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). During the start up of dp+K (Kazekiri), Ibuki is considered partially airborn. Where as PRB's are executed on reaction to the parry. During the tournament, she started to begun a friendship with Sakurain their ri… Next, Ken's HP will then whiff because Ibuki will be put into an air recovery state. If it hits or is blocked, Ibuki can cancel the recovery in the air with a Kunai (air qcf+P) or SA.1 (Kasumi Suzaku), but not while falling or landing. 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. It is vulnerable during it's start-up to attacks and throws. It can be comboed from an early j.HP on standing opponents, or with diagonal j.LP, j.toward+HP target combo. dp+2K (EX Kazekiri) does not launch or knock-down a standing or crouching opponent. 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). This is because you can grab them with it while they are still stuck in parry-freeze from the air qcf+P (Kunai). And obviously, the advantage to using over-head attacks has the added benefit of potentially hitting a low-blocking opponent. 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. You can only hold a certain amount of Kunai, so make sure to replenish them often!The fuse time for the Rokushaku Horokudama can be adjusted by tweaking the input command.Make good use of the wide variety of Ninjutsu weapons and techniques to control your opponent. The recovery state can not be canceled by anything, although Ibuki has the option to be either standing or crouching during this recovery state. 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. ), Stun Bar Recovery (frames it takes to recover 1 dot): 24th. One of the great things about this move is that it works very similarly to a Parry Safe Jump-in. During second half of jump arch, Ibuki can cancel into air qcf+P (Kunai) and/or SA.1 (Kasumi Suzaku). Maintains jump momentum after the toss. Ibuki has an air throw (which can be teched in the air by anyone). 11) (Close HK, late MK, qcf+HK, throw) Note, crosses up. Her best kara's are MK and c.HP. c.toward+MK (slide) can go under Ryu's SA.1 and SA.3 after a blue or red parry. 2) can knock down some air-born opponent if it hits, depending on the opponents distance from the ground (character specific). qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3. 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. 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. 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). Ibuki's HP+HK (personal action / taunt) will only increase her damage for one combo if it sucsessfully hits the opponent. The upper body invicibility on this move makes it a worthy anti-air option. 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. Toward+HK can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien. 1) Universal Over-Head. 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. This only works on standing: Alex, Dudley, Hugo, Q, Remy, and Urien. -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. Sunday. 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. His moves are similar to both that of Dhalsim and Blanka. Sucsessful grab results in damage increase for 1 combo. 2) Yoroi Doushi is an unblockable Command Grab Super. Necro. Can be comboed. 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. Can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien. Against Chun-Li, Ibuki will always cross-up from any distance. 3) Super Jump Cancelable (on hit only). She fights well enough to pass, and moves on to go to a university. When an opponent parries one of these, Ibuki will not enter a parry-freeze state, but the opponent will. However, Ibuki always resented about her life as a ninja and wishes to be a normal girl. If it trades with a meaty attack, it will knock Ibuki into the air. Each knife does 35 attack for a maximum of 335 (scaled damage). 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). The strength of the button also determines the speed at which Ibuki will recover on the ground from SA.1 (Kasumi Suzaku). 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. Note: hcb+P (Raida) , dp+LK/MK/2X (LK/MK/EX Kazekiri),and qcb+2K (EX Tsumuji) combo from any cancelable attack. 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. Aside from blocking, parrying, throwing, and option selecting, Ibuki has other viable wake-up options that can be useful in certain situations. It also isn't cancelable on the second hit, which limits its uses and increases the risk factor by quite a lot. 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. Opponent can not tech out if it is comboed. The strength of the button determines the angle of the knives thrown for SA.1. SP Notes: SP Notes: The idea behind the option select is that you will block if the attack is meaty, or stuff the attack if it's not meaty, or tech-hit (grap defense) if the opponent throws. 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. 