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|name=Stand LK | |name=Stand LK | ||
|input=5LK | |input=5LK | ||
|image= | |image=(ibukilk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Stand MK | |name=Stand MK | ||
|input=5MK | |input=5MK | ||
|image= | |image=(ibukimk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Close HK | |name=Close HK | ||
|input=5HP (cl) | |input=5HP (cl) | ||
|image= | |image=(ibukiclosehk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 211: | Line 211: | ||
|name=Far HK | |name=Far HK | ||
|input=5HK (far) | |input=5HK (far) | ||
|image= | |image=(ibukihk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 235: | Line 235: | ||
|name=Youmen | |name=Youmen | ||
|input=4MP | |input=4MP | ||
|image= | |image=(ibukibmp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 258: | Line 258: | ||
|name=Maki Geri | |name=Maki Geri | ||
|input=6LK | |input=6LK | ||
|image= | |image=(ibukiflk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 280: | Line 280: | ||
|name=Uramaki Geri | |name=Uramaki Geri | ||
|input=4MK | |input=4MK | ||
|image= | |image=(ibukibmk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 302: | Line 302: | ||
|name=Koube Kudaki | |name=Koube Kudaki | ||
|input=6MK | |input=6MK | ||
|image= | |image=(ibukifmk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 325: | Line 325: | ||
|name=Bonshou Geri | |name=Bonshou Geri | ||
|input=6HK | |input=6HK | ||
|image= | |image=(ibukifhk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 347: | Line 347: | ||
|name=Crouch LP | |name=Crouch LP | ||
|input=2LP | |input=2LP | ||
|image= | |image=(ibukiclp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 369: | Line 369: | ||
|name=Crouch MP | |name=Crouch MP | ||
|input=2MP | |input=2MP | ||
|image= | |image=(ibukicmp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 393: | Line 393: | ||
|name=Crouch HP | |name=Crouch HP | ||
|input=2HP | |input=2HP | ||
|image= | |image=(ibukichp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 418: | Line 418: | ||
|name=Crouch LK | |name=Crouch LK | ||
|input=2LK | |input=2LK | ||
|image= | |image=(ibukiclk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Crouch MK | |name=Crouch MK | ||
|input=2MK | |input=2MK | ||
|image= | |image=(ibukicmk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Crouch HK | |name=Crouch HK | ||
|input=2HK | |input=2HK | ||
|image= | |image=(ibukichk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 483: | Line 483: | ||
|name=Sazan | |name=Sazan | ||
|input=3MK | |input=3MK | ||
|image= | |image=(ibukidfmk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 506: | Line 506: | ||
|name=Jump LP (Neutral) | |name=Jump LP (Neutral) | ||
|input=8LP | |input=8LP | ||
|image= | |image=(ibukinjlp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 522: | Line 522: | ||
|name=Jump LP | |name=Jump LP | ||
|input=j.LP | |input=j.LP | ||
|image= | |image=(ibukijlp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Jump MP (Neutral) | |name=Jump MP (Neutral) | ||
|input=8MP | |input=8MP | ||
|image= | |image=(ibukinjmp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Jump MP | |name=Jump MP | ||
|input=j.MP | |input=j.MP | ||
|image= | |image=(ibukijmp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 577: | Line 577: | ||
|name=Jump HP (Neutral) | |name=Jump HP (Neutral) | ||
|input=8HP | |input=8HP | ||
|image= | |image=(ibuki8jhp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Jump HP | |name=Jump HP | ||
|input=j.HP | |input=j.HP | ||
|image= | |image=(ibukijhp).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 615: | Line 615: | ||
|name=Jump LK (Neutral) | |name=Jump LK (Neutral) | ||
|input=8LK | |input=8LK | ||
|image= | |image=(ibukinjlk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 631: | Line 631: | ||
|name=Jump LK | |name=Jump LK | ||
|input=j.LK | |input=j.LK | ||
|image= | |image=(ibukijlk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 647: | Line 647: | ||
|name=Jump MK (Neutral) | |name=Jump MK (Neutral) | ||
|input=8MK | |input=8MK | ||
|image= | |image=(ibukinjmk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Jump MK | |name=Jump MK | ||
|input=j.MK | |input=j.MK | ||
|image= | |image=(ibukijmk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|name=Jump HK (Neutral) | |name=Jump HK (Neutral) | ||
|input=8HK | |input=8HK | ||
