Does not grab airborn opponents. 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). A) High Parry: MK, hcb+LP 8) (Close HK, SJC toward, j.HP, regular dash, throw) *Note, the dash sometimes crosses up on the ground. C) Unparryable: hcb+LP Released 24 October 2000 on Mars Colony (catalog no. However, they are not able to cancel the parry-freeze state with an attack or throw untill after the freeze ends. 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. 5) To get the 3rd hit of the MK Tsumuji, you must press MK again (timing is strict). Parry-safe jump-ins. B) Low Parry: c.LK, hcb+LP 1) Turns standing opponent around on hit (except Elena and Urien). 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. Sucsessful grab results in damage increase for 1 combo. The second hit is Super Jump Cancelable on hit, block, or parry. This enables Ibuki to attack or move before the opponent. The strength of the button determines the distance of the knives thrown for SA.3 (Yami Shigure). However, if the taunt is blocked, parried, or tech-hit (throw guard) out of (using LP+LK) it will give Ibuki no bonuses. Ibuki will only pass over Urien's LP fireball if she hits him. In a nutshell. Dash Forward (frames) / Moving Distance: 19 / 2, Dash Backward (frames) / Moving Distance: 33 / 2,5, All those sprites are taken from the site, All Framedatas in "Move Analisys" section are taken from, # ~ # : Advantage/disvantage can vary from # to #, It Refers to Jab,Strong,Fierce respectively, It Refers to Short,Forward,Roundhouse respectively, DP+LK (LK Kazekiri), SC-SA.1 (Kasumi Suzaku), DP+2K, j.LP, j.t.HP (or other air target combo), DP+P (Tsuiji Goe) -> air qcf+P (Kunai) / SA.1 (Kasumi Suzaku), c.HP -> SJC -> air target combo / air throw / SA.1, SA.1 (Kasumi Suzaku after a parried air qcf+P), dp+K/2K (Kazekiri/EX), SC-SA.1 (Kasumi Suzaku), Close HK, SJC toward, j.HP, (land) regular dash, throw, Close HK, SJC toward, j.HP, toward+j.MK, (land) regular dash, throw, Close HK, (link) late MK, qcf+MK (Kasumi Gake), throw, Close HK, (link) late MK, qcf+HK (Kasumi Gake), throw, Close HK, (link) early back+MP (1-hit), HP, qcf+LK (Kasumi Gake), throw. This move has a surprisingly good hitbox. 6) Far LP and close LP both have a 2 frame start-up and have very good frame advantage (+5 for close, +6 for far). 10 years ago. 1) j.HK (vertical and diagonal) can be used as a parry-safe jump-in. She fights well enough to pass, and moves on to go to a university. This is why attacks that can't be parried both high and low can be useful as meaty attacks. Normal throw option selectss and tick-throws can also be effective when thrown into the mix, in order to punish blocking. Street Fighter III: 3rd Strike "Fight for the Future" Original Soundtrack, an Album by 奥河英樹 [Hideki Okugawa]. 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. Rapidly pressing punch buttons will make Ibuki throw up to 20 knives and raise her higher into the air (useful for chip damage out of the corner). Far HK can also be super jump canceled, but only if it hits (not if the opponent blocks or parries). Probably not as good as c.HP in terms of priority. 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). SP Notes: Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Super Art 1 because it have 3 short stocks and adds air projectile,unblockables and with most EX moves capacity. 2) Air qcf+P (Kunai) acts differently because they are projectiles. Forum Posts. Can go over Remy's low LoV projectiles. This set-up will grab attacks with 3 frame start-up or slower (provided they are not off the ground or invulnerable). She can not air throw or air parry during the recovery state. Diagonal j.MK can cross-up. During second half of jump arch, Ibuki can cancel into air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku). Otherwise you get nothing. Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame. Her crouching parries don't move her. Ibuki is a character originating from the Street Fighter 3 line of games. This style is formed by the fusion of many different ancient martial arts styles from Japan. She can not air throw or air parry during the recovery state. 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. She fights well enough to pass, and moves on to go to a university. Genres: Video Game Music, Breakbeat, Acid House. dp+K (Kazekiri) can be super canceled into SA.1 in the air if it hits the opponent, is parried, or is blocked. Agemen is Ibuki's go-to anti air move, allowing her to beat most jump in attacks when timed properly. 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. Effects ware off if Ibuki is hit. 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. The only real disadvantage to this move is it's slow start-up. On the scene. This lets her combo SA.3 (Yami Shigure) from: c.HP (SJC->SC), HK (SJC->SC). LP and close LP will whiff crouching: Chun-Li, Elena, Ibuki, and Oro. If these kunai hit the opponent, she will then perform several dashing attacks back and forth past the opponent. 1) Super Jump Cancelable on hit, parry, or block. ... IDK if the site still has recent enough updates, but Eventhubs should go more into detail on Ibuki's moves. https://srk.shib.live/index.php?title=Street_Fighter_3:_3rd_Strike/Ibuki&oldid=169796, +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball), 24(19 when attack comes from the air)*,**, 21(19 when attack comes from the air)*,**, * (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately), ** (If another attack connects within 2 frames of your parry, it will automatically be parried), *** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack), Close LP -> Close MP (1 hit) -> Crouch HK -< Close HK, 150(50+50+50)+70/(80(40+40)+60 D)(35 life points), * frames 13,15,16,18,19,21,24,27,28,29,31,32,34,35,37 connects and makes 20x2+40+3+20+30+40+30x2+60x4, *(Only works on Alex, Dudley ,Hugo ,Q , Remy and Urien. 