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Street Fighter III: Third Strike: Ibuki by dosetsu213

Version 1.5, Last Updated 2001-05-28 View/Download Original File


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---------------------------------
|-STREET FIGHTER 3: 3rd Strike |
---------------------------------
|---Character: IBUKI
|---by: D. Pham .aka. dosetsu213 (dosetsu213@hotmail.com)
|---Version 1.5 of May 2001
|---file size(33.6 K)
|---Best viewed in: WordPad
|---Can be viewed in: Word, MS-DOS Editor(a bit shaky)

Legal info:
===========
Copyright 2001 Huy Pham

This FAQ may not be reproduced any way, shape, or form. It may
not be placed on a profitable web page or be used in any profitable
organization(ie. magazines, strategy guides, etc.) without my
permission, ask for permission at (dosetsu213@hotmail.com). If you
are to post this FAQ anywhere, profitable or not, ask me before
hand at my email address, and this FAQ may not be altered in any way.
This FAQ may be posted in its original, unaltered form on any freely
accessible web site, ensuring that the original author of the FAQ is
recognized as the author.

Street Fighter series is copyright (c) Capcom of Japan and (c) Capcom
of America.

FAQ created by Huy Pham <dosetsu213@hotmail.com>

CONTENTS
========
1. Basic Information
2. Legend
3. Colors
4. Basic moves
5. Special moves
6. Super arts
7. Combos
8. CPU tactics
9. Overall tips
10. Credits
11. Revisions

1. BASIC INFORMATION
====================
Ibuki is one of the fastest characters in the game, second only to Yun.
Due to the weakness of her attacks, combos must be used often and
wisely.
This faq assumes that you know all the basic sf3:3rd strike terminology,
and basic techniques,(parrying, blocking etc.) There are basically two
kinds of Ibuki players, really good Ibuki players, and really bad Ibuki
players, the bad ones tend to be people who've never played her before
or just jump all around throwing daggers. She's one of the lesser chosen
characters, but very effective for those who know how to use her. Of
course you shouldn't try to be good with her unless you've got a whole
lot
of cash. It will take practice to get good with her, and a lot of
quarters
to get this practice. Maybe by reading this faq you can cut down on
money
spending.

2. LEGEND
=========

General
--------

UB U UF B - Back
\ | / U - Up
\ | / F - Foward
B--- N --- F D - Down
/ | \ N - Neutral
/ | \
DB D DF

P - any punch
K - any kick

jp - jab punch(weak)
mp - strong punch(medium)
fp - fierce punch(strong)

lk - short kick(weak)
mk - foward kick(medium)
hk - roundhouse kick(strong)

Notation
--------
button1 + button2 = button1 and button2 pressed at same time
button1(hold)<...> = hold down button, and while holding do whats
inside<...>
ex. F(hold)<lp,mp,hp>
means while holding FOWARD, press in sequential order lp, mp, hp
QCB = D, DB, B
QCF = D, DF, F
HCB = F, DF, D, DB, B
HCF = B, DB, D, DF, F

--

3. COLORS
=========

lp = default(tan clothing)
mp = purple
hp = faded gray with pale skin
lk = green
mk = red
hk = black and pale skin

lp + mk + hp = gold and black outfit

--

4. BASIC MOVES
===============

--lp--
standing - ibuki does a quick jab
crouching - ibuki does a low jab
jumping - body horizontal, with fist out

--mp--
standing - ibuki hits with her palm, and can be doubled for an extra hit
crouching - ibuki leans foward and one fist goes back and the other
foward
jumping - body horizontal, with palm out

--hp--
standing - spins foward with elbow, and can be doubled for an extra hit
crouching - stands up, with an upwards palm hit
jumping - body vertical, and hits with her back fist, hits twice

--lk--
standing - a kick to a shin
crouching - a low kick
jumping - a flying knee

--mk--
standing - a medium kick, if hit with FOWARD, it acts as an overhead,
(close) she knees opponent
crouching - a kick to the shin
jumping - a far reaching jump kick

--hk--
standing - (close) leg goes vertical for multiple hits, (far) ibuki
spin kicks.
if hit with FOWARD, ibuki jumps and does the splits
(overhead).
crouching - a tripping attack
jumping - an air overhead, where ibuki swings down with her heel

--lk + lp--(throw)
F + throw - Ibuki throws opponent over shoulder
B + throw - Ibuki throws opponent over shoulder and reverses sides
N + throw - Ibuki throws opponent over shoulder

--

5. SPECIAL MOVES
================
--Kunai-- (EX able) --------------------------------------------------
-Procedure:
In Air: QCF + P (angle depends on strength of punch)
-Description:
Ibuki throws an air dagger
EX - Ibuki throws two daggers
-Comments:
Good for chipping away at health and for retreating, and if you don't
mind
cheesing someone, if they have low health, EX this move for a victory.

--Kubi Ori-- (EX able) -----------------------------------------------

-Procedure:
QCF + P (distance depends on strength of punch)
-Description:
Ibuki slides on the ground, and if she hits, breaks opponents neck.
EX - Ibuki slides faster, and on contact breaks opponents neck three
times.
-Comments:
Good move if you know when to use it, but if blocked, she is left very
vulnerable.

--Tsukiji Goe-- (No EX) -----------------------------------------------

-Procedure:
F, D, DF + P
-Description:
Ibuki does a parabolic leap over opponent.
-Comments:
At the peak of the jump you can use the Kunai. This move has limited
uses
primarily to get on the otherside of an opponent.

--Raida-- (No EX) -----------------------------------------------------

-Procedure:
HCB + P (distances depend on strength of punch)
-Description:
Ibuki grabs opponent, lifts arm, and knocks opponent back with a blast
-Comments:
This move is strong, and great to end some combos with. However, it
can
be blocked, but has little lag time afterwards. A good time to use
it, is
to dash in, and use it immediately, or jump in(without attacking) and
use
it upon landing. Most will fall for it.

--Kasumi gake-- (No EX)


--------------------------------------------------

-Procedure:
QCF + K (distances depend on strength of kick)
-Description:
Ibuki runs foward
-Comments:
Not that much to this move, just if you want to get under a jump.
Unfortunately this move his some lag time to it where an opponent can
attack you easily.

--Kazekiri-- (EX able) ------------------------------------------------

-Procedure:
F, D, DF + K (Height and distance dependant on strength)
-Description:
Ibuki leaps up with one foot vertical to kick up
EX - Ibuki leaps up faster, and kick hits multiple times.
-Comments:
Great move to stop jump attacks, use the EX version against parryers.

--Tsumuji-- (EX able) -------------------------------------------------

-Procedure:
QCB + K (different strengths have different kick amounts)
-Description:
Ibuki does a series of slash kicks
EX - Ibuki does the series of slash kicks quicker with more hits
-Comments:
A good mix up move. You can start out by using the hk version, and
then at the
third kick, hit down and hk for a sweep. This move can combo for
extra damage.

--Hien-- (EX able) ----------------------------------------------------

-Procedure:
B, D, DB + K (distances vary with strength)
-Description:
Ibuki jumps foward, and if she makes contact kicks opponent twice
EX - She jumps in quicker, and hits multiple times
-Comments:
A nice overhead as well as a good move to use in a mix up attack. You
can use
a raida and the Kasumi Sukazu after it.

--Tobi En-- (No EX) ---------------------------------------------------

-Procedure:
In Air & Opponent in Air: (close) mp or hp
-Description:
Ibuki's air throw
-Comments:
This one's new to me, but i would figure that it'd be a good follow
up after
an air parry. Also probably to take out those anti-parryiers who jump
in w/o
attacking.

--Taunt-- (No EX) -----------------------------------------------------

-Procedure:
hp + hk
-Description:
Ibuki leap frogs off opponent and waves as she passes
-Comments:
Not really a special move, but fun. Can be blocked, and can be
comboed.

--
6. SUPER ARTS
=============
--Kasumi Suzaku-- (Can Store 3)-------------------------------------

-Procedure:
In Air: QCF, QCF + P (press punch rapidly for more daggers)
-Description:
Ibuki throws down multiple daggers, at a 35 degree angle.
-Comments:
This super art is hard to use. Why? It can be seen coming, giving the
opponent
ample time to block. However, it is fun to use against those who like
to parry
the air shuriken, because you can cancel out the Kunai and go
straight into
this super. You can also hit an opponent if they're in the air as
well,
however, it will hit them until they hit the ground where it will
miss.
-Possible Combo use:
This super art is extremely comboable, believe it or not. I used to
think
that it wasn't. But after messing around with the home version of
this game,
I found that there were a ton of combos for it. More so than the
other super
arts. Check the combo section for this.

--Yoroi Dooshi-- (Can Store 1)--------------------------------------

-Procedure:
QCF, QCF + P
-Description:
Ibuki grabs opponent, raises their elbow, and blasts them back. Also
when
used at a distance, Ibuki fires a big blast which goes from a big
blast to
a small one, which advances horizontally in the process.
-Comments:
This super art varies. Up close, this super art is a strong throw
which
knocks the opponent back, taking off 40% plus(depending on arcade
settings).
Far away, Ibuki shoots off a fire ball burst which hits the opponent
multiple
times. From what i've seen, the farther down the fire ball burst, the
more
damage it takes out. This super art is very good in the damage
department,
but takes a while to charge up, so this super should be used by more
skilled
players.
-Possible Combo use:
This super art combos by this method--
Jump in with a close mid-kick, and perform the yoroi dooshi then.

|--Yami Shigure-- (Can Store 1)-------------------------------------

-Procedure:
QCF, QCF + P
-Description:
Ibuki throws three daggers at an angle, and if any of the daggers
hit, she
advances back and forth the opponent, slashing them.
-Comments:
This super art can change throwing distances by changing the strength
of
the punch. Against human opponents, this super art is best comboed,
but
very easy to see coming. Against CPU opponents... most of the time
you
can just execute this super and they'll fall for it, but of course
that
all depends on the arcade settings, so it is always best to combo it.
Also, to block this super, you have to block low.
-Possible Combo use:
Here is one way to get in this super--
(Must be close) While N ==> lk, mk, Yami Shigure

--

7. COMBOS
=========
note: N = neutral, which just means that you are not pushing on the
joystick
or in better words, just standing.

Basis:
1) D + hk, N + hk

Derivatives:
2) D + hk, N + hk, D, U then hk
Note: Basically what you're doing is tripping them, then knocking
them up,
and quickly superjumping. At the peak of this super jump you
can knock
them down with a hk.

If you are successful, Ibuki trips opponent, does a close


standing hk,
and then immediately superjumps and knocks the opponent down
with an
overhead roundhouse kick. Hard to do at first but well worth
the work.
Also, instead of hitting that last hk, trying using an air
throw, ie
the Tobi En(not sure it will work).
3)(close) D + hk, N + hk, mk or hk (timing essential)
Note: Here's a little trick, after ending with a mk, use your Yami
Shigure as
they land, don't forget to judge their distance, and use the
correct
strength of the super art. This does not combo, but most
people do not
expect it.
4) lp, mp, mp, D + hk, N + hk
Note: must be done quickly.. the strong punches especially
5)(close) hp, D + hk, N + hk
6) D + hk, N + hk, D, U, (QCF, QCF + P : press P repeatedly) <Kasumi
Suzaku>
Note: Tested in 2nd Impact, chances are it'll work in 3rd Strike
7) D + hk, N + hk, D, U, F + mp (air throw/Tobi En)
Note: This combo is untested, but has potential.

Basis:
8) lp, mp

Derivatives:
9) lp, mp, hp
10) lp, mp, hp, QCB + K (press kick repeatedly)
11) F(hold)<lp, mp> DF, D, DB, B + hp
or
lp, mp, HCB + hp
Note: This method requires you to do HCB quicker
12) F(hold)<lp, mp, hp> DF, D, DB, B + hp
or
lp, mp, hp, HCB + fb
Note: This method requires you to do HCB quicker
13) lp, mp, hp, hp + hk (comboed taunt)
14) lp, mp, hp, QCF + lp (EX able)
Note: Dead sure it works in 2nd Impact, probably will work in 3rd
Strike

Basis:
15) lk, mk

Derivatives:
16) lk, mk, hk
17) lk, mk, QCF + mp
Note: not quite sure about this one, i got it to work once, but
haven't been
able to since then.
18) lk, mk, HCB + mp
19) lk, mk, Yami Shigure (with mp)

Random:
20) (far)hp, F, D, DF + K
21) F, D + lk, DF + K
22) Jump in with mk, N + mk, hk
23) Jump in with mk, and do combo #4, #7-11
Note: opponent must be standing
24) B, D, DB + K, (QCF, QCF + P : press P repeatedly) <Kasumi Suzaku>
Note: Kasumi Suzaku must be done immediately after contact. (EX
able)
25) F, D, DF + KK, (QCF, QCF + P : press P repeatedly) <Kasumi Suzaku>
Note: Must use EX

Newer combos.
-------------

This next combo was sent in by Kevin Chung.. sorry about the delay in
this
update Kevin. It's a hell of a good combo though.

Jump in (hp, F + mk), lp, mp, hp, QCB + hk, QCF x 2 + P (Yami Shigure)

Thanks Kevin again. Now I can say that I have at least one good combo
in my
FAQ =)

Ok.. here's some other combos.

F, D, DF + KK, QCF, QCF + P (Kasumi Suzaku)

lk, mk, (F, D, DF + KK), QCF, QCF + P (Kasumi Suzaku)


Note: basically you're EXing your uppercut kick, and then immediately
converting into your super art.. A very nice combo.

F + hp, F, D, DF + KK, QCF, QCF + P (Kasumi Suzaku)

Jump in (lp, F + hp), lp, mp, mp, D + hk, N + hk

FYI - a lot of Ibuki's combos can be started from the middle of them,
ex.
combo #13(lk, mk, hk) can start go just like this (mk, hk).
However, the
speed of the combo decreases if you omit the first part of a
combo, but
this can be used against parry-ers to throw their timing off.
Also, the
jump in (lp, F + hp) can start a lot of the combos.

--
if anyone else has any more combos(especially ones involving EX moves)
or have
any questions about these combos please email me at dosetsu@neo-
tokyo.org

8. CPU Tactics
==============
GENERAL - In general, do not overjump, and perform combos wisely.
Sometimes its
best just to hit the opponent with a standing roundhouse or combo #1.
And if you
do use one of the longer combos and they block or parry, use the
Kazekiri right
after. The cpu usually jumps after a failed combo. If you would prefer
not to,
use another combo which starts with a fast attack. Never panic if your
health is
low, and when your health is low, don't try a super art unless you know
you can
get it in. Just play a little footsie and cut away at their health, it
would be
better to use EX attacks rather than a super art which chances are,
won't get in
without a set up.

AKUMA - doing a lot of jumping and crouching will do you no good


against him, so
to take out Akuma, its best to use Ibuki's quick recovery time. Don't
forget
that Akuma has one of the lowest stun gauges in the game, and seeing on
how
Ibuki combos dizzy quickly, use them to your advantage. Akuma, when in
the air
and while close, uses his diving kick, so it should be easy to predict
and easy
to parry. However, Akuma can recover easily, so after you parry, use
combo #4
(lp, mp, mp, D + hk, N + hk). If he blocks this, he'll be knocked back
at a safe
distance. Also, Akuma does some predictable combos... dive kick,
hurricane kick,
then uppercut,.. After he does this uppercut, you can do just about
anything to
drain his health, my suggestion is to use combo #4 to raise his stun
bar, so you
can get him dizzy, after that either combo a super art or just use the
super art
straight foward.

ALEX - one thing not to do is to do a combo which, when blocked, leaves


you
right next to him, ie. combos 8 through 11. And if you happen to do one
of these
combos, quickly do D + hk, N + hk. Either this will knock him away,
even if he
blocks. Due to Ibuki's quick recovery time, if he blocks a combo, you
can
recover fast enough to start a new one. My suggestion is to use jumps
sparringly, but when the time arises to do a jumping mk, end with combo
#2
(D + hk, N + hk, U + hk). Alex leaves himself open when he misses a
flying cross
chop,.. This move is easy to predict, just watch him do a flash chop
from a far,
and usually after this he'll do a flying cross chop. This is a perfect
opportunity to do a super art or a combo. Another predictable move of
Alex, is
his rushing elbow. He usually will constantly walk backwards, so stay
still,
and when he rushes foward, parry it. Now you can do a combo or super
art. But
if you happen to block, just trip combo him, ie combo #1.

CHUN-LI - Chun-li does a whole lot of jumping, with the same


predictable kicks.
So if you can parry, parry them then combo. If not, use the Kazekiri
(F, D, DF + lk.) Of course Chun-li does stay grounded once and a while,
so if
she sits there doing her rapid lightning kick, break her neck with Kubi
Ori
(EX preferably). If she does a spinning side kick, wait until she drops
and use
combo #1. Watch out for her cornering, and don't stay still, because
she hits
low often, and mixes in some over heads as well.

DUDLEY - Dudley can be really annoying at higher stages, so watch out


about
tripping him, mainly because he can avoid trips, and charge back and
attack.
However, Dudley has a lot of moves which leave him open, so use the EX
Kubi Ori
when you can, especially after he does his Machine Gun Blow(rapid
punches).
Don't let him get close to you! He has combos that drain health like no
other,
especially when he EX's them. A common trick human players will try, is
throwing a rose, then using the EX Machine Gun Blow. What this does, is
when
you try to parry the rose, you have to parry an EX Machine Gun Blow
(difficult).
So if you see a rose coming block it instead of parrying it, but if you
are a
parry master, then go for it.

ELENA - No matter what level of Elena I play against, it seems like she
falls
for the same thing. For the most part Elena can be thrown often, but to
know
when is the key. Whenever Elena does a super jump, you can throw her
when she
lands. If she jumps at you, you can parry her jump kick and throw her,
however,
sometimes she does a multiple hit attack in the air so watch out for
this.
Elena uses a lot of mixing of overheads and low attacks, so keeping
your
distance is important. She can be pretty predictable,.. for one if she
dashes
towards you, chances are she is going to try to uppercut kick you, so
block
(parry if you can) if she dashes at you, and get her with a trip combo
or a
throw when she lands from the uppercut kick. When she does her rhino
horn(flies
at you with her heel), parry or block it, and either throw or combo her.
GILL - (Boss) Gill is no picnic, and pretty hard to go against when
using Ibuki.
My suggestion is to mix up combos, in which if you fail to get a combo
in,
immediately start a different one. Gill does a lot of dashing if you
are at a
distance, so you can use a Kubi Ori. One combo that you can try up
close, is
combo #14(lk, mk, QCF + mp), sometimes he will fall for the finishing
Kubi Ori.
This may sound like suicide but if you can get at a correct distance
from Gill,
about 1/4 the screen, you can constantly use the Kubi Ori(with hp), but
i'd
watch it, because if you screw up, the penalty is great. Also, up
close, use
combo #16, from what i've experienced he will fall for the Yami Shigure
if it
is at the end of this combo. Watch out for his dashes though, he will
dash in
and low attack and sometimes use an overhead, so what i'd suggest to do
is use
an EX Kubi Ori immediately, or use the Hien(B, D, DB + K).