|image= | |image=(ibukinjhk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 704: | Line 704: | ||
|name=Jump HK | |name=Jump HK | ||
|input=j.HK | |input=j.HK | ||
|image= | |image=(ibukijhk).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 723: | Line 723: | ||
|name=Yamitsudzura | |name=Yamitsudzura | ||
|input=LPLK | |input=LPLK | ||
|image= | |image=(ibukigtr).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 743: | Line 743: | ||
|name=Tobizaru | |name=Tobizaru | ||
|input=LPLK (air) | |input=LPLK (air) | ||
|image= | |image=(ibukiatr).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 756: | Line 756: | ||
|name=Souken | |name=Souken | ||
|input=MPMK | |input=MPMK | ||
|image= | |image=(ibukioh).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 774: | Line 774: | ||
|name=Leapfrog | |name=Leapfrog | ||
|input=HPHK | |input=HPHK | ||
|image= | |image=(ibukit).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 798: | Line 798: | ||
|name=Kunai | |name=Kunai | ||
|input=236P (air) | |input=236P (air) | ||
|image= | |image=(ibukikunail).gif | ||
|caption=LP | |caption=LP | ||
|image2= | |image2=(ibukikunaim).gif | ||
|caption2=MP | |caption2=MP | ||
|image3= | |image3=(ibukikunaih).gif | ||
|caption3=HP | |caption3=HP | ||
|image4= | |image4=(ibukikunaiex).gif | ||
|caption4=EX | |caption4=EX | ||
|data= | |data= | ||
Line 855: | Line 855: | ||
|name=Raida | |name=Raida | ||
|input=63214P | |input=63214P | ||
|image= | |image=(ibukiraida).gif | ||
|caption=LP | |caption=LP | ||
|image2=3S_Ibuki_63214MP.png | |image2=3S_Ibuki_63214MP.png | ||
Line 906: | Line 906: | ||
|image=3S_Ibuki_421LK.png | |image=3S_Ibuki_421LK.png | ||
|caption=LK | |caption=LK | ||
|image2= | |image2=(ibukihien).gif | ||
|caption2=MK | |caption2=MK | ||
|image3=3S_Ibuki_421HK.png | |image3=3S_Ibuki_421HK.png | ||
|caption3=HK | |caption3=HK | ||
|image4= | |image4=(ibukihienex).gif | ||
|caption4=EX | |caption4=EX | ||
|data= | |data= | ||
Line 979: | Line 979: | ||
|name=Kubiori | |name=Kubiori | ||
|input=236P | |input=236P | ||
|image= | |image=(ibukikubi).gif | ||
|caption=236P | |caption=236P | ||
|image2= | |image2=(ibukikubiex).gif | ||
|caption2=EX | |caption2=EX | ||
|data= | |data= | ||
Line 1,020: | Line 1,020: | ||
|name=Kazekiri | |name=Kazekiri | ||
|input=623K | |input=623K | ||
|image= | |image=(ibukikaze).gif | ||
|caption=LK | |caption=LK | ||
|image2=3S_Ibuki_623MK.png | |image2=3S_Ibuki_623MK.png | ||
Line 1,026: | Line 1,026: | ||
|image3=3S_Ibuki_623HK.png | |image3=3S_Ibuki_623HK.png | ||
|caption3=HK | |caption3=HK | ||
|image4= | |image4=(ibukikkiex).gif | ||
|caption4=EX | |caption4=EX | ||
|data= | |data= | ||
Line 1,099: | Line 1,099: | ||
|image2=3S_Ibuki_214MK.png | |image2=3S_Ibuki_214MK.png | ||
|caption2=MK | |caption2=MK | ||
|image3= | |image3=(ibukitsumuji).gif | ||
|caption3=HK | |caption3=HK | ||
|image4= | |image4=(ibukitsjex).gif | ||
|caption4=EX | |caption4=EX | ||
|data= | |data= | ||
Line 1,168: | Line 1,168: | ||
|name=Kasumi Gake | |name=Kasumi Gake | ||
|input=236+K | |input=236+K | ||
|image= | |image=(ibukiksmg).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 1,181: | Line 1,181: | ||
|name=Tsuiji Goe | |name=Tsuiji Goe | ||
|input=623+P | |input=623+P | ||
|image= | |image=(ibukitjgo).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 1,194: | Line 1,194: | ||
|name=Kasumi Suzaku | |name=Kasumi Suzaku | ||
|input=236236P (air SA1) | |input=236236P (air SA1) | ||
|image= | |image=(ibukisa1).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 1,212: | Line 1,212: | ||
|name=Yoroi Doushi | |name=Yoroi Doushi | ||
|input=236236P (SA2) | |input=236236P (SA2) | ||
|image= | |image=(ibukisa2).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 1,231: | Line 1,231: | ||
|name=Missed grab (Chi Blast) | |name=Missed grab (Chi Blast) | ||
|input=236236P (miss SA2) | |input=236236P (miss SA2) | ||
|image= | |image=(ibukisa2miss).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 1,249: | Line 1,249: | ||
|name=Yami Shigure | |name=Yami Shigure | ||
|input=236236P (SA3) | |input=236236P (SA3) | ||
|image= | |image=(ibukisa3).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S |
Revision as of 05:28, 21 August 2021
Introduction
Ibuki is a kunoichi who would rather live her life as a high school student. She first appears in Street Fighter III: New Generation.
