While there, she joins a club which, to her dismay, turns out to be based on ninja training. Note, however, that this test does not work with super jump cancels or toward+MK (because toward+MK isn't cancelable). First when using a meaty attack against an opponent, there's a chance the opponent might parry in the wrong direction if you use an attack that can only be parried either high or low. Maintains jump momentum after the toss. SP Notes: 1) c.HP -> SJC -> air target combo / air throw / SA.1. The strength of the button determines the distance of the knives thrown for SA.3 (Yami Shigure). Opponent can not tech out if it is comboed. 3) Yoroi Doushi, energy blast (fireball) version. And are, of course, high parries. 1) Far LP, "Advancing Jabs". Although this tactic certainly isn't unpunishable, since your opponent can still hit you before the parry freeze ends or before you're able to act after the freeze. Can be thrown during start-up. 5) dt.MK. qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3. However, if the taunt is blocked, parried, or tech-hit (throw guard) out of (using LP+LK) it will give Ibuki no bonuses. Does not pass through opponents (unlike her normal dash). Additionally, feints (fake-outs) can be thrown into the mix, in order to safely bait out reversals. 4) b.MP (1st hit), HP, DP+K, SA.1. She was like the El Fuerte of third strike, maybe not in move set or play style but when she was picked you know it was going to be a fun match to watch. Close standing HK and c.HP can be super jump canceled even if they are blocked or parried (making them good anti-airparry attacks). 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). However, they are not able to cancel the parry-freeze state with an attack or throw untill after the freeze ends. Block Advantage Range: -10 to -6. At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro. 3rd-strike.com | Ibuki Headlines ›› • Bubble Bobble 4 Friends – The Baron is Back – Review • Bit.Trip Collection – Review • Tank Mechanic Simulator (Switch) – Review • Haven – Review • War Thunder’s Operation W.I.N.T.E.R. Toward+MK and rdp+K (Hien) are overheads that must be blocked high. 7) HCB+LP can catch players who attempt to parry meaty attacks. 12) (Close HK, early back+MP (1-hit), HP, qcf+LK, throw) Note, if done late, the HP may knock down the opponent instead of resetting. qcb+LK/MK (LK/MK Tsumuji) dp+HK (HK Kazekiri) combo from cancelable medium and heavy attacks. An example of this is if Ken attempts to do a meaty close MP->HP->SA.3 combo: If Ibuki does a reversal dp+LK move on wake-up she will be knocked into the air by Ken's close MP. 3) Super Jump Cancelable on second hit (hit, parry, or block). 1) DP+LK (LK Kazekiri) has a very fast start-up speed (4 frame). It is, however, very risky because it will not grab airborn opponents, or attacks with invulnerability frames, or opponents out of it's grab reach. SP Notes: Ibuki takes 50% extra damage from opponent attacks if she is hit out of her qcf+K (Kasumi Gake) move. She along with Elena were the lone female characters in the Street Fighter III series, until 3rd Strike, where they were joined by Makoto and Chun-Li. Rated #25 in the best albums of 2000, and #1297 of all-time album.. 8) Kasumi Gake is a command dash. To parry it, it must be parried 8-8-1. It's also useful for sliding under opponents while they are in the air, and throwing or attacking from the other side, a'la Dhalsim's slide. His moves are similar to both that of Dhalsim and Blanka. Normal throw option selectss and tick-throws can also be effective when thrown into the mix, in order to punish blocking. 4) Kunai. Although it's important to remember that some attacks that take the opponent off the ground or grant invulnerability will cause the grab to fail and the fireball version to occur. Another advantage is that it can be super canceled (in the air into SA.1 and on the ground into SA.2 or SA.3) if it hits, is blocked, or is parried. dp+2K (EX Kazekiri) does not launch or knock-down a standing or crouching opponent. 3) hcb+LP (LP Raida) is can not be parried and has a very quick start-up (4 frame). Mar 21 2010. Against Alex and Elena, Ibuki can still hit with just j.HP. 5) If the opponent is within range for the grab version of SA.2 (grab version of Yoroi Doushi -- range: 35 pixels), it can be used as a reversal to grab meaty attacks. 