Ibuki
(ver 1.50)
by Rekka

This is my first attempt at writing a FAQ so please, be lenient. I got
interested in playing her after participating in the SF3 tournament in
Chicago. After seeing her played by people who know how to play her, and
seeing the potential she had for juggling as well as her chains and combos,
she immediately sparked my interest.



Background:

She's a Japanese high school student from a small village who has studied the
art of Ninja all her life. She is easy-going, but very determined. She
combines her Ninja style with ancient Japanese martial arts. She is adept at
finding her opponent's weak point.



Table of Contents:
1. Basic Moves
2. Special Moves
3. Super Arts
4. Chains
5. Cancels
6. Combos
7. Special Combos
8. Super Art Combos
9. Super Art Cancel Combos
10. Character Strategy
11. Misc. Info.
12. Winning Quotes
13. Corrections
14. Disclaimer
15. Thanks

1. Basic Moves:

Standing:
     Punches:
           Jab: Average jab. Quick and relatively short-ranged, it does
                minimal damage. Close up does the same.
                    Uses: Best used as a tick to stop normal jab and strong
                          punches. Close up-same.
        Strong: Basic strong punch. More powerful version of jab. Close up
                will do an upward 2-hit strike.
                    Uses: Best used as a tick to stop some high attacks, good
                          way to charge super because it is  fast punch.
                          Close up, it can be used as an anti-air weapon.
        Fierce: Ibuki takes a step forward and delivers a mid-hitting elbow.
                Pushing the button twice will result in a backfist after the
                spinning elbow. Close up, Ibuki will do an overhead downward
                elbow that hits twice.
                     Uses: Best used to keep the ground guessing game going.
                           Most people wont get close after getting smacked
                           by one of these.  Close up, use it as an overhead
                           or combo starter.
      Kicks:
         Short: Ibuki delivers a low kick towards the ankle. Like jab, it has
                short range and does minimal damage. Close up, Ibuki delivers
                a push kick to the mid-section.
                     Uses: Used to stop some crouching attacks and to tick
                           energy.  Close up-same.
       Forward: Ibuki turns around and delivers a kick to the mid-section.
                Relatively quick start up time. Close up will deliver a knee
                to the groin.
                     Uses: Since it is relatively predictable because of the
                           turn-around animation, this move is limited as to
                           it's use.  Better to use the -> + forward hop
                           kick.  Close up used to start combos mainly.
    Roundhouse: Ibuki puts her hand on the ground and kicks upwards at a 45ø
                angle. Close up Ibuki will kick straight up in the air,
                hitting 3 times as well as launching the opponent into the
                air.
                      Uses: Anti-air.  This move will stop pretty much any
                            jump in attack, or will trade hits evenly about
                            80% of the time.  Close up, can be used to start
                            infinite or initiate juggles.
Crouching:
      Punches:
            Jab: Ibuki performs a normal crouching jab.
                       Uses: Used to stop or trade hits with some c.moves.
         Strong: Ibuki throws a punch that looks like a c.jab, but slower and
                 more damaging.
                       Uses: Surprisingly, this move will stuff most c.
                             attacks, very good move to use up close when
                             playing "footsie".
         Fierce: Ibuki punches at an upward angle, similar to close s.strong.
                       Uses: Since the start up time is a little slow, this
                             move also has limited use, but can be used as
                             anti-air. Better to stick with roundhouse.
       Kicks:
          Short: Normal crouching short kick.
                       Uses: Same as c.jab, but can be used to initiate a
                             combo.
        Forward: Ibuki slides at the opponent with a kick.
                       Uses: Since this move doesnt go very far or trip, it
                             also has limited uses. The only use I have
                             found for this move is that sometimes it will
                             catch opponents off guard, and that at point
                             blank range, it will go under fireballs.  Unless
                             Ibuki slides at pont blank range, she CAN NOT be
                             thrown after this move. Also used to slide under
                             some jumpin attacks, or aerial attacks.
      Roundhouse: Ibuki's foot sweep. Quick start up time.
                       Uses: Second fastest foot sweep in the game, and can
                             be used to start some juggles or combos.