Touting some incredible walkspeed and frame data, Ibuki is a mixup powerhouse that can be frustrating to contend with. Her ability to get frame advantage is startling, and she is often unpunishable by much of the cast. Once she gets started on offense, it can be lights out for the opponent if they can't catch onto her patterns. Another notable aspect is her far reaching and very fast jump, which can be altered by using her Kunai to avoid anti-air attempts and begin her offense.
Super Arts
SA1: Kasumi Suzaku
Kasumi Suzaku automatically turns Ibuki to face the opponent. Strength of button determines angle/distance of knives thrown. Rapidly pressing punch increases number of knives thrown and raises Ibuki higher into the air. Throws 12 knives by default, and up to a maximum of 20. Each knife does 35 attack for a maximum of 335 (scaled damage). The "recovery" listed for each strength refers to the amount 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 is difficult for some characters to punish, but fast long-ranged supers can punish Ibuki as she lands if it is not properly spaced (or if it is mashed too much).
It offers a large benefit in its 3 stock capacity, giving Ibuki more access to EX moves for confirms. Damage isn't particularly good and there's few options to actually confirm into the super, but it adds more threat to Ibuki's already strong air game and mixup potential.
SA2: Yoroi Doushi
Yoroi Doushi is an unblockable command grab super. Will not grab airborne opponents. Throw range: 46. While not as useful as the other supers, SA2's damage is still impressive. It can be comboed into with j.HP on some characters, as it will briefly backturn the opponent.
Yoroi Doushi also has an energy blast (fireball) version. This occurs when the grab version fails. It does 13 hits, each hit has 32 attack for a maximum of 280 (scaled damage). The fireball version can reset airborne juggled opponents.
SA3: Yami Shigure
Yami Shigure is a good damage super that is easy to combo into from a plethora of options. It has very fast startup, allowing Ibuki to punish things like blocked Shoto sweeps. Its small stock size keeps it from being used more often, as EX moves enable Ibuki's gameplan and strongest confirms. Still very useful in various matchups, so even players who generally favor SA1 may utilize it on occasion. Strength of button determines angle/distance of knives thrown. Block Advantage: -10 to -6.
Strengths | Weaknesses |
---|---|
|
|
Ibuki #3S_IBK | |
---|---|
Vitals | |
Life Points | 1035 |
Stun Points | 64 |
Super Art Stock/Size | |
SA1 | 3/88 |
SA2 | 1/104 |
SA3 | 1/80 |
Ground Movement | |
Forward Dash duration/distance | 20 |
Back Dash duration/distance | 31 |
Jumping | |
Back Jump duration | 43(4+36+3) |
Neutral Jump duration | 41(4+34+3) |
Forward Jump duration | 40(4+33+3) |
Back Super Jump duration | 58(5+50+3) |
Neutral Super Jump duration | 52(5+44+3) |
Forward Super Jump duration | 46(5+38+3) |
Wake up | |
Wake up duration | 68 |
Quick rise duration | 53 |
3S Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |