF3
poke moves: Alex's standing forward.
While standing, Ibuki has an overhead (F+forward), which has very long
range, a sweep hopper (F+roundhouse), a long range standing forward (N
or B+forward), which makes for a very nice poke, and a medium range
standing roundhouse (N or B+roundhouse). The sweep hopper isn't very
fast, so it is not used under most circumstances.
While in the air, Ibuki is limited to her jumping forward, which
crosses over, her jumping fierce, for air to air, and her Kunai, which
must be used sparingly.
Ibuki's useful specials are the tsumuji, raida, hein, kezekiri, and
the kubiori; however, the kubiori should only be used to punish
mistakes - it is too slow and gets you killed if blocked. The tsumuji
does nice block damage, and cannot be countered if you do the double
hit rather than the triple hit. The raida is (effectively?)
unparryable, and packs a punch. The hein is air defense/juggles, but
this must be a "sure-hit" too, as even the short version leaves you
vulnerable. The kezekiri is an overhead, strikes twice (harder to
parry), and combos into the Kunai.
Ibuki also has a very nice generic overhead (D, D+P), get used to
using it after blocked jumpins, when the opponent is turtling, and
etc.. The more your opponent has to worry about it, the better.
A nice trick: F+Forward (overhead), D, D + P (overhead), B, D, DB +
Short (overhead)
Folks, no one blocks this one right. Remember to combo the Kunai off
the Kezekiri.
Always select the Yoroi Doushi or the Hashin Sho as your super art.
Ibuki has to work hard to get her damage in; most of her combos only
do 20-25%. By selecting this SA, you give yourself the ability to keep
up with stronger opponents on a hit-for-hit basis, in the case of the
Yoroi Doushi, or to allow more attack opportunities with the 'Sho.
Also, the Yoroi super is the only one Ibuki can use as a countersuper
and / or as a wakeup super (She'll grab there limbs ala Zangief.).
Throw. Often. I can't stress this enough. You simply won't be
competitive in a throwing environment unless you master throwing. This
applies to all SF characters and games, of course, but it still is
worth mentioning. Cheap = Champ? No way. Throwing takes skill and
timing, perhaps moreso than any other aspect of the game. I can do low
short, supercombo in any SF game, any day, any time, but even I can't
tick %100 of the time. And that's not even counting counterthrows and
reversals.
VII - Opponent Specific Strategy
* Elena: Learn to parry her overheads and unload with the Yoroi, or
block them and kill her with the Hashin-Sho
* Necro: Take the Hashin - Sho. Learn to block 'n' super against
his standing fierce or parry 'n' super. Use the fierce
Hashin-Sho.
* Sean: Cake walk. Similar to Elena and Necro in that the 'Sho
removes any possiblity of block damage going uncountered.
* Oro: Your low strong beats his. Watch for the overheads into
Tri-Slam.
* Yun: Blocking his sweep gives a countersweep opportunity.
* Ryu: Kill them in close; Hashin-Sho blocked/notblocked fireballs,
etc.. Yoroi if they like to play the wakeup games... %50 later
they stop doing that.
* Ken: (see above)
* Alex: Pick away at him with block damage.
* Dudley: Take the Hashin - Sho. Block any chain combo or special
move and blast him.
VIII - Winning Quotes
* Now that you know the secret move of the shinobi, I cannot let you
live.
* Don't underestimate me!
Ok, so they're not as cool as Alex's (the best in the game, IMHO) but
the one about your opponent not being able to learn the secret move of
the shinobi's pretty cool.
IX - Ending
Starts with Ibuki lying down in a field with some sort of grain
sticking out of her mouth. She flashes back to the end of her battle
with Gill. "I'll keep my word. Here's the G file. It's too late tho!
It's already begun! This is an execent document, you should use it as
a reference paper, hahaha!" Then she senses the presense of someone
trying to sneak up on her, and attacks with her knives. Her friend
(the presense) blocks with her bookbag and yells at her. THE END.
(complete with pic of Racoon dancing)
X - FAQ history
* 1.0.0 - General format created, most of the normal and specials
added.
* 1.0.1 - Did more of the format but left a lot blank (sect. V-IX)
* 1.0.2 - Added more moves and combos
* 1.1.0 - (4-5-97) Started dating updates, added faq history, added
a few normal moves, added advanced moves section, fixed some html
* 1.1.1 - (4-5-97) Fixed more html
* 1.1.2 - (4-6-97) Added more Normal moves, corrected Advanced moves
section, added Yoroi Doushi Jumpins
* 1.2.0 - (4-12-97) Added some presentation (ending
images/background)
* 1.3.0 - (4-15-97) Added lawsuit warning
* 1.4.0 - (4-21-97) Made the darned thing readable, added ending.
* 1.5.0 - (4-22-97) Changed bg pic to make reading (even) more
facile. Added General strategy section.
* 1.6.0 - (10-5-97) Changed bg pic; added Specific Opponent section.
* 1.6.1 - (10-8-97) Changed bg pic; changed stategy advice.
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