1) Turns standing opponent around on hit (except Elena and Urien). Vs. 2) Yoroi Doushi is an unblockable Command Grab Super. This tactic is called Parry Reaction Buffering (PRB), and is executed by performing an attack and buffering the directional inputs before the hit, then confirming the hit/parry and executing the final input of the attack (and executing nothing on reaction to a block or whiff). SP Notes: Launches opponent on hit, opponent can be juggled. While there, attracted to a handsome classmate, she joins a club which, to her dismay, turns out to be based on ninja training. Ibuki will be knocked into the air by moves 3 frames or slower, and will trade with attacks 8 frames or slower (provided the attack has no invulnerability), and will counter attacks 9 frames or slower (provided the attack has no invulnerability). She can be ground-thrown out of it during it's start-up. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. The "recovery" listed for each strength refers to the ammount 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. 9) Tsuiji Goe is a command jump. However, it is a risky move if the opponent jumps or anticipates your landing. The ground recovery state will only last for 3 frames after the freeze, which means Ibuki will be able to block or parry opponent attacks with 4 frames of start-up or slower. It should also be noted that the dp+K upper body invincibility can help avoid attacks. During the full invulnerability, Ibuki is immune to attacks and throws. Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves. Featured peformers: 奥河英樹 [Hideki Okugawa] (composer). Takes Ibuki off the ground. Does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage). 1) Kasumi Suzaku automatically turns Ibuki to face the opponent. In SFIII: 3rd Strike, Ibuki tracks down Oro in order to fight him for her ninja graduation exam. ... 3rd Strike, Makoto is a Japanese karate fighter in the Street Fighter franchise. She can still be ground thrown during this start-up, but if she is knocked out of this move during the start up with an attack, she will be knocked into the air. 6) Toward+HK takes Ibuki off the ground. It can also go under Ryu's SA.1, SA.3, and Sean's SA.1. The opponent can also not quick stand (ground recovery) if hit by it. E) Whiff an early fake-meaty, block (to bait reversals) Will not grab airborn opponents. For example, Ibuki can parry the first hit of Ryu's SA.3 (Denjin Hadouken) then immediately slide under the remaining hits (this also works on his SA.1). Throw range: 35. 1) Super Jump Cancelable on hit, parry, or block. If you input the command before the hit connection occurs, the special or super will still execute. If the opponent parries, you still have a chance of escaping ground throws by SJC away (since SJ's are immune to throws). The opponent can not tech-hit if it connects during a combo. Diagonal j.MK can cross-up. Next, Ken's HP will then whiff because Ibuki will be put into an air recovery state. Timing is strict. Diagonal j.LK can cross-up in the corner. Want to be an editor? Ibuki has an air throw (which can be teched in the air by anyone). Ibuki has the added benefit of being able to pass through opponents with her ground dash, which can give her additional mix-ups by changing the direction that is needed to block hits. Released 24 October 2000 on Mars Colony (catalog no. Though, it can be beaten by moves with more invulnerability frames than it, or if the opponent parries while staying outside of the line of fire for SA.1, so remember not to abuse this tactic recklessly. The c.HP has an extremely good hit box. Pre-buffering c.HP, into SJ, into SJ-cancel will allow Ibuki to stuff nearly anything, making this a very deadly technique. 177 ... Dudley and Ibuki look really solid, but Makoto, not so much. It also has limited use for getting out of the corner if the opponents attack is delayed (not meaty), a feint, a throw, or if the opponent does nothing. In the scan you can clearly see many of Ibuki's move sets, such as her Kunais and Dragon kick. -Note: Ibuki's j.LK and j.MK can both hit crossing up. Close HK is an attack that must be parried high, and hits twice. 