Street Fighter 3: 3rd Strike/Ibuki/2021/Introduction: Difference between revisions

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==== SA3: Yami Shigure ====
==== SA3: Yami Shigure ====
Yami Shigure is a good damage super that is easy to combo into off a plethora of options. Very fast startup, allowing Ibuki to punish things like blocked Shoto sweeps. It's small stock size keeps it from being used more often as EX moves enable Ibuki's gameplan and confirms so well. 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 Range: -10 to -6.
Yami Shigure is a good damage super that is easy to combo into off a plethora of options. Very fast startup, allowing Ibuki to punish things like blocked Shoto sweeps. It's small stock size keeps it from being used more often as EX moves enable Ibuki's gameplan and confirms so well. 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 Range: -10 to -6.
{{ ProConTable
| pros=
* Very fast and far reaching jump, and the fastest walk speed in the game. She also has ways to very her movement such as doing kunai before landing. Her mobility allows her to vary and improve her pressure significantly, avoid and punish throws or pokes, and get in easily.
* Some of the better frame data in the game, easily gets + on her opponent on block, many moves with fast normals, nearly none of the buttons are punishable on block.
* A lot of opportunities for mixups, getting her offense to feel non-stopping, and allowing her to stay unpredictable
| cons=
* Some of the lower health in the game, dies quickly
* While her buttons are fast, they are also very stubby
* very dependant on resources, struggles without them
* lacks a good super to utilize, the one she often picks is used for ex moves even though it deals less damage and doesn't knock down
* doesn't has a safe-play option, often times has to take risks to deal damage
}}


[[Category: Street Fighter III: 3rd Strike]]
[[Category: Street Fighter III: 3rd Strike]]

Revision as of 01:23, 27 September 2021

Introduction

Ibuki is a high school student who would rather live her life as a ninja. She first appears in Street Fighter III: New Generation.

Touting some incredible walk-speed and some incredible frame data, Ibuki is a mixup powerhouse that can be frustrating to contend with. Her ability to be + is startling and outside of a few options, she is nigh unpunishable. 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 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 offers a large benefit in it's 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. Occurs when it successfully grabs an opponent. Will not grab airborn opponents. Throw range: 35. Not as useful as the other supers, SA2's damage is still nothing to laugh at. It can be combo'd into with jHP on some characters (the jump Fierce will backturn them temporarily to allow the command grab to followup). Yoroi Doushi, energy blast (fireball) version. Occurs when the Grab version fails. 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 off a plethora of options. Very fast startup, allowing Ibuki to punish things like blocked Shoto sweeps. It's small stock size keeps it from being used more often as EX moves enable Ibuki's gameplan and confirms so well. 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 Range: -10 to -6.


Strengths Weaknesses
  • Very fast and far reaching jump, and the fastest walk speed in the game. She also has ways to very her movement such as doing kunai before landing. Her mobility allows her to vary and improve her pressure significantly, avoid and punish throws or pokes, and get in easily.
  • Some of the better frame data in the game, easily gets + on her opponent on block, many moves with fast normals, nearly none of the buttons are punishable on block.
  • A lot of opportunities for mixups, getting her offense to feel non-stopping, and allowing her to stay unpredictable
  • Some of the lower health in the game, dies quickly
  • While her buttons are fast, they are also very stubby
  • very dependant on resources, struggles without them
  • lacks a good super to utilize, the one she often picks is used for ex moves even though it deals less damage and doesn't knock down
  • doesn't has a safe-play option, often times has to take risks to deal damage