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