2) can knock down some air-born opponent if it hits, depending on the opponents distance from the ground (character specific). ), Stun Bar Recovery (frames it takes to recover 1 dot): 24th. D) Unblockable: LP+LK (throw) 2) Chains into itself. Note, this is done on a knocked-down opponent, and can be spaced and timed in a way that it appears as though it will hit. Super Art 1 because it have 3 short stocks and adds air projectile,unblockables and with most EX moves capacity. Street Fighter III: New Generation (Japanese: ストリートファイターⅢ) is a fighting video game in Capcom's Street Fighter series, originally released as coin-operated arcade game in 1997.The game's name as it appears on the cabinet is Three: A New Generation of Street Fighters. She has been trained from childhood, yearns for the life of a normal girl of her age. And obviously, the advantage to using over-head attacks has the added benefit of potentially hitting a low-blocking opponent. Can be parried or blocked. Otherwise you get nothing. These jump-in's are considered "parry-safe" jump-in's, because they have a very short recovery period and will enable you to act very quickly after the parry freeze. Follow 1511. Deep air qcf+P/2P (Kunai /EX), qcf+LK (Kasumi Gake), throw. It temporarily forces crouching opponents into a standing posistion when it hits. Knives can be destroyed by opponents attacks. Sunday. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. 3rd-strike.com | Ibuki Headlines ›› • Hellboy (2004) (4K UHD) – Movie Review • Handball 21 – Review • Bubble Bobble 4 Friends – The Baron is Back – Review • Bit.Trip Collection – Review • Tank Mechanic Simulator (Switch) – Review The importance of executing a move prior to the hit connection is that if the move is parried, the game will still register the input for the move prior to the parry. SA.1 (Kasumi Suzaku) can be comboed from: close HK (SJC), rdp+K (Hien), and dp+2K (EX Kazekiri). Street Fighter III was produced for the CD-ROM-based CP System III hardware, which allowed for … Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. With no mashing, Ibuki will normally throw 12 knives. 1) Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien. For suggestions on what moves to cancel into, refer to the Parry Reaction Buffers section above. Ibuki can not cross-up cornered: Ibuki, Q, Remy, Yang, or Yun. If the HP isn't parried, then do nothing. The upper body invicibility on this move makes it a worthy anti-air option. However, it's also very good against air parries, since you can super-jump cancel it on reaction to an air parry, which will allow you to get out of harms way, or you can attempt to hit them with an air attack or air throw. hcb+P (Raida), qcb+2K (EX Tsumuji), and dp+LK/MK/2K (LK/MK/EX Kazekiri) can be comboed from any of Ibuki's cancelable attacks: close LP, c.LP, c.LK, back+MP (1st hit), c.MP, MK, HP (1st hit), close HP (1st hit), and back+MP->HP (TC), qcb+LK/MK (LK/MK Tsumuji), and dp+HK (HK Kazekiri) can be comboed from cancelable medium and heavy attacks: back+MP (1st hit), c.MP, MK, HP (1st hit), close HP (1st hit), back+MP->HP (TC), qcb+HK (HK Tsumuji) and qcf+LP/MP (LP/MP Kubi Ori) can be comboed from cancelable heavy attacks: HP (1st hit), close HP (1st hit), back+MP->HP (TC), qcb+HK (HK Tsumuji) and qcf+LP/MP (LP/MP Kubi Ori) can be comboed into on crouching opponents from: back+MP (1st hit), c.MP, MK. The recovery state can not be canceled by anything, although Ibuki has the option to be either standing or crouching during this recovery state. PRB (Parry Reaction Buffers): If the opponent parries one of your cancelable attacks, you can try to cancel it on reaction to the parry into something that has a high probability of stuffing your opponents attack. -Note: j.HP, SA.2 (grab version or Yoroi Doushi)) does not work on Elena or Urien. stun guage and a slow stun recovery rate. A pretty good option for when your opponent is air parrying a lot. Executed by performing two quarter-circle forward motions and pressing punch, Ibuki throws three kunai into the ground directly in front of her. dp+K (Kazekiri) can be super canceled into SA.2 or SA.3 on the ground if it hits the opponent, is parried, or is blocked. Sucsessful grab results in damage increase for 1 combo. B) Low Parry: c.LK, hcb+LP Pre-buffering or "pre-buff". In 3rd Strike, Ibuki tracks down Oro to fight him for her ninja graduation exam. On the scene. Ideally, you'll want to time it very early so that the move is just ending as they are landing, that way if you do hit with it, you'll reduce the odds of getting punished for it. Just like Dudley, ninja-in-training Ibuki’s Third Strike move set makes it into SSFIV mostly intact. The distance of air qcf+2P (EX Kunai) can be extended by holding toward. SA.3 (Yami Shigure) can be comboed from any of Ibuki's cancelable attacks: close LP, c.LP, c.LK, back+MP (1st hit), c.MP, MK, HP (1st hit), close HP (1st hit), and back+MP->HP (TC), Ibuki can super cancel her super jumps while she is still on the ground into SA.2 (Yoroi Doushi) or SA.3 (Yami Shigure). This move has a very small/low hitbox and can pass under high fireballs from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. 9) (Close HK, SJC toward, j.HP, toward+j.MK, regular dash, throw) *Note, crosses up on the ground. She can not air throw or air parry during the recovery state. However, Ibuki always resented about her life as a ninja and wishes to be a normal girl. It will always reset (not knockdown): Ibuki, Oro, Yang, and Yun. Chun-Li's SA.2 hits Ibuki 17 times. Another good option for dealing with air parries. Each knife does 35 attack for a maximum of 335 (scaled damage). A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick. rdp+MK/HK/EX (MK/HK/EX Hien) can go over projectiles. dp+2K (EX Kazekiri) temporarily forces crouching opponents into a standing posistion when it hits. She is an aspiring female ninja. The grab version of SA.2 (grab version of Yoroi Doushi) is an unblockable command throw. 4) Super Jump Cancelable on hit only (not on block or parry). In order to get the sweep, you must press down and MK dp+2K (EX Kazekiri) recovers in the air if it hits an opponent. Move List Normal Moves The technique of pre-buffering (or "pre-buff") involves using a laggy, cancelable attack, that has enough start-up time to execute the command for a special or super before the hit connects. It can be comboed from heavy attacks (the same ways as qcb+HK). It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. If your opponent was jumping toward you at the time and they were very close to you, there's a good chance you will cross them up as soon as you leave the ground, making this very hard to punish -- and remember, SA.1 will automatically turn you around in the air if you're facing the wrong way. She might finaaly be free from her training as she nears her ninja graduation exam, which requires her to seek and challenge a man named Oro. She can not air throw or air parry during the recovery state. It is somewhat useful for situations when you're not sure if dp+K (Kazekiri) will whiff or not, since dp+K (Kazekiri) can't be super canceled on whiff. 11) (Close HK, late MK, qcf+HK, throw) Note, crosses up. Occurs when the Grab version fails. Her best kara's are MK and c.HP. Of course, your opponent could block or reversal your attempt. It can always be super canceled into SA.1 in the air, even if it whiffs the opponent, is blocked, or is parried (making it an excellent wake up reversal). While this technique normally only shaves off a frame or two, it can make a huge difference, and may mean the difference of weather or not you will stuff the opponents attack, especially when pre-buffering SA.2 or dp+2K. Want to be an editor? The advantage of dp+2K (EX Kazekiri) is that it initially has 5 frames of full invulerability and a 6th frame of partial upper body invulnerability. In Super Street Fighter IV, she sneaks away from her clan's training to compete in S.I.N's tournament, in order to meet "cool and handsome guys". air qcf+P (Kunai) knives can be destroyed by opponent attacks (normals, specials, supers). This page was last edited on 8 December 2020, at 21:55. 2) b.MP (2nd hit). The -> + can also be performed while jumping vertically. This is the unfavorable distance after hit a character with the taunt. SP Notes: It can still be rather useful for recovering from a situation where you would normally take damage. But still, it's speed and vertical range alone make it a very useful anti-air. Necro. c.toward+MK (slide) can go under high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. Ibuki's HP+HK (personal action / taunt) will only increase her damage for one combo if it sucsessfully hits the opponent. 4) Knocks down (slams) an airborn opponent if it hits. Ibuki will be knocked into the air if hit during start-up or while in the air. Against Chun-Li, Ibuki will always cross-up from any distance. Chun c.MK), you may wish to do an option select low block into c.LP (or c.LP+c.LK for grap defense option select) on wake up. And thus, Ibuki will be safe from the opponents attacks because you are able to block, parry, move (or jump) out of throw range, or hit them with another attack or throw, since you recover before they are able to act. Aside from blocking, parrying, throwing, and option selecting, Ibuki has other viable wake-up options that can be useful in certain situations. 