HUGO - Hugo is tough if he is up close, but he is easily cheaped. Just


use a
standing hk, quick recovery time and hits him whenever he tries
basically
anything. But if for some reason he doesn't fall for this, follow this
advice.
Don't do a lot of jumping around him, because he can grab you out of
the sky
or knock you down. A lot of Hugo's moves leave him vulnerable to a
distanced
trip, so use combo #1 often. And if he happens to parry both attacks,
either
advance into another combo, or jump back quickly. Also, seeing on how
most of
his moves leave his lower area vulnerable, use the Yami Shigure plain,
right
when he does just about any special move, but judge distances to aim
your super
art. If you are good at parrying, his jump kicks and rush attacks can
easily be
parryied and the Yoroi Dooshi can get in easily.

KEN - Ken is a tough cookie, primarily in how he can fake you out. If
he does
any of his fake out kicks, fake or not, use combo #1. Most of the time
this will
get him. Ken does jump often, and parryiers beware, mainly because he
will
convert into a hurricane kick sometimes, or not kick at all, allowing
for him to
throw you easily. So if he jumps, use an EX Kazekiri. Sometimes Ken
will get
into a phase where he will weak uppercut, then mid uppercut, ..
sometimes he'll
even go into a strong uppercut, but right when you see him start the
mid
uppercut, come in and use a combo or super art. Watch out when he
dashes in,
because usually he'll do 1 of 3 things-> Uppercut, hurricane kick, or
low mid-
kick to a fireball, so after he dashes, expect a quick move.

MAKOTO - Makoto is real tough no matter who you're playing. Makoto


appears slow
due to her walk, but has fast dash in moves. If she dash punches you
and hits or
if she doesn't block low, becauses chances are she is going to hit low
and do
another dash punch. Jump attack Makoto at low levels works, and you can
combo
into combo #1, but at higher levels she can take you out easily.
Makoto's moves,
when she misses leaves her very vulnerable, so use an EX Kubi Ori when
you can.
Makoto can take out a lot of damage, so don't stay to close to her, and
use her
post-move lag time to take her out with Ibuki speed.

NECRO - Necro has a ton of anti-air attacks, so unless you are


confident about
your parrying skills, don't jump unless you know you can get a hit in.
Necro
tends to jump when he is very close to you, so you should use the
Kazekiri
often. Watch out with trying to trip combo him, mainly because of his
overheads
and long reach. So when you see an opportunity to jump in, do so
without
attacking, and when you land do combo #13 (lk, mk, hk) and if it
misses, use
the lk version of the Kazekiri, and upon landing perform combo #1, just
in case
you miss. Chances are, something will get in, and necro probably won't
retaliate
due to an onslaught of quick attacks.

ORO - (Sub-Boss) Combo #1 works like a charm. Jump in with a mk, and
quickly
perform that combo. Oro usually doesn't use much of his anti-air
attacks and
usually will fall for the combo. And besides, if the combo misses,
you'll be at
a safe distance. Oro will try his head stomping attack often, so its
pretty
easy to predict. Parry it if you can, and if not block it. After
blocking dash
towards him, and when he lands do combo #1 or a derivative of it. If
you'd
rather not do this, just throw him.
Q - (Secret Boss) For the most part, Ibuki should not have much of a
problem
with Q. Start combos off by jumping in with a mk, but don't forget that
overjumping is annoying and usually leaves you in a vulnerable
position. Combo
#1 works well against him, and don't forget to keep about half a screen
length
between you and him. He has rush in attacks which hit high or low, and
two of
his super arts require him to be close, and they take out a whole lot
of
damage. He tends to try to low attack you with a jumping double kick
which
leaves him vulnerable for quite some time after he misses, so run in
and combo
#1.