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. Ibuki (いぶき, Ibuki, also written as 息吹) is a character in Capcom's Street Fighter series. Against Alex and Elena, Ibuki can still hit with just j.HP. Which can make them some-what useful as wake-ups, stuffing pseudo-meaty attacks and throw attempts. Another good option for dealing with air parries. This only works on standing: Alex, Dudley, Hugo, Q, Remy, and Urien. Ibuki's HP+HK (personal action / taunt) will only increase her damage for one combo if it sucsessfully hits the opponent. She has been trained from childhood, yearns for the life of a normal girl of her age. In the scan you can clearly see many of Ibuki's move sets, such as her Kunais and Dragon kick. The general strategy is to walk toward after one or more far LP's (walking toward in between each LP) and throw the opponent. EX: Holding toward increases range. The fireball version of SA.2 (Yoroi Doushi) will reset recovering juggled opponents. Block and Hit Advantage range: -5/0/+1 to +7/+8/+9 It can also be super canceled if it hits, is blocked, or is parried -- which gives Ibuki additional recovery options. Street Fighter III was produced for the CD-ROM-based CP System III hardware, which allowed for … 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. If you input the command before the hit connection occurs, the special or super will still execute. Ibuki's air throw range is 12 pixels horizontally. Occurs when the Grab version fails. Participants Fight For Six New Rare Vehicles She will hop on the opponents head and then bounce off after the attack. Necro was originally a Russian boy named Illia, who was kidnapped and experimented on by the Illuminati, hence becoming the freak known as Necro. It will always reset (not knockdown): Ibuki, Oro, Yang, and Yun. 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. Ibuki lives in a village composed entirely of Ninja. And are, of course, high parries. Move List Normal Moves By walking backward after the qcf+LK (Kasumi Gake) you will return to your original side and not cross up. Thus, the move will execute as soon as the parry-freeze ends. This is the unfavorable distance after hit a character with the taunt. 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. Throw range: 35. Vertical range: Top 44 pixels, Bottom 67 pixels. 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. Additionally, feints (fake-outs) can be thrown into the mix, in order to safely bait out reversals. 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. 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. Kazekiri is Ibuki's primary Juggle combo ender. Where as PRB's are executed on reaction to the parry. If you want to know if you're executing the technique properly try ending the round with a pre-buff into special move or super art, where the normal move is the hit that KO's the opponent. Want to be an editor? Mashing the HP version will take Ibuki higher into the air than the MP or LP versions. Additionally, because the opponent can only block or parry during the parry-freeze, the grab SA.2 (grab version Yoroi Doushi) becomes inescapable due to the fact that it can not be blocked or parried. Ibuki was born in the village of a ninja clan, and has been trained as a ninja since childhood. 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). Because Ibuki's far LP is +6 advantage, it is very useful for ticking into throws or setting up high/low mix-ups. Strength of button determines angle of knives thrown (not for EX). https://srk.shib.live/index.php?title=Street_Fighter_3:_3rd_Strike/New/Ibuki&oldid=166802. The distance of air qcf+2P (EX Kunai) can be extended by holding toward. It will stuff most jump-ins. On tall opponents, Ibuki can combo the dp+2K into her j.LP, j.toward+HP target combo, then follow up on the ground for additional hits. 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. And obviously, the advantage to using over-head attacks has the added benefit of potentially hitting a low-blocking opponent. The grab version of SA.2 (grab version of Yoroi Doushi) is an unblockable command throw. The original Street Fighter Anniversary Collection port of 3rd Strike, released on Xbox and PS2, is the very same port that Online Edition is based off of, and with good reason. If the opponent parries, you still have a chance of escaping ground throws by SJC away (since SJ's are immune to throws). air qcf+P (Kunai) knives can be destroyed by opponent attacks (normals, specials, supers). qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3. stun guage and a slow stun recovery rate. It temporarily forces crouching opponents into a standing posistion when it hits. 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). Yang is the younger brother of the two, and is much more calm and collected. During the full invulnerability, Ibuki is immune to attacks and throws. When done as deep as possible (as late as possible), Ibuki will have no air-to-ground movement after the parry-freeze (she will be grounded instantly), and then enter a ground recovery state as soon as the parry-freeze ends. 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. 6) Toward+HK takes Ibuki off the ground. It should also be noted that the dp+K upper body invincibility can help avoid attacks. Close HK is an attack that must be parried high, and hits twice. Of course, your opponent could block or reversal your attempt. 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. It can be comboed from an early j.HP on standing opponents, or with diagonal j.LP, j.toward+HP target combo. Toward+MK and rdp+K (Hien) are overheads that must be blocked high. ... Ibuki's overhead stomp kick which is not as useful as it was in Third Strike, which isn't saying much. MCM-10104-2; CD). A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick. Button strength determins distance. F) Overhead (UOH/t+MK/rdp+K) At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro. This makes it a very difficult to punish move, even off a parry. When an opponent parries one of these, Ibuki will not enter a parry-freeze state, but the opponent will. Although it runs the risk of getting punished by meaties and people who jump vertically. 2) If using SA.2 (Yoroi Doushi), the grab version can be a very effective PRB, since it has an extremely fast start-up (1 frame) and can not be blocked or parried. The slide will go under the first hit, knocking Chun out of it, though the timing for this is very difficult. 3) hcb+LP (LP Raida) is can not be parried and has a very quick start-up (4 frame). Prior to Online Edition, it was the best possible version of 3rd Strike. 6) Super Jump Canceling is another useful way to escape potential damage. 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 Throws 12 knives by default, and up to a maximum of 20. SP Notes: The recovery state can not be canceled by anything, although Ibuki has the option to be either standing or crouching during this recovery state. However, using the pre-buffering technique (see below), this has the potential of being nearly impossible to escape. 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. However, it is a risky move if the opponent jumps or anticipates your landing. 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