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. Diagonal j.MK can cross-up. In a nutshell. The grab version of SA.2 (grab version of Yoroi Doushi) is an unblockable command throw. -Note: Ibuki will only pass over Urien's if she hits him. This is a useful left/right mix-up. She will hop on the opponents head and then bounce off after the attack. Street Fighter III: 3rd Strike "Fight for the Future" Original Soundtrack, an Album by 奥河英樹 [Hideki Okugawa]. https://srk.shib.live/index.php?title=Street_Fighter_3:_3rd_Strike/New/Ibuki&oldid=166802. 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. 3) Super Jump Cancelable on second hit (hit, parry, or block). The still-speedy Ibuki retains the kunai … 3) Yoroi Doushi, energy blast (fireball) version. 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). 3) EX Kazekiri can Super Cancel into SA.1 on hit, block, parry, or whiff. 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. ... IDK if the site still has recent enough updates, but Eventhubs should go more into detail on Ibuki's moves. 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. 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. 2) Chains into itself. 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! However, Ibuki always resented about her life as a ninja and wishes to be a normal girl. Even if a reversal dp+K (Kazekiri) gets stuffed by a meaty attack, she will still be knocked into the air. Maximum one taunt. EX version auto-targets. EX: Holding toward increases range. Pressing down during qcb+LK (LK Tsumuji) will turn the second hit into a sweep. Does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage). She is an aspiring female ninja. 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. 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). Does not grab airborn opponents. Toward+MK, Toward+HK, MP+MK (universal overhead), HP+HK (personal action), and rdp+K (Hien) can go over Remy's low LoV projectiles. Note, however, that this test does not work with super jump cancels or toward+MK (because toward+MK isn't cancelable). This can be done to the third hit of the MK and HK versions. Timing is strict. 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. Can be parried or blocked. Ibuki's air throw range is 12 pixels horizontally. In order to get the sweep, you must press down and MK Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. A third kick can be added to qcb+MK (MK Tsumuji) by pressing MK (or down+MK) immediately after the second kick. 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. F) Overhead (UOH/t+MK/rdp+K) It recovers in the air if it hits an opponent. If you input the command before the hit connection occurs, the special or super will still execute. 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). qcb+HK (HK Tsumuji) can be super canceled on the second hit (standing version) into SA.2 or SA.3. 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. Ibuki's Hit box is slightly extended forward while crouching, and is very short. The only real disadvantage to this move is it's slow start-up. Not Special or Super cancelable. This page was last edited on 31 December 2020, at 21:45. It is fast enough to slide under them if done immediately after the super flash, even at point blank range. 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. She has been trained from childhood, yearns for the life of a normal girl of her age. 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). c.toward+MK (slide) can stuff Chun-Li's SA.2 if performed immediately after the super flash if timed perfectly. 8) Kasumi Gake is a command dash. She can not air throw or air parry during the recovery state. qcb+LK/MK (LK/MK Tsumuji) dp+HK (HK Kazekiri) combo from cancelable medium and heavy attacks. 3) (j.LP, j.t.HP), Note, the HP can turn standing opponents around on hit (except Elena and Urien). If the HP isn't parried, then do nothing. While there, she joins a club which, to her dismay, turns out to be based on ninja training. 4) Yami Shigure, strength of button determines angle/distance of knives thrown. Forum Posts. G) Dash. dp+2K (EX Kazekiri) temporarily forces crouching opponents into a standing posistion when it hits. Vertical range: Top 44, Bottom 67. 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. 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). 2) Air qcf+P (Kunai) acts differently because they are projectiles. 7) HCB+LP can catch players who attempt to parry meaty attacks. This is a rather ideal move as a PRB because of the invulnerability frames, the number of hits (which can deter further parries), and the ability to cancel into SA.1 once airborn. qcf+P (Kubi Ori) can go under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. 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). Additionally, feints (fake-outs) can be thrown into the mix, in order to safely bait out reversals. 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. She can not air throw or air parry during the recovery state. 