ibuki player guide rev. 2

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Ibuki PLAYER GUIDE 1000s of Hours of Research Streamlined for YOUR Convenience! EARN OVER 3000PP AND MAKE YOUR IBUKI PART OF THE ELITE REPLAY CHANNEL!! ----------------------------- Master The Art Of Ninjustu REVISION 2 PROOVE NINJUTSU IS BETTER THAN KARATE WITH THE DETAILED IBUKI x RYU FEATURE

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Page 1: Ibuki Player Guide Rev. 2

Ibuki PLAYER GUIDE

1000s of Hours of Research Streamlined for YOUR Convenience!

EARN OVER 3000PP

AND MAKE YOUR IBUKI PART OF THE

ELITE REPLAY CHANNEL!!-----------------------------

Master The Art Of Ninjustu

REVISION 2

PROOVE NINJUTSU IS BETTER THAN KARATE WITH THE DETAILED IBUKI x RYU FEATURE

Page 2: Ibuki Player Guide Rev. 2

“First of all, thank you for picking up this guide! Despite own-ing the Arcade cabinet for STREET FIGHTER (the very original) when I was 3-years old, I had only played 2D fighting games very casually until the release of SUPER Street Fighter IV. Coming from Virtua Fighter, I’ve been learning the character through teaching others over Xbox LIVE.

Hopefully I’ll continue to find new students, and see my older ones progress into being popular players all over the world.

“Ibuki PLAYER GUIDE” is a free .pdf book distributed online. You are free to reproduce any of the data found in this booklet, and post it on any blog/site.” -- Izuna Theophilou [[email protected]]

REFERENCE MATERIAL

I would like to put emphasis on the fact that the data in this guide isn’t all mustered up by one Ibuki player. This is a collaboration of eve-rything useful I could find from the Street Fighter IV community.

• http://www.shoryuken.com/ • http://www.airryu.blogspot.com/ • http://zoome.jp/nsb (Nagoya Street Battle) • http://www.eventhubs.com/ • http://www.option-select.com/

SUPER Street Fighter IV: Arcade Edition is owned by CAPCOM.

WHY THIS GUIDE HAS BEEN MADE

Table of ContentsPAGE (#) | Content

4. Introducing Ibuki5. Normal Attacks6. Unique Attacks7. Special Moves8-9. Anti-air Moves10. Ultra Combos

11. High Jump Cancels12. High Jump Cancel Training13. Combos and Challenges14. Okizeme and Kasumi Gake15. Escaping The Kunai Vortex16. Understanding Cubes17. Advanced Techniques18. Option Selects19. (FEATURE) Ibuki vs. Ryu~ including an unblockable!20-21. Frame Data22. Special Thanks

Ibuki TRIVIA - Did you know...

Ibuki is a female ninja, which is called “kunoichi” in Japanese. Born an orphan in a ninja village, she spends her time living a double life. She keeps her Ninjustu a secret while attending High School with Makoto.

Page 3: Ibuki Player Guide Rev. 2

Introducing Ibuki

Ibuki TRIVIA - Did you know...

Her first appearance was in Street Fighter III: New Generation. In 2nd Impact, she was S-tier alongside Gouki and Sean. Capcom addressed her imbalance by removing her Hashinsho Super Art for 3rd Strike.

STAMINA: 900STUN: 950WALK-SPEED: 24thDASH-SPEED: 18-framesBACKDASH-SPEED: 28-frames

Ibuki may be considered as an easy-to-use, hard-to-master character. Her typical gameplay is based on knocking her opponents down, and attack-ing them while they get up. With high damaging combos, and many am-biguous tools, she can quickly shift the momentum of the match in her favour.

Her drawbacks then, are that her entire gameplay revolves around her op-ponents defensive abilities. That being said, she has a harder time fight-ing characters with tools to escape on when getting up. However, in this guide, we will look at ways to overcome this issue using [safe-jumps].