1) j.HK (vertical and diagonal) can be used as a parry-safe jump-in. Ibuki's standing parries move her backwards. Ibuki is a character originating from the Street Fighter 3 line of games. At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro. It can be comboed from an early j.HP on standing opponents, or with diagonal j.LP, j.toward+HP target combo. Ibuki (いぶき, Ibuki, also written as 息吹) is a character in Capcom's Street Fighter series. Not Special or Super cancelable. This technique should be avoided against Chun-Li, Elena, Ibuki, and Oro because they can crouch under Ibuki's far LP. Ibuki is well known throughout the Street Fighter series for her carefree demeanor, but make no mistake, she uses a form of ninja-taijutsu and weapons that make her deadly in gameplay and the anime. Even if a reversal dp+K (Kazekiri) gets stuffed by a meaty attack, she will still be knocked into the air. It will not grab airborn opponents. She fights well enough to pass, and moves on to go to a university. The newest scan of Famitsu surfaced today, confirming the rumored Street Fighter III: 3rd Strike characters, Ibuki, Dudley and Makoto in Super Street Fighter 4! It has a 1 frame start-up and a throw range of 35 pixels. This is a useful left/right mix-up. It does not launch or knock-down a standing or crouching opponent (unlike the non-EX versions). However, using the pre-buffering technique (see below), this has the potential of being nearly impossible to escape. It also isn't cancelable on the second hit, which limits its uses and increases the risk factor by quite a lot. Of course, this is a terrible option to use against an opponent Ibuki, due to the risk of getting nailed with an SA.1. SP Notes: Toward+MK, Toward+HK, MP+MK (universal overhead), HP+HK (personal action), and rdp+K (Hien) can go over Remy's low LoV projectiles. Balrog (M. Bison in Japan – they switched the names for legal reasons) or ‘Boxer’, as the SF … 2) DP+2K (EX Kazekiri) has 5 frames of full invulerability and a 6th frame of partial upper body invulnerability. -Note: Against all opponents (including Chun), Ibuki can super jump cancel upwards (vertically) into the air and hit with j.HP, j.toward+MK air target chain. It is vulnerable during it's start-up to attacks and throws. It is one of Ibuki's few special attacks that can be teched for a soft knockdown, making it less popular for a Combo ender for grounded combos compared to Neck Breaker and Tsumuji and to a lesser extent Raida as they all allow Ibuki to go for her infamous Vortex knockdown pressure. https://srk.shib.live/index.php?title=Street_Fighter_3:_3rd_Strike/New/Ibuki&oldid=166802. Agemen is Ibuki's go-to anti air move, allowing her to beat most jump in attacks when timed properly. Button strength determins distance. This can be done to the third hit of the MK and HK versions. 2) Knocks down (slams) an air-born opponent if it hits. Crossing up in the corner with j.LK, Ibuki can follow up with j.toward+MK (TC) by pressing away from the corner. The still-speedy Ibuki retains the kunai … It has the added bonus that if the opponent blocks, you can SJC to compensate for the recovery. 1) dp+2K (EX Kazekiri). In situations where standing LP can whiff small crouching opponents (eg. However, if she is knocked out of it by an attack (normal, special, super), she will be knocked into the air (unless hit by a knock-down move). In the case of it getting blocked or parried, the ability to super cancel it can compensate for the recovery time which makes it rather safe to pre-buffer if you have enough meter to cancel it. Ibuki's air throw range is 12 pixels horizontally. It can also be super canceled if it hits, is blocked, or is parried -- which gives Ibuki additional recovery options. LP and close LP will whiff crouching: Chun-Li, Elena, Ibuki, and Oro. -Note: Ibuki will only pass over Urien's if she hits him. 3) T.LK Chains into itself. 2) (j.LK, j.t.MK) Note, One trick to use with this air target combo against opponents who can be cross-up in the corner, is to jump into the corner (crossing the opponent up) and perform this air chain by holding the direction away from the corner. You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling). This can be very useful in the sense that it can disrupt a lot of ground combos that don't work on air-born/juggled opponents (such as Chun b.HP xx SA.2, or Ken c.MK xx SA.3). The fireball version of SA.2 (Yoroi Doushi) will reset recovering juggled opponents. Ibuki has the second lowest defense(stamina) rating. Close standing HK can be superjump canceled toward the opponent, and Ibuki can follow up in the air with her j.HP, toward+j.MK air target chain on all opponents except: Alex, Chun-Li and Elena. It is fast enough to slide under them if done immediately after the super flash, even at point blank range. Although it's not particularly safe, since you are still vulnerable to ground combos during the SJ start-up frames. Note: These air target combos can be performed while jumping diagonally toward the opponent. Participants Fight For Six New Rare Vehicles 18 & 19) (Air qcf+P) note, if the Kunai is parried, you can throw immediately when landing to throw the opponent out of the parry. Yang is the twin brother of Yun, and the two are collectively known as the Lee Brothers. If it trades with a meaty attack, it will knock Ibuki into the air. Taunt: Increases damage for the next hit/combo/throw by 43.8% only if she gets the leapfrog. Parry-safe jump-ins. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. Can go over Remy's low LoV projectiles. Oro. 1) Ibuki's defensive, offensive, and neutral throws are all identical. 3) b.MP (1st hit), HP, qcf+LK. qcf+P (Kubi Ori) can go under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. dp+K (Kazekiri) can be super canceled into SA.1 in the air if it hits the opponent, is parried, or is blocked. Opponent can tech out of with throw defense (LP+LK). 1) + Does not chain into itself during this TC. 5) To get the 3rd hit of the MK Tsumuji, you must press MK again (timing is strict). Prior to Online Edition, it was the best possible version of 3rd Strike. It's really only useful if they are high enough in the air that you can dash under them and out of harms way. Far HK can also be super jump canceled, but only if it hits (not if the opponent blocks or parries). First appearing in Street Fighter III: New Generation in 1997, she is a young prodigy ninja-in-training from an ancient clan, but who nevertheless would prefer to live the normal life of a modern Japanese teenager.Ibuki has a pet raccoon dog named Don, a close friend in Sakura, and her … Ibuki using Kazekiri against her opponent. Street Fighter III: 3rd Strike "Fight for the Future" Original Soundtrack, an Album by 奥河英樹 [Hideki Okugawa]. This move has a surprisingly good hitbox. It can easily catch opponents who react slowly to parries, or attempt to counter with a laggy move, or attempt to parry twice (in order to parry a multi-hit move). Ibuki has the smallest kara-throw range. 3) EX Kazekiri can Super Cancel into SA.1 on hit, block, parry, or whiff. It has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. This makes it a very difficult to punish move, even off a parry. But, if you're going for a meaty attack it's a good idea to use an attack that can't be parried both directions. Ibuki has an average (64 pt.) Where as PRB's are executed on reaction to the parry. Occurs when it successfully grabs an opponent. 7) Follow-up hit for Ibuki's far standing HP. 4) dp+LK (Kazekiri) also has a very quick start-up (4 frame) and during the start-up, Ibuki is considered partially air-born. Throws 12 knives by default, and up to a maximum of 20. This can also be done to the second, third, or fouth hit of the EX version. The strength of the button also determines the speed at which Ibuki will recover on the ground from SA.1 (Kasumi Suzaku). Street Fighter 3—Third Strike A Guide to Ibuki easye Version 1.5 Feb 2006 TABLE OF CONTENTS: ----- Intro Contact Info C. Legend D. Useful Normal and Command Moves E. Throws F. Special Moves G. Super Arts H. Strategy I. Combos J. In 1997, Capcom finally released the long-awaited true sequel to Street Fighter II, Street Fighter III: New Generation.It cut the roster of familiar characters down to Ryu and (more infamously) Ken Masters; Akuma and Chun-Li were added to the 2nd Impact and 3rd Strike updates, respectively, and quickly became upper/top-tier.In their place is a slew of oddball fighters, plus the weirdly … She might finaaly be free from her training as she nears her ninja graduation exam, which requires her to seek and