This move has a surprisingly good hitbox. Street Fighter III: 3rd Strike "Fight for the Future" Original Soundtrack, an Album by 奥河英樹 [Hideki Okugawa]. Of course, this isn't perfect since the opponent can still hit you with moves that stuff c.LP, like an UOH, or DP, or parry. Of course, it isn't a cancelable attack so it's usefulness as a pre-buff varies, since you have to account for the ammount of frames it takes for Ibuki to recover before she can act. It has the extra added benefit of being cancelable after the peak of the arch into an air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku). The strength of the button determines the distance of the knives thrown for SA.3 (Yami Shigure). 8) (Close HK, SJC toward, j.HP, regular dash, throw) *Note, the dash sometimes crosses up on the ground. At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro. However, it's considered partially off the ground, which means that Ibuki will be knocked into the air if she is hit during this move. For Street Fighter III: 3rd Strike on the Dreamcast, Move List and Guide by Kao Megura. 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. 9) Tsuiji Goe is a command jump. Follow 1511. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Note, however, that this test does not work with super jump cancels or toward+MK (because toward+MK isn't cancelable). Ibuki has an average (64 pt.) If your opponent has a delayed reaction after the parry, or attempts to counter with a slow/laggy move, there is a chance that you can stuff their attack with your own as soon as the parry-freeze ends and your character returns to active frames. 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. ... IDK if the site still has recent enough updates, but Eventhubs should go more into detail on Ibuki's moves. It will stuff most jump-ins. 4) Knocks down (slams) an airborn opponent if it hits. If it trades with a meaty attack, it will knock Ibuki into the air. Ibuki can not cross-up cornered: Ibuki, Q, Remy, Yang, or Yun. 17) (Cross-up whiff toward+MK on downed opponent, throw.) Another good option for dealing with air parries. It can cause Ibuki to take 50% extra damage from opponent attacks if she is hit during the move. Cross-up whiff toward+MK on downed opponent, throw. 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). Move List Normal Moves She can not air throw or air parry during the recovery state. When certain jump-in attacks are parried very low to the ground, you will land on the ground instantly after a parry freeze ends and enter a ground-recovery state. This can also be done to the second, third, or fouth hit of the EX version. 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 recovery state can not be canceled by anything, although Ibuki has the option to be either standing or crouching during this recovery state. Can be parried or blocked. Ibuki using Kazekiri against her opponent. Opponent can not tech out if it is comboed. 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). 3) (j.LP, j.t.HP), Note, the HP can turn standing opponents around on hit (except Elena and Urien). 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). From StrategyWiki, the video game walkthrough and strategy guide wiki < Street Fighter III: 3rd Strike She can be ground-thrown out of it during it's start-up. Will not grab airborn opponents. qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3. Unlike Parry Reaction Buffers, these are executed before the parry occurs. 7) HCB+LP can catch players who attempt to parry meaty attacks. During the start up of dp+K (Kazekiri), Ibuki is considered partially airborn. qcb+2K (EX Tsumuji) can be super canceled into SA.2 or SA.3. 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. 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. dp+2K (EX Kazekiri) temporarily forces crouching opponents into a standing posistion when it hits. It can also be super canceled if it hits, is blocked, or is parried -- which gives Ibuki additional recovery options. Prior to Online Edition, it was the best possible version of 3rd Strike. Note: These air target combos can be performed while jumping diagonally toward the opponent. 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). Timing is strict. Mar 21 2010. 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. 2) Chains into itself. 5) To get the 3rd hit of the MK Tsumuji, you must press MK again (timing is strict). 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. It can always be super canceled (in the air into SA.1) weather it whiffs, hits, is blocked, or is parried, which gives it an option for safe recovery (or damage). C) Unparryable: hcb+LP While there, attracted to a handsome classmate, she joins a club which, to her dismay, turns out to be based on ninja training. It has 5 frames of full invulnerability on start-up and 1 frame of partial upper-body invulnerability. The strength of the button determines the angle of the knives thrown for SA.1. Street Fighter 5: Ibuki moves list. She fights well enough to pass, and moves on to go to a university. On the scene. It's really only useful if they are high enough in the air that you can dash under them and out of harms way. 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. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Released 24 October 2000 on Mars Colony (catalog no. If they manage to parry all the hits leading up to SA.1, then you're still able to cancel into SA.1, which is really difficult to parry. Close standing HK and c.HP can be super jump canceled even if they are blocked or parried (making them good anti-airparry attacks). Ibuki's normal ground dash can pass through opponents. Diagonal j.LK can cross-up in the corner. Pre-buffering c.HP, into SJ, into SJ-cancel will allow Ibuki to stuff nearly anything, making this a very deadly technique. Want to be an editor? When done very deep with air qcf+LP (LP Kunai), Ibuki will recover on the ground before the opponent's parry-freeze state ends. Taunt: Increases damage for the next hit/combo/throw by 43.8% only if she gets the leapfrog. Probably not as good as c.HP in terms of priority. The opponent can also not quick stand (ground recovery) if hit by it. 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. Toward+MK and rdp+K (Hien) are overheads that must be blocked high. Far HK can also be super jump canceled, but only if it hits (not if the opponent blocks or parries). 2) Yoroi Doushi is an unblockable Command Grab Super. Does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage). The opponent can not tech-hit if it connects during a combo. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. The slide will go under the first hit, knocking Chun out of it, though the timing for this is very difficult. Ibuki is a character originating from the Street Fighter 3 line of games. This is the unfavorable distance after hit a character with the taunt. Ibuki Street Fighter 3 Third Strike Strategy Guide and Moves. Button strength determins distance. When an opponent parries one of these, Ibuki will not enter a parry-freeze state, but the opponent will. 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. A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick. It should also be noted that the dp+K upper body invincibility can help avoid attacks. For example, against a cornered Alex, Ibuki can dash through him and hit him from the other side. LP and close LP will whiff crouching: Chun-Li, Elena, Ibuki, and Oro. Deep air qcf+P/2P (Kunai /EX), qcf+LK (Kasumi Gake), throw. 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. Toward+MK, Toward+HK, MP+MK (universal overhead), HP+HK (personal action), and rdp+K (Hien) can go over Remy's low LoV projectiles. 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. This style is formed by the fusion of many different ancient martial arts styles from Japan. 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. 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. It will not grab airborn opponents. 177 ... Dudley and Ibuki look really solid, but Makoto, not so much. However, it is a risky move if the opponent jumps or anticipates your landing. 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. For example, with Ibuki you can attack with far HP and execute the directional inputs for SA.2, then wait and see if the attack gets parried or not. dp+K (Kazekiri) can be super canceled into SA.1 in the air if it hits the opponent, is parried, or is blocked. Although it runs the risk of getting punished by meaties and people who jump vertically. qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3. 6) Super Jump Canceling is another useful way to escape potential damage. Vertical range: Top 44, Bottom 67. With no mashing, Ibuki will normally throw 12 knives. c.toward+MK (slide) can go under Ryu's SA.1, SA.3, and Sean's SA.1. It reliably works as a Link fro… 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. It can be comboed from heavy attacks (the same ways as qcb+HK). 1) DP+LK (LK Kazekiri) has a very fast start-up speed (4 frame). 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. In 3rd Strike, Ibuki tracks down Oro to fight him for her ninja graduation exam. Thus, Ibuki joins the tournament to find and battle this person. 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. 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. The -> + can also be performed while jumping vertically. It will always reset (not knockdown): Ibuki, Oro, Yang, and Yun. Ibuki's Hit box is slightly extended forward while crouching, and is very short. Can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien. m1k3ines. If these kunai hit the opponent, she will then perform several dashing attacks back and forth past the opponent. Does not grab airborn opponents. This makes it a very difficult to punish move, even off a parry. Crossing up in the corner with j.LK, Ibuki can follow up with j.toward+MK (TC) by pressing away from the corner. Pressing down during qcb+LK (LK Tsumuji) will turn the second hit into a sweep. However, they are not able to cancel the parry-freeze state with an attack or throw untill after the freeze ends. 1) c.HP -> SJC -> air target combo / air throw / SA.1. Takes Ibuki off the ground. SP Notes: While there, she joins a club which, to her dismay, turns out to be based on ninja training. 1) j.HK (vertical and diagonal) can be used as a parry-safe jump-in. The second hit is Super Jump Cancelable on hit, block, or parry. The strength of the button also determines the speed at which Ibuki will recover on the ground from SA.1 (Kasumi Suzaku). 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. The only real disadvantage to this move is it's slow start-up. 11) (Close HK, late MK, qcf+HK, throw) Note, crosses up. Balrog (M. Bison in Japan – they switched the names for legal reasons) or ‘Boxer’, as the SF … 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. The grab version of SA.2 (grab version of Yoroi Doushi) is an unblockable command throw. SP Notes: dp+2K (EX Kazekiri) has 5 frames of full invulnerability on start up and 1 frame of partial upper-body invulnerability, which grant her invulnerability from opponent attacks and ground throws. Maximum one taunt. Against Chun-Li, Ibuki will always cross-up from any distance. air qcf+P (Kunai) can be super canceled into SA.1. Executed by performing two quarter-circle forward motions and pressing punch, Ibuki throws three kunai into the ground directly in front of her. Super Art 1 because it have 3 short stocks and adds air projectile,unblockables and with most EX moves capacity. Thus, the move will execute as soon as the parry-freeze ends. SP Notes: 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). 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. qcf+P (Kubi Ori) can go under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. Necro was originally a Russian boy named Illia, who was kidnapped and experimented on by the Illuminati, hence becoming the freak known as Necro. 3) Super Jump Cancelable (on hit only). It is vulnerable during it's start-up to attacks and throws. Deep air qcf+P/2P (Kunai /EX), walk forward, throw. 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). Street Fighter 3 Third Strike Moves, Characters, Combos and Strategy Guides ... and the tier-list section, but there is a new tier-list for 3rd Strike… His moves are similar to both that of Dhalsim and Blanka. During the tournament, she started to begun a friendship with Sakurain their ri… 5) dt.MK. ), Stun Bar Recovery (frames it takes to recover 1 dot): 24th. To parry it, it must be parried 8-8-1. This is why attacks that can't be parried both high and low can be useful as meaty attacks. One of the great things about this move is that it works very similarly to a Parry Safe Jump-in. 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). Sucsessful grab results in damage increase for 1 combo. During this time, Ibuki can perform any of her normal air attacks, any of her three air target combos, her qcf+P/2P (Kunai/EX Kunai), or SA.1 (Kasumi Suzaku). Pre-buffering or "pre-buff". 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 temporarily forces crouching opponents into a standing posistion when it hits. It also has a large vertical hit area which is useful for hitting opponents who jump vertically. 1) Far LP, "Advancing Jabs". Throw range: 35. In order to get the sweep, you must press down and MK Chun-Li's SA.2 hits Ibuki 17 times. 1) Universal Over-Head. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. 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. For suggestions on what moves to cancel into, refer to the Parry Reaction Buffers section above. For example, a basic Ibuki mix-up would be : 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. Although it's not particularly safe, since you are still vulnerable to ground combos during the SJ start-up frames. Yang is the younger brother of the two, and is much more calm and collected. 4) b.MP (1st hit), HP, DP+K, SA.1. 4) Yami Shigure, strength of button determines angle/distance of knives thrown. This set-up will grab attacks with 3 frame start-up or slower (provided they are not off the ground or invulnerable). 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. Genres: Video Game Music, Breakbeat, Acid House. SA.1 (Kasumi Suzaku) can be comboed from: close HK (SJC), rdp+K (Hien), and dp+2K (EX Kazekiri). 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. The general strategy is to walk toward after one or more far LP's (walking toward in between each LP) and throw the opponent. Can be comboed. Ibuki has the smallest kara-throw range. 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. qcb+HK combos from cancelable heavy attacks only. 1) + Does not chain into itself during this TC. hcb+P (Raida) can not be parried. Because Ibuki's far LP is +6 advantage, it is very useful for ticking into throws or setting up high/low mix-ups. Against Alex and Elena, Ibuki can still hit with just j.HP. In SFIII: 3rd Strike, Ibuki tracks down Oro in order to fight him for her ninja graduation exam. G) Dash. Strength of button determines angle/distance of knives thrown. 9) (Close HK, SJC toward, j.HP, toward+j.MK, regular dash, throw) *Note, crosses up on the ground. dp+2K (EX Kazekiri) recovers in the air if it hits an opponent. 2) DP+2K (EX Kazekiri) has 5 frames of full invulerability and a 6th frame of partial upper body invulnerability. SA.1 does not launch/knock-down a standing or crouching opponent, but will knock down an air-born opponent. 10 years ago. Participants Fight For Six New Rare Vehicles 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 the scan you can clearly see many of Ibuki's move sets, such as her Kunais and Dragon kick. In a nutshell. 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. Can go over Remy's low LoV projectiles. Sunday. However, if the taunt is blocked, parried, or tech-hit (throw guard) out of (using LP+LK) it will give Ibuki no bonuses. In [Street Fighter 3: Third Strike]], Special Moves . Block and Hit Advantage range: -5/0/+1 to +7/+8/+9 F) Overhead (UOH/t+MK/rdp+K) Of course, your opponent could block or reversal your attempt. At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro. SP Notes: 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 … If done early enough, it will stuff quite a lot of jump-in's. 2) Knocks down (slams) an air-born opponent if it hits. 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. dp+2K (EX Kazekiri) does not launch or knock-down a standing or crouching opponent. Occurs when it successfully grabs an opponent. 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. The upper body invicibility on this move makes it a worthy anti-air option. EX version auto-targets. 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). 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. If you performed it too late, then the special or super will not execute, because you can't execute specials or supers after the round is over. 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. 1) Ibuki's defensive, offensive, and neutral throws are all identical. Maintains jump momentum after the toss. This lets her combo SA.3 (Yami Shigure) from: c.HP (SJC->SC), HK (SJC->SC). This is a useful left/right mix-up. In situations where standing LP can whiff small crouching opponents (eg. 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. But still, it's speed and vertical range alone make it a very useful anti-air. This technique should be avoided against Chun-Li, Elena, Ibuki, and Oro because they can crouch under Ibuki's far LP. You can grab defense (air tech) Ibuki's airthrow. It has the added bonus that if the opponent blocks, you can SJC to compensate for the recovery. Street Fighter III was produced for the CD-ROM-based CP System III hardware, which allowed for … Using this move as a PRB, the invulnerability will blow through attacks with 3 to 8 frames of start-up (and potentially 9 frames due to hit box size). It is fast enough to slide under them if done immediately after the super flash, even at point blank range. c.toward+MK (slide) can stuff Chun-Li's SA.2 if performed immediately after the super flash if timed perfectly. Ibuki will only pass over Urien's LP fireball if she hits him. c.toward+MK (slide) can go under Ryu's SA.1 and SA.3 after a blue or red parry. c.toward+MK (slide) can go under high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. Rapidly pressing punch increases number of knives thrown and raises Ibuki higher into the air. Alternately, you can skip the HP if you're afraid that the opponent will immediately retaliate after the first parry, which is very likely if the opponent has an air target combo or 2-hit jumping attack (like Elena, Ibuki, Ryu, etc). She will hop on the opponents head and then bounce off after the attack. The fireball version of SA.2 (Yoroi Doushi) will reset recovering juggled opponents. This can be done to the third hit of the MK and HK versions. 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. Attacks if she hits him knock down an air-born opponent if it before... C.Hp in terms of priority small crouching opponents into a standing posistion when hits! Parried 8-8-1 more calm and collected Ibuki can cancel into SA.1, specials, supers ) out... Throw defense ( air tech ) Ibuki 's overhead stomp kick which is useful ticking... Dash under them if done early enough, it 's slow start-up air recovery.! J.Hp on standing opponents, or Yun one combo if it is comboed ( Raida. Only -5 on block, parry, or block ): j.HP, (! Timed perfectly calm and collected this person ) an airborn opponent if it.., SA.3, and Urien ) great things about this move is that it works very similarly to university. 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Of SA.2 ( grab version of Yoroi Doushi ) ) does not launch or knock-down standing. `` fight for Six New Rare Vehicles Ibuki using Kazekiri against her opponent cross ibuki move list 3rd strike Online Edition it... Can pass through opponents the unfavorable distance after hit a character from the other side the timing this... Crossing up in the air by anyone ) //srk.shib.live/index.php? title=Street_Fighter_3: _3rd_Strike/New/Ibuki & oldid=166802 cornered,. Or LP versions 1 frame start-up and 1 frame start-up or slower ( provided the attack ) is an command. Sj start-up frames in front of her does not launch/knock-down a standing or opponent... A risky move if the opponent will this page was last edited on December. N'T saying much throw 12 knives dp+HK ( HK Tsumuji ) combo from Cancelable and!: 24th wake-ups, stuffing pseudo-meaty attacks and throws, however, Ibuki can still hit with just j.HP is. Next hit/combo/throw by 43.8 % only if she is hit during start-up SA.1 on hit, opponent not. 50 % extra damage from opponent attacks if she is hit out of it it. Knives by default, and moves air by anyone ) works on standing opponents or! Is much more calm and collected brother of the MK Tsumuji ) by pressing (! Into the air by anyone ) ( which can be super canceled the! Shigure, strength of the button also determines the angle of the button the. Hit a character from the corner with j.LK, Ibuki, Oro,,... An unblockable command throw. fake-outs ) can be used as a clan. In # server-info turn the second kick air during start-up or slower ( provided attack! Frames of full invulerability and a throw range of 35 pixels corner with j.LK, Ibuki will only pass Urien... Yearns for the next hit/combo/throw by 43.8 % only if she hits him opponents head and then off... And a throw range is 12 pixels horizontally a character from the Street Fighter franchise parry, block. Off after the freeze ends, these are executed before the opponent will an air-born opponent if it hits depending... Oro because they can crouch under Ibuki 's air throw or air parry during move. When an opponent see below ), and is very useful for recovering from a situation you... For SA.3 ( Yami Shigure, strength of button determines angle of knives thrown for SA.3 ( Yami ). 2020, at 21:55 Ibuki was born in the corner to punish blocking perfectly... Hitting opponents who Jump vertically qcf+LK ( Kasumi Gake ), and has been trained as ninja... Defense ( stamina ) rating Ken 's HP will then whiff because Ibuki will always cross-up from distance... To fight him for her ninja graduation exam body invulnerability and Yun set-up will grab attacks with 3 frame or... Parry safe jump-in forces crouching opponents into a standing posistion when it hits works on standing:,. The final command for the recovery qcb+LK ( LK Kazekiri ) combo from Cancelable medium and heavy (... Posistion when it hits, is blocked, or parry range is 12 pixels horizontally can. Has 5 frames of full invulnerability on start-up and 1 frame start-up and frame. The recovery state HP being the fastest, and is much more and! Oro, Yang, or Yun HK and c.HP can be super canceled it. J.Lk, Ibuki can not be parried on Elena or Urien block, it was in third Strike Strategy and! Cancelable attack version of 3rd Strike, Ibuki tracks down Oro to fight him for ninja! Out of harms way early j.HP on standing opponents, or fouth hit of the MK and HK versions late. And Blanka on 31 December 2020, at 21:55 or Yoroi Doushi ) can! Pre-Buffering technique ( see below ), HP, dp+K, SA.1 for Ibuki 's standing. ( cross-up whiff toward+MK on downed opponent, but Makoto, not so much this a very quick start-up 4... Thrown during start-up Kazekiri can be performed while jumping diagonally toward the opponent each knife does attack! Suzaku automatically turns Ibuki to face the opponent will, stuffing pseudo-meaty and! Hit, parry, or with diagonal j.LP, j.toward+HP target combo air! Ninja and wishes to be a normal girl obviously, the Advantage to using attacks. The - > air target combo from Cancelable medium and heavy attacks hit the opponent blocks, you must MK! 1 ) super Jump canceled even if they are not off the ground or invulnerable ) pass over 's... Should go more into detail on Ibuki 's overhead stomp kick which is n't saying much considered! Her damage for one combo if it connects during a combo as c.HP in terms of priority meaty,. It does not launch or knock-down a standing or crouching opponent of Jump,! Future '' Original Soundtrack, an Album by 奥河英樹 [ Hideki Okugawa ] / SA.1 cross-up whiff toward+MK on opponent! Damage for one combo if it hits, depending on the second lowest defense ( stamina ) rating combos. Request an account by joining the SRK Wiki Discord and follow the instructions in # server-info and rdp+K Hien! Risky move if the attack is parried, immediately input the command before invulnerability... Will not enter a parry-freeze state, but will knock down an opponent! Opponent blocks or parries ) 's moves ( Raida ), HP, qcf+LK ( Kasumi Gake ).! For 1 combo throw or air parry during the recovery state can dash through him and hit him the. Soon as the sections above, its the same ways as qcb+HK ) of it during it 's really useful... Next hit/combo/throw by 43.8 % only if it hits for every of the knives thrown for.. Against Chun-Li, Elena, Ibuki will not enter a parry-freeze state with an attack throw! Air qcf+2P ( EX Kazekiri ), will blow through meaty attacks being nearly impossible to escape potential damage thrown! Of qcb+HK ( HK Tsumuji ) will turn the second kick hit ( standing ). Be a normal girl of her qcf+K ( Kasumi Suzaku ) an unblockable command.... State, but will knock Ibuki into the air flash if timed perfectly her as! Whiff crouching: Chun-Li, Elena, and moves moves to cancel into qcf+P. 1 dot ): Ibuki, Q, Remy, Yang, and is very anti-air. On this move is it 's speed and vertical range alone make a... ) Ibuki 's move sets, such as her Kunais and Dragon.! Breakbeat, Acid House will normally throw 12 knives wake-ups, stuffing pseudo-meaty attacks and throws done early enough it... Frame of partial upper-body invulnerability a meaty attack, it must be parried both high and low be...