Ibuki (ver 1.50) by Rekka This is my first attempt at writing a FAQ so please, be lenient. I got interested in playing her after participating in the SF3 tournament in Chicago. After seeing her played by people who know how to play her, and seeing the potential she had for juggling as well as her chains and combos, she immediately sparked my interest. Background: She's a Japanese high school student from a small village who has studied the art of Ninja all her life. She is easy-going, but very determined. She combines her Ninja style with ancient Japanese martial arts. She is adept at finding her opponent's weak point. Table of Contents: 1. Basic Moves 2. Special Moves 3. Super Arts 4. Chains 5. Cancels 6. Combos 7. Special Combos 8. Super Art Combos 9. Super Art Cancel Combos 10. Character Strategy 11. Misc. Info. 12. Winning Quotes 13. Corrections 14. Disclaimer 15. Thanks 1. Basic Moves: Standing: Punches: Jab: Average jab. Quick and relatively short-ranged, it does minimal damage. Close up does the same. Uses: Best used as a tick to stop normal jab and strong punches. Close up-same. Strong: Basic strong punch. More powerful version of jab. Close up will do an upward 2-hit strike. Uses: Best used as a tick to stop some high attacks, good way to charge super because it is fast punch. Close up, it can be used as an anti-air weapon. Fierce: Ibuki takes a step forward and delivers a mid-hitting elbow. Pushing the button twice will result in a backfist after the spinning elbow. Close up, Ibuki will do an overhead downward elbow that hits twice. Uses: Best used to keep the ground guessing game going. Most people wont get close after getting smacked by one of these. Close up, use it as an overhead or combo starter. Kicks: Short: Ibuki delivers a low kick towards the ankle. Like jab, it has short range and does minimal damage. Close up, Ibuki delivers a push kick to the mid-section. Uses: Used to stop some crouching attacks and to tick energy. Close up-same. Forward: Ibuki turns around and delivers a kick to the mid-section. Relatively quick start up time. Close up will deliver a knee to the groin. Uses: Since it is relatively predictable because of the turn-around animation, this move is limited as to it's use. Better to use the -> + forward hop kick. Close up used to start combos mainly. Roundhouse: Ibuki puts her hand on the ground and kicks upwards at a 45ø angle. Close up Ibuki will kick straight up in the air, hitting 3 times as well as launching the opponent into the air. Uses: Anti-air. This move will stop pretty much any jump in attack, or will trade hits evenly about 80% of the time. Close up, can be used to start infinite or initiate juggles. Crouching: Punches: Jab: Ibuki performs a normal crouching jab. Uses: Used to stop or trade hits with some c.moves. Strong: Ibuki throws a punch that looks like a c.jab, but slower and more damaging. Uses: Surprisingly, this move will stuff most c. attacks, very good move to use up close when playing "footsie". Fierce: Ibuki punches at an upward angle, similar to close s.strong. Uses: Since the start up time is a little slow, this move also has limited use, but can be used as anti-air. Better to stick with roundhouse. Kicks: Short: Normal crouching short kick. Uses: Same as c.jab, but can be used to initiate a combo. Forward: Ibuki slides at the opponent with a kick. Uses: Since this move doesnt go very far or trip, it also has limited uses. The only use I have found for this move is that sometimes it will catch opponents off guard, and that at point blank range, it will go under fireballs. Unless Ibuki slides at pont blank range, she CAN NOT be thrown after this move. Also used to slide under some jumpin attacks, or aerial attacks. Roundhouse: Ibuki's foot sweep. Quick start up time. Uses: Second fastest foot sweep in the game, and can be used to start some juggles or combos. Special: -> + forward kick results in a hop forward and a split kick that hits overhead (hop kick) Uses: Good for ticking, good distance for an overhead. Can be used to take opponent off guard if not overused. -> + roundhouse results in Ibuki jumping slightly off the ground and hitting the opponent on top of the head Uses: Unless you are right next to someone, don't expect this to hit. Best used in juggles. 