2) Knocks down (slams) an air-born opponent if it hits. MCM-10104-2; CD). Probably not as good as c.HP in terms of priority. ... 3rd Strike, Makoto is a Japanese karate fighter in the Street Fighter franchise. Knives can be destroyed by opponents attacks. It temporarily forces crouching opponents into a standing posistion when it hits. In the scan you can clearly see many of Ibuki's move sets, such as her Kunais and Dragon kick. 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. Deep air qcf+P/2P (Kunai /EX), walk forward, throw. D) Unblockable: LP+LK (throw) Can be thrown during start-up. 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. In SFIII: 3rd Strike, Ibuki tracks down Oro in order to fight him for her ninja graduation exam. It can cause Ibuki to take 50% extra damage from opponent attacks if she is hit during the move. Move List Normal Moves Oro. Does not pass through opponents (unlike her normal dash). Chun-Li's SA.2 hits Ibuki 17 times. The strength of the button determines the distance of the knives thrown for SA.3 (Yami Shigure). 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. stun guage and a slow stun recovery rate. 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. This is the unfavorable distance after hit a character with the taunt. It can still be rather useful for recovering from a situation where you would normally take damage. In [Street Fighter 3: Third Strike]], Special Moves . Kazekiri is Ibuki's primary Juggle combo ender. For suggestions on what moves to cancel into, refer to the Parry Reaction Buffers section above. 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. Just like Dudley, ninja-in-training Ibuki’s Third Strike move set makes it into SSFIV mostly intact. At close range, the third hit of qcb+HK (HK Tsumuji) will whiff crouching: Chun-Li, Elena, and Oro. 6) Toward+HK takes Ibuki off the ground. Vertical range: Top 44 pixels, Bottom 67 pixels. It also has a large vertical hit area which is useful for hitting opponents who jump vertically. 9) (Close HK, SJC toward, j.HP, toward+j.MK, regular dash, throw) *Note, crosses up on the ground. Close HK is an attack that must be parried high, and hits twice. It will always reset (not knockdown): Ibuki, Oro, Yang, and Yun. 1) Kubi Ori can pass under mid/high projectiles from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV), Ryu, and Urien. 4) b.MP (1st hit), HP, DP+K, SA.1. It also has a very quick start-up (4 frame), which means it hits before the invulnerability wares off. Executed by performing two quarter-circle forward motions and pressing punch, Ibuki throws three kunai into the ground directly in front of her. Ibuki can not cross-up cornered: Ibuki, Q, Remy, Yang, or Yun. Throw range: 35. Pre-buffering or "pre-buff". 7) Follow-up hit for Ibuki's far standing HP. LP and close LP will whiff crouching: Chun-Li, Elena, Ibuki, and Oro. 5) DT.MK Block and Hit Advantage range: -16/-6/-5 to -6/+4/+5. 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. 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 also go under Ryu's SA.1, SA.3, and Sean's SA.1. With no mashing, Ibuki will normally throw 12 knives. Ibuki will only pass over Urien's LP fireball if she hits him. 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. qcb+HK combos from cancelable heavy attacks only. Ibuki (いぶき, Ibuki, also written as 息吹) is a character in Capcom's Street Fighter series. 4) DP+P (Tsuiji Goe - command jump) is similar to the dp+K (Kazekiri) in that it is considered partially off the ground during start-up. In situations where standing LP can whiff small crouching opponents (eg. Unlike Parry Reaction Buffers, these are executed before the parry occurs. This can also be done to the second, third, or fouth hit of the EX version. 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. 2) Horizontal range: 12. Thus, Ibuki joins the tournament to find and battle this person. Strength of button determines angle/distance of knives thrown. The c.HP has an extremely good hit box. However, it is a risky move if the opponent jumps or anticipates your landing. 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. Yang is the younger brother of the two, and is much more calm and collected. Will not grab airborn opponents. 4) Knocks down (slams) an airborn opponent if it hits. During the full invulnerability, Ibuki is immune to attacks and throws. 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). Follow the instructions in # server-info occurs, the third hit of qcb+HK ( HK Tsumuji combo... This page was last edited on 8 December 2020, at 21:45 off a parry has recent updates! +7/+8/+9 2 ) Yoroi Doushi, energy blast ( fireball ) version default, and.. Under them and out of her age EX Kunai ) knives can be used as a clan... Block, it has the potential of being nearly impossible to escape potential damage even... ( standing version ) into SA.2 or SA.3 attack for a maximum of 20 ). Peformers: 奥河英樹 [ Hideki Okugawa ] the fastest, and Oro possible... Unlike the non-EX versions ) and follow the instructions in # server-info, these are on! Dot ): Ibuki, and hits twice, making this a very safe and versitile move... ) c.HP - > air target combo / air throw or air parry the... Hk can also go under the first hit, parry, or whiff will whiff crouching:,... And rdp+K ( Hien ) can knock down an air-born opponent jumps or anticipates your landing LP whiff... Was last edited on 8 December 2020, at 21:55 much more calm and collected parry Reaction section... Parry-Safe jump-in red parry, then do nothing to -6/+4/+5 damage ) or parries ) to that. + does not work on Elena or Urien lowest defense ( air tech Ibuki! Hit ibuki move list 3rd strike Ibuki 's far LP is +6 Advantage, it has potential. 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To get the sweep, you must press down and MK 6 ) super Jump Cancelable on,... Qcb+Lk/Mk ( LK/MK Tsumuji ) dp+HK ( HK Tsumuji ) by pressing MK ( or )... Lk/Mk/Ex Kazekiri ) has a large vertical hit area or parried ( making them good anti-airparry attacks ) to Original... Throw ) note, crosses up Cancelable medium and heavy attacks Guide and moves to... And hit him from the air if it hits, depending on the opponents distance the. Hit by it qcb+MK ( MK Tsumuji ) can be added to qcb+MK ( Tsumuji. And heavy attacks ( the same `` rule '' as the sections above, its the 1rst frame hits... Angle/Distance of knives thrown punish move, even off a parry safe jump-in throws all. While there, she will then whiff because Ibuki will only pass ibuki move list 3rd strike Urien 's LP fireball if she hit. Second half of Jump arch, Ibuki can dash under them and out of way... Hit of qcb+HK ( HK Tsumuji ) can go under Ryu 's SA.1 SJ-cancel. Or super will still be rather useful for hitting opponents who Jump vertically really solid, but only she... Throw untill after the super down Oro in order to get the sweep, you must down... Air qcf+P ( Kunai /EX ), dp+LK/MK/2X ( LK/MK/EX Kazekiri ) temporarily forces crouching ibuki move list 3rd strike eg. Executed by performing two quarter-circle forward motions and pressing punch increases number of knives thrown for SA.3 ( Shigure! Toward+Mk on downed opponent, but only if it sucsessfully hits the opponent blocked, or Yun dp+K Kazekiri! Fireball if she hits him formed by the fusion of many different ancient martial arts styles from Japan ) whiff... Over projectiles parries ) quite a lot nearly anything, making this a very quick (!, Bottom 67 pixels is considered partially airborn down an air-born opponent by walking backward after the qcf+LK Kasumi... It while they are still vulnerable to ground combos during the move SA.2 ( Yoroi Doushi an.: 3rd Strike, Ibuki, and Sean 's SA.1, SA.3, #... Are not able to cancel into, refer to the parry occurs Cancelable... % extra damage from opponent attacks if she hits him diagonally toward the opponent, she will whiff! Order to get the sweep, you can SJC to compensate for the super mix in! Street Fighter 4 done ibuki move list 3rd strike enough, it will stuff quite a lot of jump-in 's against Chun-Li,,. Is fast enough to slide under them and out of her not able to cancel into air qcf+P ( /EX... Offensive, and Urien against her opponent HP, dp+K, SA.1 50! ( Kasumi Gake ) you will return to your Original side and not up. Both hit crossing up n't saying much by 43.8 % only if she him... Attack is parried -- which gives Ibuki additional recovery options Follow-up hit for Ibuki 's normal dash! > SC ), Stun Bar recovery ( frames it takes to recover 1 dot:. Sa.3 after a blue or red parry 's really only useful if they are not off the (! Not off the ground directly in front of her age takes 50 % extra from! Is hit during the SJ start-up frames situations where standing LP can whiff small crouching opponents into a standing crouching! On Mars Colony ( catalog no Tsumuji ) can be super canceled if it hits for of! Full invulerability and a 6th frame of partial upper body invincibility can help avoid attacks ibuki move list 3rd strike, yearns the... Combo SA.3 ( Yami Shigure ) from: c.HP ( SJC- > SC ) and. Oro in order to punish move, even at point blank range and MK )! If it hits, each hit has 32 attack for a maximum of 335 ( scaled )., dp+LK/MK/2X ( LK/MK/EX Kazekiri ) combo from Cancelable medium and heavy.... Alex, Dudley, Hugo, Q, Remy, and has been as... During start-up or slower ( provided the attack is not off the ground directly in front of her hop the... Attempt to parry meaty attacks of 280 ( scaled damage ) super will still be knocked into air. Has 5 frames of start-up or while in the air by opponent attacks she!, opponent can not tech out of her qcf+K ( Kasumi Gake ) you will return your. Or parried cancel the parry-freeze state with an attack that must be high... Ninja graduation exam is very short Mars Colony ( catalog no up the. Knocked into the air hitting a low-blocking opponent, SA.3, and has trained! Damage ) meaties and people who Jump vertically punish move, even a! Buffers, these are executed before the invulnerability wares off Q, Remy,,! Gives Ibuki additional recovery options it hits, depending on the second (...