Special:
       -> + forward kick results in a hop forward and a split kick that hits
       overhead (hop kick)
               Uses: Good for ticking, good distance for an overhead. Can be
                     used to take opponent off guard if not overused.
       -> + roundhouse results in Ibuki jumping slightly off the ground and
       hitting the opponent on top of the head
               Uses: Unless you are right next to someone, don't expect this
                     to hit. Best used in juggles.


2. Special Moves:
Kunai: QCF+P during jump (Air Dagger)
Raida: HCB+P (Semi-Throw)
Hien: DP+K (Uppercut Kick)
Tsumuji:QCB+K, K (extra hit)(Turn-around Kicks)
Kubiori:HCF+K (Ground Slide)
Kezekiri:B-D-DB+K (Head Stomp)

Description:
       Kunai: While in the air, Ibuki throws a knife. Range depends on which
              button is pressed, reminiscint of Rolento's knife in Alpha 2.
              Jab goes almost straight down, while fierce goes about 2/3
              length of the screen.

       Raida: Ibuki's semi-throw. She grabs the opponent, stuffs her hand in
              his/her chest, and powers up her fist into an "energy ball",
              blasting the opponent to the other side of the screen. Jab goes
              a short distance and is faster, fierce makes her slide a little
              on the ground before grabbing.

        Hien: Ibuki's uppercut kick. She hops up with one leg onto the air,
              height depending on the button pressed,   la Shoruyken. Next to
              her opponent the short version will not knock them down. Up
              close, it will hit a maximum of 3 times.

     Tsumuji: Ibuki's turn-around kick. Ibuki turns around and kicks the
              opponent in the chest twice. A third hit will hit if the button
              is pressed repeatedly.

     Kubiori: Ibuki slides on the ground toward the opponent. If she
              connects, she will hop onto the opponent's back and snap his/her
              neck.  Distance depends on the button pressed.

    Kezekiri: Ibuki's head-stomp. She will leap into the air and land on the
              opponent's head, hitting twice. Again, distance depends on the
              button pressed.


Best Uses:

Kunai: Ibuki's keep away weapon- use it often while jumping to keep opponents
      guessing as to whether you will throw one or not. Best used after a
      Kezeriki, as an alternative to a jump in attack, or to neutralize
      projectiles.

Raida: Use it as a wake-up, in a combo, or after close parrying. Very useful
      move. Has good priority against most ground moves, and even some jump-
      ins.

Hien: Ibuki's main anti-air weapon. Change up times using it- do a late Hien
     sometimes, and an early one the next to keep opponents guessing as
     when to parry.

Tsumuji:Used to tick energy. Best used in combos, but can be used to keep
       the ground guessing game going.

Kubiori: Goes under fireballs. Must be blocked low. Enough said. Can be used
        as an escape to jump in attacks (when the opponent is still in the
        air).

Kezekiri: Goes over fireballs, can be used to tick energy.

3. Super Arts
1.Kasumi Suzaku
2.Yoroi Doushi
3.Hashin-Sho

Description:
       Kasumi Suzaku:
               Ibuki screams in Japanese and begins to throw a plethora of
               knives at the opponent from the air. Pressing the button(s)
               repeatedly results in more knives being thrown.
        Yoroi Doushi:
               Ibuki sticks her arm out, which is then surrounded by a ball
               of light and energy that slowly dissipates. If done close to
               the opponent, Ibuki grabs them and does a "super" Raida.
          Hashin-Sho:
               Ibuki again screams and charges at the opponent with an elbow.
               She then goes into a series of kicks ending with a close
               roundhouse launcher.

Advantages/Disadvantages:
1.Kasumi Suzaku
-adv-charges fairly quickly, can store 2, block damage, good to do jumping
 in, hard to parry, fast super
     -dis-does least damage out of her supers, hard to implicate into
      combos, fairly avoidable
2.Yoroi Doushi
-adv-best damage out of supers (esp. if she grabs), fairly untouchable to
 counter attacks, good block damage, good combo ability
     -dis-can only store one, long charging time, range problem (for super
      to be used the best of its ability, opponent needs to be very close)
3.Hashin-Sho
-adv-best range out of her supers, can charge 2, charges fairly quickly,
 excellent combo ability, good counter ability, can link 2 into one combo,
 average block damage, best super IMO
     -dis-if blocked can be punished severely, timed crouching or standing
      move will take her out of it


4. Chains

Air Chains:
Jab, Fierce
Fierce, Forward

Ground Chains:
       1.Punches:
               jab, strong
               jab, strong, fierce (must be close for all hits to connect)
               jab, strong, c.roundhouse
               jab, strong, c.roundhouse, roundhouse (if close, will launch
                up instead of knock away)
               strong, fierce
               strong, c.roundhouse
               strong, c.roundhouse, roundhouse
               c.strong, c.fierce
               fierce, fierce (2 hit spinning elbow)
               fierce, c.roundhouse
               fierce, c.roundhouse, roundhouse
       2.Kicks:
               short, forward
               short, forward, roundhouse
               c.short, forward
               c.short, forward, roundhouse
               c.roundhouse, roundhouse

       Links:
       ****note****- links are different from chains in the fact that links
       can be blocked (most of the time), but a series of moves will still
       link together, even if the opponent blocks.

               1.Punches:
                       jab, jab
                       jab, short
                       jab, c.short
               2.Kicks:
                       short, c.short
                       short, jab
                       c.short, jab
                       c.short, strong (either upward 2 hit or straight
                        punch)
                       c.short, strong (straight punch), c. roundhouse
                       c.short, strong (upward 2 hit), c.roundhouse (can not
                        combo after jump in)
                       c.short, strong (upward 2 hit), c.roundhouse,
                        roundhouse (can not combo after jump in)
                       c.short, strong (straight punch), c. roundhouse
                       c.short, fierce (close, overhead) c.roundhouse (can
                         not combo after jump in)
                       c.short, fierce (close, overhead) c.roundhouse,
                         roundhouse (can not combo after                           jump in)
                       c.short, c.short
                       c.short, c.short, c.short
                       c.short, short
                       -> + forward, c.roundhouse
               ****note**** 4 of these links are special links, and cannot be
               used after a jump in hit due to the initial hit pushing the
               opponent away.

5. Cancels:
The following moves can be canceled into Super Arts or special moves:
       1.Punches:
               jab, c.jab
               strong (1 hit only), c. strong
               fierce (1 hit only)
       2.Kicks:
               short, c. short
               forward
       3.Specials:
               Hien (any button)
               Kunai (any button)
The following can be linked into Super Arts or special moves:
       1.Punches:
               c.fierce
               fierce, fierce (2nd hit of elbow)
               d, d + any button (overhead)
       2.Kicks:
               -> + forward (hop kick)

6. Combos:
Any of the following can be used as a jump in attack:

jab
strong
fierce (must press button midway through jump)
short
forward
roundhouse (must press button midway through jump)

******note****** on some characters (Alex, Dudley, Ryu, Ken, Sean) her jab,
fierce or short, forward air chain can be used to jump in for 2 hits.

Crossup attack: forward
       ****note**** any standing jab or short (that isn't a chain) can be
       substituted for a c.jab or c.short
1.Punches:
       Jump in attack, then the following is possible:
               fierce (canceled), Raida
               strong (canceled), Raida (2 hits)
               strong, fierce, Raida (4 hits)
               jab, strong (canceled), Raida (4 hits)
               jab, jab, Raida (4 hits)