2. Special Moves: Kunai: QCF+P during jump (Air Dagger) Raida: HCB+P (Semi-Throw) Hien: DP+K (Uppercut Kick) Tsumuji:QCB+K, K (extra hit)(Turn-around Kicks) Kubiori:HCF+K (Ground Slide) Kezekiri:B-D-DB+K (Head Stomp) Description: Kunai: While in the air, Ibuki throws a knife. Range depends on which button is pressed, reminiscint of Rolento's knife in Alpha 2. Jab goes almost straight down, while fierce goes about 2/3 length of the screen. Raida: Ibuki's semi-throw. She grabs the opponent, stuffs her hand in his/her chest, and powers up her fist into an "energy ball", blasting the opponent to the other side of the screen. Jab goes a short distance and is faster, fierce makes her slide a little on the ground before grabbing. Hien: Ibuki's uppercut kick. She hops up with one leg onto the air, height depending on the button pressed,   la Shoruyken. Next to her opponent the short version will not knock them down. Up close, it will hit a maximum of 3 times. Tsumuji: Ibuki's turn-around kick. Ibuki turns around and kicks the opponent in the chest twice. A third hit will hit if the button is pressed repeatedly. Kubiori: Ibuki slides on the ground toward the opponent. If she connects, she will hop onto the opponent's back and snap his/her neck. Distance depends on the button pressed. Kezekiri: Ibuki's head-stomp. She will leap into the air and land on the opponent's head, hitting twice. Again, distance depends on the button pressed. Best Uses: Kunai: Ibuki's keep away weapon- use it often while jumping to keep opponents guessing as to whether you will throw one or not. Best used after a Kezeriki, as an alternative to a jump in attack, or to neutralize projectiles. Raida: Use it as a wake-up, in a combo, or after close parrying. Very useful move. Has good priority against most ground moves, and even some jump- ins. Hien: Ibuki's main anti-air weapon. Change up times using it- do a late Hien sometimes, and an early one the next to keep opponents guessing as when to parry. Tsumuji:Used to tick energy. Best used in combos, but can be used to keep the ground guessing game going. Kubiori: Goes under fireballs. Must be blocked low. Enough said. Can be used as an escape to jump in attacks (when the opponent is still in the air). Kezekiri: Goes over fireballs, can be used to tick energy. 3. Super Arts 1.Kasumi Suzaku 2.Yoroi Doushi 3.Hashin-Sho Description: Kasumi Suzaku: Ibuki screams in Japanese and begins to throw a plethora of knives at the opponent from the air. Pressing the button(s) repeatedly results in more knives being thrown. Yoroi Doushi: Ibuki sticks her arm out, which is then surrounded by a ball of light and energy that slowly dissipates. If done close to the opponent, Ibuki grabs them and does a "super" Raida. Hashin-Sho: Ibuki again screams and charges at the opponent with an elbow. She then goes into a series of kicks ending with a close roundhouse launcher. Advantages/Disadvantages: 1.Kasumi Suzaku -adv-charges fairly quickly, can store 2, block damage, good to do jumping in, hard to parry, fast super -dis-does least damage out of her supers, hard to implicate into combos, fairly avoidable 2.Yoroi Doushi -adv-best damage out of supers (esp. if she grabs), fairly untouchable to counter attacks, good block damage, good combo ability -dis-can only store one, long charging time, range problem (for super to be used the best of its ability, opponent needs to be very close) 3.Hashin-Sho -adv-best range out of her supers, can charge 2, charges fairly quickly, excellent combo ability, good counter ability, can link 2 into one combo, average block damage, best super IMO -dis-if blocked can be punished severely, timed crouching or standing move will take her out of it 4. Chains Air Chains: Jab, Fierce Fierce, Forward Ground Chains: 1.Punches: jab, strong jab, strong, fierce (must be close for all hits to connect) jab, strong, c.roundhouse jab, strong, c.roundhouse, roundhouse (if close, will launch up instead of knock away) strong, fierce strong, c.roundhouse strong, c.roundhouse, roundhouse c.strong, c.fierce fierce, fierce (2 hit spinning elbow) fierce, c.roundhouse fierce, c.roundhouse, roundhouse 2.Kicks: short, forward short, forward, roundhouse c.short, forward c.short, forward, roundhouse c.roundhouse, roundhouse Links: ****note****- links are different from chains in the fact that links can be blocked (most of the time), but a series of moves will still link together, even if the opponent blocks. 1.Punches: jab, jab jab, short jab, c.short 2.Kicks: short, c.short short, jab c.short, jab c.short, strong (either upward 2 hit or straight punch) c.short, strong (straight punch), c. roundhouse c.short, strong (upward 2 hit), c.roundhouse (can not combo after jump in) c.short, strong (upward 2 hit), c.roundhouse, roundhouse (can not combo after jump in) c.short, strong (straight punch), c. roundhouse c.short, fierce (close, overhead) c.roundhouse (can not combo after jump in) c.short, fierce (close, overhead) c.roundhouse, roundhouse (can not combo after jump in) c.short, c.short c.short, c.short, c.short c.short, short -> + forward, c.roundhouse ****note**** 4 of these links are special links, and cannot be used after a jump in hit due to the initial hit pushing the opponent away. 5. Cancels: The following moves can be canceled into Super Arts or special moves: 1.Punches: jab, c.jab strong (1 hit only), c. strong fierce (1 hit only) 2.Kicks: short, c. short forward 3.Specials: Hien (any button) Kunai (any button) The following can be linked into Super Arts or special moves: 1.Punches: c.fierce fierce, fierce (2nd hit of elbow) d, d + any button (overhead) 2.Kicks: -> + forward (hop kick) 6. Combos: Any of the following can be used as a jump in attack: jab strong fierce (must press button midway through jump) short forward roundhouse (must press button midway through jump) ******note****** on some characters (Alex, Dudley, Ryu, Ken, Sean) her jab, fierce or short, forward air chain can be used to jump in for 2 hits. Crossup attack: forward ****note**** any standing jab or short (that isn't a chain) can be substituted for a c.jab or c.short 1.Punches: Jump in attack, then the following is possible: fierce (canceled), Raida strong (canceled), Raida (2 hits) strong, fierce, Raida (4 hits) jab, strong (canceled), Raida (4 hits) jab, jab, Raida (4 hits) 2.Punches to Kicks: Jump in attack, then the following is possible: fierce (canceled), c.roundhouse (3 hits) fierce (canceled), c.roundhouse, roundhouse (4 hits) fierce (canceled), Hien (any button but short will knock them down) (5 hits) fierce (canceled), Kubiori (any button) (3 hits) fierce (canceled), Tsumuji (any button- c.same button will knock down) (4-5 hits) fierce (canceled), Kezekiri (short or forward), (4 hits) fierce (canceled), Kezekiri (short or forward), Kunai (4 hits, knife will hit) strong, c.roundhouse (4 hits) strong, c.roundhouse, roundhouse (5 hits) strong (canceled), Hien (any button but short will knock them down) (5 hits) strong (canceled), Kubiori (any button) (3 hits) strong (canceled), Tsumuji (any button- c.same button will knock down) (4-5 hits) strong (canceled), Kezekiri (short or forward), (4 hits) strong (canceled), Kezekiri (short or forward), Kunai (5 hits, knife will hit) jab, strong (canceled), Hien (any button but short will knock them down) (6 hits) jab, strong (canceled), Kubiori (any button) (4 hits) jab, strong (canceled), Tsumuji (any button- c.same button will knock down) (5-6 hits) jab, strong (canceled), Kezekiri (short or forward), (5 hits) jab, strong (canceled), Kezekiri (short or forward), Kunai (5 hits, knife will hit) jab, strong, c. roundhouse (5 hits) jab, strong, c. roundhouse, roundhouse (6 hits) jab, Hien (any button but short will knock them down) (5 hits) jab, Kubiori (any button) (3 hits) jab, Tsumuji (any button- c.same button will knock down) (4-5 hits) jab, Kezekiri (short or forward), (4 hits) jab, Kezekiri (short or forward), Kunai (4 hits, knife will hit) 3.Kicks: Jump in attack, then the following is possible: short, Raida (any button) (3 hits) short, Hien (any button but short will knock them down) (5 hits) short, Kubiori (any button) (3 hits) short, Tsumuji (any button- c.same button will knock down) (4-5 hits) short, Kezekiri (short button) (4 hits) short, Kezekiri (short button), Kunai (jab) (4 hits- knife will hit) short, forward, Raida (any button) (4 hits) short, forward, Hien (any button but short will knock them down) (6 hits) short, forward, Kubiori (any button) (4 hits) short, forward, Tsumuji (any button- c.same button will knock down) (5-6 hits) short, forward, Kezekiri (short or forward) (5 hits) short, forward, Kezekiri (short or forward), Kunai (jab) (5 hits-knife will hit) short, forward, roundhouse (4 hits) 7. Special Combos: After Close Roundhouse (launcher): These can hit the opponent on the way