REMY - I think Remy is difficult at any level he's at, so be careful


when
fighting him. Sure he has a low stun bar, but he'll chip away at your
health
like a maniac. He has an array of anti-air attacks, and low attacks.
Parrying
this guy is annoying. So keep in mind that he'll jump when he is pretty
close
to you, and prepare to either block or parry, after that, perform a
combo,
with a follow up combo in mind. If he hits you with a low kick, expect
another
one and parry it. After that you should hit him with a low lk. If you
try to
trip him after parrying, he'll probably get in an attack in before you
do.
Watch for his EX projectile, trying to parry it could chip at your
health.
Just keep a safe distance from him, about a fourth of the screen away,
and
don't jump unless you know you can get in an attack or if you're
dodging an
attack.

RYU - Ryu is always difficult, primarily because of his strength. I


wouldn't
bother trying to parry his hurricane kick unless you have to. Reason
being,
that his hurricane kick takes out the same damage at any point of its
flight.
A lot of the times Ryu is going to get uncomfortably close, and usually
he will
jump at an unexpected time. So when he does, use the Kazekiri. Often he
might
jump in without even air attacking so parryiers watch out. He'll land
and
uppercut combo you. If he is about a fourth of the screen away, jump
straight
up, and chances are he'll try an uppercut and miss. You'll land first,
and have
priority. He does fireballs pretty often, usually after he dashes back,
so if
you see him dash, be ready with an EX Kubi Ori. Watch out for his
cornering
and if he happens to corner you, use combo #1 to push him back, and if
he
jumps, do the Kasumi Gake(D, DF, F + K) to run past him.

SEAN - At low levels, Sean is an absolute push over, but on higher


levels he can
get pretty annoying to fight against. At low levels, he is very
predictable, and
can easily be parryied. If he does two low mid kicks, expect his
overhead jump
kick, where you can parry and do combo #4. If he jumps back twice and
sometimes
he'll jump once foward after that, he'll usually do his tornado kick.
Its not
that hard to parry but if you can't parry it just take him out when he
lands.
But if you can parry it do combo #15 (lk,mk,HCB + mp). If he dashes
foward or
keeps on walking toward you he'll probably try an uppercut or punch. So
block or
parry it and combo #1 him. If you continue this, he'll get dizzy and
you can
finish him with a Super Art. If you do all this right, you can get MSF
easy. On
the harder levels, watch out for the dreaded Sean tackle. At first I
thought
this move sucked, but trying saying that after he kicks your ass with
it. But
anyway, if he catches you once with it, he'll probably do it 2 times
right after
it, so be cautious. If he does two low mid kicks, he do 1 of 2 things,
either
he'll do an overhead jump kick, or do the unexpected sean tackle, so be
careful
with your parrying. Overall, Sean usually shouldn't be too much of a
problem for
Ibuki.

TWELVE - Twelve has plentiful anti-air attacks so watch out when


jumping in for
an attack. You should use combo #13(lk, mk, hk) and if he blocks, use a
Kazekiri.
When he flies, dash to where he will land, and combo #1 him. He does a
lot of
predictable things. For example, if he does the standing tentacle
slash, he'll
probably do the low tentacle attack, in which you can probably jump in
and combo
him. Watch out when he jumps, mainly because he has attacks in the air
where he
can dash down at you. So don't always expect to parry a normal air
attack. He's
usually easily cornered, and you can execute combo after combo. And if
a combo
misses, be ready with another one.

URIEN - Urien is pretty difficult with Ibuki, as he fights similar to


Gill, but
not nearly as annoying as him. He'll jump in and kick at the last
second so
watch out for prematurely parrying. The Cpu can be pretty predictable
when it
comes to his ram attacks and his downward knee attack, so if you see
him
charging back or down, get ready to parry, he should be pretty
vulnerable
afterwards. Urien also tends to shoot fireballs in pairs, so if you see
one,
get ready to jump over the next and attack him. If he shoots an EX
version, it
should be easy to parry but its best to use an EX Kubi Ori, because
after he
shoots one of these, he dashes foward, leaving himself vulnerable.
Watch out
for trip comboing him, because he has an overhead heel which has high
priority.
Sometimes you can trick him, by crouching near him, doing a low lk, and
then
EX Kubi Ori. Also, use combo #13 when you jump in, and if you miss, use
the
lk Kazekiri.

