Street Fighter 3: 3rd Strike/Ibuki/2021/Introduction

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< Street Fighter 3: 3rd Strike‎ | Ibuki‎ | 2021
Revision as of 16:44, 22 December 2021 by Spabobin (talk | contribs) (tweaked some phrasing and added a little more info to the Supers and pro/cons)

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 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. Will not grab airborne opponents. Throw range: 35. While not as useful as the other supers, SA2's damage is still nothing to laugh at. It can be comboed into with j.HP on some characters, as it will briefly backturn the opponent.

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 from 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 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
  • Very fast and far reaching jump, and the fastest walk speed in the game. Can avoid and punish throws or pokes, and get in easily.
  • Has ways to vary her movement, such as kunai before landing, giving her varied offense
  • Some of the better frame data in the game, easily gets frame advantage on block and is hard to punish
  • A lot of opportunities for continuous looping mixups, allowing her to stay unpredictable
  • Has the ability to super jump cancel several normals, allowing for mixups on hit or safety on block
  • Some of the lowest health in the game and slow stun recovery
  • Her buttons (while fast) often have short range, and several important attacks whiff on some crouching opponents
  • Very meter dependent, can struggle to get started without it
  • Mediocre supers, often ignored in favor of her EX moves
  • Often has to take risks to deal significant damage
  • Shortest throw range in the game