down: jab, fierce air chain fierce, forward air chain jab or jumping jab strong or jumping strong fierce or jumping fierce roundhouse(knocks away) -->+roundhouse roundhouse (launch for 1 hit) fierce strong roundhouse (launch for 1 hit) jumping short jumping forward jumping roundhouse (early button hit required) Hien (any button) Tsumuji (any button) corner: strong, Hien (any button) strong, Tsumuji (any button) After Roundhouse (that knocks you away): super jump: jab, fierce air chain fierce, forward air chain After Roundhouse (that knocks you away) in corner: strong fierce roundhouse -->+roundhouse (hop kick) 8. Super Art Combos: ******note******The best way to use a Super Art is to use a regular move before it, and not to use it after canceling a special move. The more hits you do in the combo, the less it takes off, but it looks much cooler :) Kasumi Suzaku: jump in Kunai, cancel into Kasumi after any ground chain that ends in Kezekiri, Kasumi after any ground chain that ends in Kezekiri, Kunai, cancel into Kasumi example: jump in forward, short, forward into short Kezekiri, Kunai, cancel into Kasumi. Yoroi Doushi: after any ground chain that is cancelable example: jump in forward, jab, strong (cancel), Yoroi Doushi Hashin-Sho: after any ground chain that is cancelable example: jump in forward, short, forward, Hashin-Sho ******special****** 1.After this super ends, it acts as a close roundhouse launcher, enabling you to juggle after the super ends for more hits. What is special about this is the fact that if you have 2 Supers charged, after the juggle you can hit them again and go into the next super. example: jump in forward, short, forward, Hashin- Sho. When falling, hit strong wait a second, 2nd Hashin-Sho (only hits twice). 2.After a launcher that dazes in the corner (either Hashin-Sho or close roundhouse), 3 jumping air chains will hit, and 5 standing roundhouses (kick that knocks away) will also hit. 9. Super Art Cancel Combos: After any ground chain that ends in a Hien, the Hien can be canceled into a Hashin-Sho or Yoroi Doushi. example: jump in fierce, fierce (cancel), Hien (with roundhouse- cancel), Hashin-Sho. You will get 2 extra hits from the Hien. Also, after any move that ends or begins in a Kunai, the Kunai can be canceled into a Kasumi. example: jump in forward, short, forward, short Kezekiri, Kunai, cancel into Kasumi. 10. Character Strategy: General: Ibuki is the SF3 combo king (queen), and due to this was made to be an aggressive character. The only person that even comes close to her combo ability is Dudley, but Dudley can be played well as a turtle or ferret. Vs. Ryu: Typical Ryu strategy- fierball, fireball, uppercut. Simple to say parry, parry, parry! Ibuki has a far better ground game than Ryu any day, and should rely on countering more than attacking. Unless you have crossups down pat, its not a good idea to jump in on Ryu, especially if he has his Shin charged. Strategy is this: parry the fireballs, stuff his low forward and low roundhouse with a c.strong, and punish him after a blocked or missed attack. Vs. Ken: See Vs. Ryu. One exception- Ken has some nasty combos that can get Ibuki dazed quickly. Solution-don't let him get close. Vs. Sean: See Vs. Ken. One exception- Sean Tackles are annoying if used correctly, and can also be stuffed with c.strong. Vs. Oro: Stay on him. If Oro can't move, Oro can't fight. Oro has limited anti air weapons, one of which has to charge, so constantly cross him up and use you favorite combo. Slide under his fireballs and uppercut kick his head stomp. Vs. Necro: Necro is a little worse than Oro, due to his wake-up Super Arts and Magnetic Storm. Treat Necro with respect when jumping in: don't do it too often. Necro likes to poke a lot, so be pre- pared to parry a lot. Punish him after any blocked or parried spin attack, and watch for his drill and the always underblocked Snake Fang. Vs. Elena: Elena likes to play a lot of ground games. She pokes a lot, and has pretty good priority, so beat her by crossing her up a lot. On the ground, stick out some roundhouses and fierces. If she jumps in with roundhouse, Ibuki's semi-throw does a good job of pulling her out of the air. Vs. Ibuki: Well, needless to say, Ibuki vs. herself can be a tough and annoying battle. The only advice I can give about fighting her is expect the opponent to do anything you would. Play