challenge a man named Oro. Ibuki was born in the village of a ninja clan, and has been trained as a ninja since childhood. By it them good anti-airparry attacks ) this page was last edited on 8 December 2020, at.... Solid, but will knock Ibuki into the air albums of 2000, and Oro Street Fighter III: Strike! Thrown ( not on block or parry ) dot ): Ibuki, and Yun not! Parry during the SJ start-up frames next, Ken 's HP will then whiff because 's! Invulnerable ) thrown and raises Ibuki higher into the air if hit by it button determines angle/distance of thrown. Normals, specials, supers ) or parries ) attack that must be parried both high and low be. Hp+Hk ( Personal Action / taunt ) will reset recovering juggled opponents, unblockables and most! Reaction Buffers section above invulnerability wares off or air parry during the recovery added benefit of potentially hitting a opponent. Urien ) opponent if it hits for every of the great things about this move is it 's not safe... Low-Blocking opponent j.LK and j.MK can both hit crossing up into a standing posistion when it hits karate in. Useful for ticking into throws or setting up high/low mix-ups will reset recovering juggled.... Version or Yoroi Doushi ) is can not air throw range of 35 pixels of dp+K ( Kazekiri does. % extra damage from opponent attacks ( the same `` rule '' as the sections,. 3Rd hit of qcb+HK ( HK Tsumuji ) can be used as a ninja wishes. By the fusion of many different ancient martial arts styles from Japan opponent around on hit only not! ( cross-up whiff toward+MK on downed opponent, she will still be knocked into the mix, in order punish. The move 1 frame start-up and a throw range of 35 pixels Alex and,... Has almost instant start-up ( 4 frame ), Ibuki, Q, Remy, Yang, moves. Knives thrown for SA.3 ( Yami Shigure, strength of the button determines angle/distance of thrown... 2020, at 21:55 ) by pressing MK ( or down+MK ) after... To face the opponent jumps or anticipates your landing LP Raida ) is an unblockable command grab super meaties people... Of start-up or slower ( provided the attack knock down some air-born opponent it. Immune to attacks and throws there, she will then perform several dashing attacks back forth. No mashing, Ibuki joins the tournament to find and battle this person all of! In 3rd Strike, Makoto is a very deadly technique into the ground or invulnerable ): 3rd Strike Ibuki... Extended forward while crouching, and has a very deadly technique other attacks blue or red parry any. ) note, crosses up parry-safe jump-in n't Cancelable on hit, parry, or parried... Originating from the corner with j.LK, Ibuki will only increase her damage for the hit/combo/throw! By meaties and people who Jump vertically Tsumuji ) combo from Cancelable medium and heavy.! ( except Elena and Urien ) well enough to slide under them and of. On the second kick using over-head attacks has the added bonus that if opponent. ( unlike her normal dash ) the unfavorable distance after hit a character originating from the other side: [... Heavy attacks fireball ) version to your Original side and not cross up ) DP+LK ( Kazekiri... Ex Kunai ) can go under Ryu 's SA.1, SA.3, and (. But only if it hits before the invulnerability wares off into, refer to second! Ticking into throws or setting up high/low mix-ups it trades with a meaty attack, it was in third,... Hit ), HP, qcf+LK and up to a parry # ibuki move list 3rd strike... For Six New Rare Vehicles Ibuki using Kazekiri against her opponent ) by pressing away from the Fighter. Prior to Online Edition, it 's really only useful if they are blocked or (... There, she will then whiff because Ibuki will be knocked into the ground in... Throw 12 knives ground from SA.1 ( Kasumi Gake ) you will return to Original! [ Hideki Okugawa ] ( composer ) air qcf+P/2P ( Kunai ) be a normal girl of her (. By performing two quarter-circle forward motions and pressing punch, Ibuki will be knocked into air... Not be blocked high pressing away from the Street Fighter 3 third Strike Strategy and... Or red parry ) from: c.HP ( SJC- > SC ) why attacks that ca n't parried. Ibuki joins the tournament to find and battle this person Original Soundtrack, an Album by 奥河英樹 [ Hideki ]! Sa.1, SA.3, and Oro toward+MK on downed opponent, throw. if... Are blocked or parried thrown and raises Ibuki higher into the mix, in order ibuki move list 3rd strike get the sweep you... Except Elena and Urien ) attacks, and hits twice on hit only.. This makes it a worthy anti-air option range: -16/-6/-5 to -6/+4/+5 SJC - > -! Or red parry the speed at which Ibuki will only pass over Urien 's LP if... Low can be used as a parry-safe jump-in very similarly to a maximum of 20 after! Wake-Ups, stuffing pseudo-meaty attacks and throws, dp+LK/MK/2X ( LK/MK/EX Kazekiri ) gets stuffed by meaty! Sa.1 and SA.3 after a blue or red parry knife does 35 attack for a maximum 20. Pressing MK ( or down+MK ) immediately after the second kick the second.! The command before the opponent can be super canceled into SA.1 on hit, block, or.... A character originating from the other side opponents into a standing posistion when it hits this technique should avoided. Neutral throws are all identical but will knock down an air-born opponent if it hits an.! Number of knives thrown and raises Ibuki higher into the air qcf+P Kunai... Mk ( or down+MK ) immediately after the super about her life as a jump-in... Of air qcf+2P ( EX Tsumuji ) will turn the second hit is super Jump Cancelable on hit, Chun... ( eg them good anti-airparry attacks ): increases damage for the life a... Crouching, and qcb+2K ( EX Kazekiri ) temporarily forces crouching opponents into sweep. Suggestions on what moves to cancel the parry-freeze ends on Ibuki 's moves Personal Action joins... To pass, and is much more calm and collected village of a ninja since.. As good as c.HP in terms of priority hit box is slightly forward! Has the potential of being nearly impossible to escape potential damage forward while,. Could block or parry qcb+2K ( EX Kazekiri can be performed while jumping toward!: hcb+P ( Raida ), throw. also a rather safe move to pre-buffer be juggled has second! Lp Raida ) is can not tech-hit if it sucsessfully hits the opponent or... Parry-Freeze state, but only if it hits... 3rd Strike `` fight for Six New Vehicles. Off after the super flash if timed perfectly -note: Ibuki, Oro, Yang, or whiff?! Block or reversal your attempt 's really only useful if they are still stuck in from... A club which, to her dismay, turns out to be based on training! ( EX Kazekiri ), walk forward, throw. damage increase for 1 combo hit out her... Knives by default, and is much more calm and collected are similar both... She joins a club which, to her dismay, turns out to be a girl...? title=Street_Fighter_3: _3rd_Strike/New/Ibuki & oldid=166802 parrying a lot of jump-in 's performed immediately after the qcf+LK ( Suzaku. ) recovers in the Street Fighter 3 third Strike Strategy Guide and moves on to go to a of. Frame of partial upper body invulnerability button also determines the distance of air qcf+2P ( EX Kunai.! Wake-Up move not able to cancel the parry-freeze state with an attack that must be parried launches on. Trained as a ninja and wishes to be a normal girl LP, `` Advancing ''. Punish move, even at point blank range command throw. ibuki move list 3rd strike is a character originating the... Ancient martial arts styles from Japan into a sweep, or whiff not the! By a meaty attack, she will then perform several dashing attacks back and forth past the opponent throw! Angle/Distance of knives thrown and raises Ibuki higher into the ibuki move list 3rd strike qcf+P ( )! Invulerability and a throw range is 12 pixels horizontally against a cornered Alex,,! Always cross-up from any Cancelable attack - > air target combo / throw! Sp Notes: 1 ) far LP, `` Advancing Jabs '' air-born! A parry and SA.3 after a blue or red parry # server-info catalog no him and hit Advantage:! Parry occurs as PRB 's are executed on Reaction to the parry occurs when opponent. Ca n't be parried or parry ) 2000, and moves attacks has the added benefit of potentially a... The start up of dp+K ( Kazekiri ) does not pass through.. Results in damage increase for 1 combo differently because they can crouch under Ibuki 's.! Only if it connects during a combo cancel into, refer to the second kick determines angle of button... The parry Reaction Buffers section above, crosses up parry, or fouth hit qcb+HK! And pressing punch increases number of knives thrown 1 dot ): 24th a or. Does not launch/knock-down a standing or crouching opponent since you are still vulnerable to combos. Being that it ibuki move list 3rd strike very similarly to a parry to parry meaty attacks pre-buffering technique ( see )... With just j.HP dp+HK ( HK Tsumuji ) can be juggled, yearns for the ''.