2.Punches to Kicks:
       Jump in attack, then the following is possible:
               fierce (canceled), c.roundhouse (3 hits)
               fierce (canceled), c.roundhouse, roundhouse (4 hits)
               fierce (canceled), Hien (any button but short will knock them
                down) (5 hits)
               fierce (canceled), Kubiori (any button) (3 hits)
               fierce (canceled), Tsumuji (any button- c.same button will
                knock down) (4-5 hits)
               fierce (canceled), Kezekiri (short or forward), (4 hits)
               fierce (canceled), Kezekiri (short or forward), Kunai (4 hits,
                 knife will hit)
               strong, c.roundhouse (4 hits)
               strong, c.roundhouse, roundhouse (5 hits)
               strong (canceled), Hien (any button but short will knock them
                 down) (5 hits)
               strong (canceled), Kubiori (any button) (3 hits)
               strong (canceled), Tsumuji (any button- c.same button will knock
                 down) (4-5 hits)
               strong (canceled), Kezekiri (short or forward), (4 hits)
               strong (canceled), Kezekiri (short or forward), Kunai (5 hits,
                 knife will hit)
               jab, strong (canceled), Hien (any button but short will knock
                 them down) (6 hits)
               jab, strong (canceled), Kubiori (any button) (4 hits)
               jab, strong (canceled), Tsumuji (any button- c.same button will
                 knock down) (5-6 hits)
               jab, strong (canceled), Kezekiri (short or forward), (5 hits)
               jab, strong (canceled),  Kezekiri (short or forward), Kunai
                 (5 hits, knife will hit)
               jab, strong, c. roundhouse (5 hits)
               jab, strong, c. roundhouse, roundhouse (6 hits)
               jab, Hien (any button but short will knock them down) (5 hits)
               jab, Kubiori (any button) (3 hits)
               jab, Tsumuji (any button- c.same button will knock down) (4-5
                  hits)
               jab, Kezekiri (short or forward), (4 hits)
               jab, Kezekiri (short or forward), Kunai (4 hits, knife will
                  hit)

3.Kicks:
       Jump in attack, then the following is possible:
               short, Raida (any button) (3 hits)
               short, Hien (any button but short will knock them down) (5
                 hits)
               short, Kubiori (any button) (3 hits)
               short, Tsumuji (any button- c.same button will knock down)
                 (4-5 hits)
               short, Kezekiri (short button) (4 hits)
               short, Kezekiri (short button), Kunai (jab) (4 hits- knife
                 will hit)
               short, forward, Raida (any button) (4 hits)
               short, forward, Hien (any button but short will knock them
                 down) (6 hits)
               short, forward, Kubiori (any button) (4 hits)
               short, forward, Tsumuji (any button- c.same button will knock
                 down) (5-6 hits)
               short, forward, Kezekiri (short or forward) (5 hits)
               short, forward, Kezekiri (short or forward), Kunai (jab) (5
                 hits-knife will hit)
               short, forward, roundhouse (4 hits)


7. Special Combos:
       After Close Roundhouse (launcher): These can hit the opponent on the
       way down:
               jab, fierce air chain
               fierce, forward air chain
               jab or jumping jab
               strong or jumping strong
               fierce or jumping fierce
               roundhouse(knocks away)
               -->+roundhouse
               roundhouse (launch for 1 hit)
                       fierce
                       strong
                       roundhouse (launch for 1 hit)
               jumping short
               jumping forward
               jumping roundhouse (early button hit required)
               Hien (any button)
               Tsumuji (any button)
               corner:
                       strong, Hien (any button)
                       strong, Tsumuji (any button)
       After Roundhouse (that knocks you away):
               super jump:
                       jab, fierce air chain
                       fierce, forward air chain
       After Roundhouse (that knocks you away) in corner:
               strong
               fierce
               roundhouse
               -->+roundhouse (hop kick)

8. Super Art Combos:
       ******note******The best way to use a Super Art is to use a regular
       move before it, and not to use it after canceling a special move. The
       more hits you do in the combo, the less it takes off, but it looks
       much cooler :)