conservatively against her. Counter more than attack. Vs. Dudley: Ibuki's standing and crouching strong will basically stop any of Dudley's attack, save his Corkscrew Blow. She also seems to do fairly well against a lot of his rushing attacks with her ducking forward. Watch for his big c.roundhouse. Try not to jump in too much, his Jet Upper has good priority- but not against crossups. Vs. Alex: Hands-down Ibuki's hardest fight. Alex can pretty much out-poke anything that Ibuki sticks out, and has 2 good air defenses against her jump-ins: c.fierce and Alex's Knee Strike. Best to jump in with an air chain when attacking. Stick out a lot of fierce punches, footsweeps, and roundhouses. Ibuki's greatest hope against Alex is to get lucky with Super Arts and score some juggles. Vs. Yun/Yang: These 2 are just as fast as Ibuki and can be just as deadly. Watch for his crossup dive kick, and his footsweep. Ibuki's air chains have priority over Yun/Yang's air chains, so jumping at an airborne Yang is pretty safe. Crossing up Yang is a good idea, but do it early or you'll eat his standing forward kick. On the ground, Ibuki will trade hits with Yang as far as pokes go, but it is better to do a c.move than standing, due to Yun/Yang's strong, fierce, patticake combo. 11. Misc.: Infinite combo: This requires some explaining. This combo is best used after the c. roundhouse, roundhouse (launcher), strong, c. roundhouse, roundhouse (launcher) or the Hashin-Sho Super. The timing on the infinite is very tricky. Not only do you have to walk forward and let go of the joystick quickly (if you don't, Ibuki will hop forward with her roundhouse), but you must wait until the opponent is falling to] get the necessary 3 hits to start the infinite. After the standing roundhouse hits 3 times, walk slightly forward and hit roundhouse again. This whole process must be done very quickly. If it doesn't work correctly, Ibuki will only hit the opponent once in the air, and they will fall back down; sometimes she will miss completely. If it is done correctly, she will hit the opponent 3 times with roundhouse, and it will resemble a Hien without the jumping motion. Also remember, that each character has a different weight and size, and will fall differently. i.e.: Gill falls faster and is easier to hit due to his size. 12. Winning Quotes: Don't underestimate me! There's no second chance in the real fight! Devote yourself to your training. I'll beat you from behind next time! Even though I won, it was too close a fight. You don't have enough tenacity for the fight. Useless try. You were beaten from the beginning. Now that you know the special move of the Shinobi, I cannot let you live. I don't think you can understand what Shinobi moves are all about. Hesitation in a fraction of a second can kill you. I'm the best there is! It was my destiny to win. 13. Corrections: Ver 1.0-first edition Ver1.01-corrected some moves, added spinning elbow to chains and cancels, corrected some other stuff Ver1.02-added corner juggles (air chains), spruced up the page- added table of contents, and a description of regular moves as well as their uses, added 6 more chains (links), added winning quotes section Ver1.50-added links section for cancels and combos, changed a few things, added more combos (44 total combos in combo section alone!!), changed combo section a little, added description to Super Arts added strategy and character srategy section 14. Disclaimer: This is my first attempt at writing anything resembling a FAQ, so give me a little credit. I'm sure there are tons of other combos I've missed, as well as some of my info being incorrect, so please feel free to mail me with more info at: rekka6073@aol.com Ibuki and Street Fighter 3 are registered trademarks of Capcom c. Please feel free to distribute this FAQ to people whoever needs help with Ibuki, and if any part of this FAQ is used, please give me a little credit :) 15. Thanks: Elusive696 for making me get off my lazy ass and share some combos Tee for getting me interested in playing her Kris G. for a lot of help with combos and sparking more interest in Ibuki Onaje for correcting me on some stuff (and letting me know the difference between close moves and far moves :) Ruiner for some suggestions BBH for a few ideas Ephe for some ideas on chains Everyone for making me see the actual difference between links and chains