YANG - Yang, for the most part, isn't that difficult, but if you stay
too close
to him, he'll do mix up attacks which will be hard to block or parry.
You can
usually predict when he will jump in for a toe dive, when he jumps
vertical once,
and then back vertical. After that he'll superjump towards you and toe
dive.
Parry it and take him out. Sometimes he'll use his mantis slash
prematurely and
continue it despite how he's hitting no one. Get close enough so you
can parry
the last hit, and use combo #4. He can be easily thrown, especially
after a
missed jump kick. And if you don't think you can throw him, use the
Kazekiri
instead.

YUN - Yun has speed to rival Ibuki's. He will also do a lot of mix up
attacks
and jumping. He also tends to do a lot of low attacks which will
convert into
a special. If he does an overhead midkick, expect a lunge punch and
parry it.
Right then you've got your window to attack. Try not to overjump, but
jumping
works well against him, and you can follow up a jump kick with a combo.
Use
combo #1 when you can, but don't stay still. Move back and forth to
tempt him to
jump, and use a Kazekiri. When you see him do a series of low weak
kicks, use
your EX Kubi Ori.

SUV (Bonus stage) - <Starting on left> use a standing mk until a panel


flips up
from the side of the hood. Jump on top of the car, and do a ducking mk
until
glass is all gone. Go on the other side and keep on using a standing
mk, until
the car is demolished. If you have the Yami Shigure or the Yoroi
Dooshi, keep
beating the car until the air bags go, give it one solid standing hk,
and
execute your super art. <Starting on right> (basically the same method)
Use
a standing mk until all the doors fall off, then jump on top and use a
crouching mk until all the glass is gone, and then proceed to the other
side
and use the standing mk until the car blows up. You should, for both
sides,
get an excellent rank, and 25 seconds plus.

--

9. OVERALL TIPS
===============
Ibuki recovers quick, so use combos when you can, and if they block it,
end with
a Kazekiri or another combo. She has a large array of moves and combos,
so don't
expect to use them all, and don't try to use them all. Find the
particular
combos which work best for your style of play, and have back up
methods, in case
that those don't work. If a tactic didn't work the first round, don't
try it the
second, but have a different method of play. Ibuki is a character who
you have
to be patient with and a character who is best used if you know her
limitations
and strengths. Ibuki is quick, full of combos, and good super arts, but
her
strength is lacking and is a character which takes time to get
accustomed to.
Don't be brash when playing her..timing is everything, and rushing into
anything
without a backup plan will get you nowhere.

--
10. CREDITS
===========
-Thanks to the campus arcade, who are the only ones who have Street
Fighter 3: 3rd
Strike in my whole city.
-Thanks to AKIRA, who is great at this game, and who challeged me to be
a better
player as well as did some japanese translation on the way. I owe a
lot of my
skill to this guy.
-Thanks to Kao Megura, who's web site helped me through all that legal
stuff.
Also, Kao told me about the air throw Tobi En and allowed me to use
various
information such as the specific special move names. Thanks again.
-Thanks to Kevin Chung for his combo. Now I have a respectable combo to
put
in my faq ^_~. Thanks bro.
-Thanks to CJC for giving my FAQ a home.

--
11. REVISIONS
=============
April 2000 - v. 1.1 n/a just made it
April 2000 - v. 1.2 Added the SUV right side method, and added the move
the Tobi
En. (Kao Megura contributed) Made various simple revisions
such as
adding special color and throws.
June 2000 - v. 1.3 Added some combos, ...nothing much
May 2001 - v. 1.4 Been this long.. bah.. Ah well. Added some combos.
Changed
some notation.

Send all comments, info, and questions to <dosetsu213@hotmail.com> with


subject heading
"IBUKI FAQ" or whatever.

--

COPYRIGHT 2001 Huy Pham


-----

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