       Kasumi Suzaku:
               jump in Kunai, cancel into Kasumi
               after any ground chain that ends in Kezekiri, Kasumi
               after any ground chain that ends in Kezekiri, Kunai, cancel
               into Kasumi
               example: jump in forward, short, forward into short Kezekiri,
                        Kunai, cancel into Kasumi.
       Yoroi Doushi:
               after any ground chain that is cancelable
               example: jump in forward, jab, strong (cancel), Yoroi Doushi
       Hashin-Sho:
               after any ground chain that is cancelable
               example: jump in forward, short, forward, Hashin-Sho
               ******special******
                       1.After this super ends, it acts as a close roundhouse
                   launcher, enabling you to juggle after the super ends
                   for more hits. What is special about this is the fact
                   that if you have 2 Supers charged, after the juggle you
                   can hit them again and go into the next super.
                         example: jump in forward, short, forward, Hashin-
                                  Sho.  When falling, hit strong wait a
                                  second, 2nd Hashin-Sho (only hits twice).
                       2.After a launcher that dazes in the corner (either
                   Hashin-Sho or close roundhouse), 3 jumping air chains
                   will hit, and 5 standing roundhouses (kick that knocks
                   away) will also hit.

9. Super Art Cancel Combos:
       After any ground chain that ends in a Hien, the Hien can be canceled
       into a Hashin-Sho or Yoroi Doushi.
        example: jump in fierce, fierce (cancel), Hien (with roundhouse-
        cancel), Hashin-Sho. You will get 2 extra hits from the Hien.
       Also, after any move that ends or begins in a Kunai, the Kunai can be
       canceled into a Kasumi.
        example: jump in forward, short, forward, short Kezekiri, Kunai,
        cancel into Kasumi.

10. Character Strategy:

       General:
               Ibuki is the SF3 combo king (queen), and due to this was made
               to be an aggressive character. The only person that even comes
               close to her combo ability is Dudley, but Dudley can be played
               well as a turtle or ferret.

       Vs. Ryu:
               Typical Ryu strategy- fierball, fireball, uppercut. Simple to
               say parry, parry, parry! Ibuki has a far better ground game
               than Ryu any day, and should rely on countering more than
               attacking.  Unless you have crossups down pat, its not a good
               idea to jump in on Ryu, especially if he has his Shin charged.
               Strategy is this:  parry the fireballs, stuff his low forward
               and low roundhouse with a c.strong, and punish him after a
               blocked or missed attack.

       Vs. Ken:
               See Vs. Ryu. One exception- Ken has some nasty combos that
               can get Ibuki dazed quickly. Solution-don't let him get close.

       Vs. Sean:
               See Vs. Ken. One exception- Sean Tackles are annoying if used
               correctly, and can also be stuffed with c.strong.

       Vs. Oro:
           Stay on him. If Oro can't move, Oro can't fight. Oro has limited
           anti air weapons, one of which has to charge, so constantly cross
           him up and use you favorite combo. Slide under his fireballs and
           uppercut kick his head stomp.

       Vs. Necro:
             Necro is a little worse than Oro, due to his wake-up Super Arts
             and Magnetic Storm. Treat Necro with respect when jumping in:
               don't do it too often. Necro likes to poke a lot, so be pre-
               pared to parry a lot. Punish him after any blocked or parried
               spin attack, and watch for his drill and the always
               underblocked Snake Fang.

       Vs. Elena:
               Elena likes to play a lot of ground games. She pokes a lot,
               and has pretty good priority, so beat her by crossing her up a
               lot.  On the ground, stick out some roundhouses and fierces.
               If she jumps in with roundhouse, Ibuki's semi-throw does a
               good job of pulling her out of the air.

       Vs. Ibuki:
               Well, needless to say, Ibuki vs. herself can be a tough and
               annoying battle. The only advice I can give about fighting her
               is expect the opponent to do anything you would. Play
               conservatively against her. Counter more than attack.

       Vs. Dudley:
               Ibuki's standing and crouching strong will basically stop any
               of Dudley's attack, save his Corkscrew Blow. She also seems to
               do fairly well against a lot of his rushing attacks with her
               ducking forward.  Watch for his big c.roundhouse. Try not to
               jump in too much, his Jet Upper has good priority- but not
               against crossups.

       Vs. Alex:
             Hands-down Ibuki's hardest fight. Alex can pretty much out-poke
             anything that Ibuki sticks out, and has 2 good air defenses
             against her jump-ins: c.fierce and Alex's Knee Strike. Best to
             jump in with an air chain when attacking. Stick out a lot of
             fierce punches, footsweeps, and roundhouses. Ibuki's greatest
             hope against Alex is to get lucky with Super Arts and score
             some juggles.

       Vs. Yun/Yang:
               These 2 are just as fast as Ibuki and can be just as deadly.
               Watch for his crossup dive kick, and his footsweep. Ibuki's
               air chains have priority over Yun/Yang's air chains, so
               jumping at an airborne Yang is pretty safe.  Crossing up Yang
               is a good idea, but do it early or you'll eat his standing
               forward kick. On the ground, Ibuki will trade hits with Yang
               as far as pokes go, but it is better to do a c.move than
               standing, due to Yun/Yang's strong, fierce, patticake combo.

11. Misc.:
       Infinite combo: This requires some explaining. This combo is best used
       after the c. roundhouse, roundhouse (launcher), strong, c. roundhouse,
       roundhouse (launcher) or the Hashin-Sho Super. The timing on the
       infinite is very tricky. Not only do you have to walk forward and let
       go of the joystick quickly (if you don't, Ibuki will hop forward with
       her roundhouse), but you must wait until the opponent is falling to]
       get the necessary 3 hits to start the infinite. After the standing
       roundhouse hits 3 times, walk slightly forward and hit roundhouse
       again. This whole process must be done very quickly. If it doesn't
       work correctly, Ibuki will only hit the opponent once in the air, and
       they will fall back down; sometimes she will miss completely. If it is
       done correctly, she will hit the opponent 3 times with roundhouse, and
       it will resemble a Hien without the jumping motion. Also remember,
       that each character has a different weight and size, and will fall
       differently.
       i.e.: Gill falls faster and is easier to hit due to his size.


12. Winning Quotes:
       Don't underestimate me!
       There's no second chance in the real fight!
       Devote yourself to your training.
       I'll beat you from behind next time!
       Even though I won, it was too close a fight.
       You don't have enough tenacity for the fight.
       Useless try.  You were beaten from the beginning.
       Now that you know the special move of the Shinobi, I cannot let you
         live.
       I don't think you can understand what Shinobi moves are all about.
       Hesitation in a fraction of a second can kill you.
       I'm the best there is!
       It was my destiny to win.

13. Corrections:
Ver 1.0-first edition
Ver1.01-corrected some moves, added spinning elbow to chains and cancels,
       corrected some other stuff
Ver1.02-added corner juggles (air chains), spruced up the page- added table
       of contents, and a description of regular moves as well as their
       uses, added 6 more chains (links), added winning quotes section
Ver1.50-added links section for cancels and combos, changed a few things,
       added more combos (44 total combos in combo section alone!!),
       changed combo section a little, added description to Super Arts added
       strategy and character srategy section


14. Disclaimer:
This is my first attempt at writing anything resembling a FAQ, so give me a
little credit. I'm sure there are tons of other combos I've missed, as well
as some of my info being incorrect, so please feel free to mail me with more
info at: [email protected] Ibuki and Street Fighter 3 are registered
trademarks of Capcom c. Please feel free to distribute this FAQ to people
whoever needs help with Ibuki, and if any part of this FAQ is used, please
give me a little credit :)


15. Thanks:
Elusive696 for making me get off my lazy ass and share some combos
Tee for getting me interested in playing her
Kris G. for a lot of help with combos and sparking more interest in Ibuki
Onaje for correcting me on some stuff (and letting me know the difference
between close moves and far moves :)
Ruiner for some suggestions
BBH for a few ideas
Ephe for some ideas on chains
Everyone for making me see the actual difference between links and chains