Currently a character who places Top 10 in Japanese Arcades (beaten by boring multiples of characters such as Yun and Fei-Long), Ibuki consist-ently places high in tournaments all over the world; rarely however, com-ing in first place.

People do in fact call Ibuki a “random character”, winning matches due to chance rather than decisive ability. There are those out there who wish to disprove this theory, using never-before-seen tactics, which only another Ibuki player would know how to defend against. Read on to find out...

Normal Attacks

Ibuki TRIVIA - Did you know...

Also in Street Fighter 3: 2nd Impact, she used to be able to punish a teched throw with her Super Art Hashinsho. Throws were option-selected too. She was very scary!

Standing Medium Kick: with a 5-frame start-up (AE), this is a spe-cial cancellable move that is used often in footsies and combos. It can also be kara-Cancelled.

(Far) Standing Light Punch: with a 3-frame start-up, this is prob-ably Ibuki’s main normal. It can be linked into many of her different normals because it has a hit-stun of +8! She can actually link it into itself whilst walking in between the punches.

Crouching Medium Kick: mainly used to lower Ibuki’s hit-box, this can be used to escape various moves such as Guy’s Elbow Drop. It cannot be special cancelled, but it can be linked into any move with a 5-frame start-up or less if and only if it does a counter-hit.

Close Standing Hard Kick: we’ll go into detail about this move later, but it is a launcher that’s used either to extend a juggle, or as a meaty attack. The second hit can be High Jump cancelled, allow for amazing mix-ups. It can be linked after a Standing Medium Punch.

Standing Medium Punch: a very important combo starter has +2 frame advantage on block. It can be used as an anti-air against high Dive Kicks, but it’s mainly used to beat fast moving attacks like Fei-Long’s Rekka.

Crouching Medium Punch: very important for stopping fast mov-ing attacks, this is special cancellable, and High Jump cancellable. Sometimes used as a meaty attack, it can be combined with Neck-breaker as an option select to punish dashes.

Page 4: Ibuki Player Guide Rev. 2

Unique Attacks

Ibuki TRIVIA - Did you know...

The highest ranking Ibuki player in the world is named Iyo. He went up to a player in the arcades and firmly said: “Don’t film anymore of my matches.” Just like Ibuki, he keeps his Ninjustu a secret.

HAMMER KICK (f+MK) -> Combo-able over-head, safe on block. Pretty slow, but hops over some fireballs and attacks. Can be can-celled into from b+MK.

AGEMAN (b+MP) -> Ibuki’s main anti-air. First hit may be cancelled with a Special Move.

SPIN KICK (f+LK) -> Far-reaching attack with the same speed as st.MK. Can be cancelled into LK Tsumuji/Kazegiri, or EX Tsumuji/Kaze-giri for a combo.

SAZAN (df+MK/slide) -> Ibuki’s slide that hits low. If Ibuki is too close, it is very unsafe on hit. If done at the correct spacing, you can link st.LP after it for a combo. This move slides underneath almost every projectile in the game (including Sagat’s Low Tiger Shot).

KARA-THROW (st.MK xx Throw) -> She can extend her throw-range by performing a st.MK, and quickly cancelling it into a throw. The main use of this is right after a couple of very close cr.LKs.

Special Moves

Ibuki TRIVIA - Did you know...

Ibuki’s taunt in Street Fighter III was hopping over her opponent. This could done on a stunned opponent, and it also increased her attack power.

NECKBREAKER (hcf+P) -> EX version goes through projectiles (including Sonic Hurricane). The normal version is what is used to set up Ibuki’s Kunai Vortex, as it causes an [Untechable Knockdown]. It is very unsafe on block, so please refrain from using this move unless part of a combo, or when reacting to a projectile.

TSUMUJI (qcb+K) -> LK version is used for Tsumuji Loops. MK and HK ver-sions may cause an [Untechable Knockdown] if the [3rd-hit = low at-tack]. Less damaging than Neckbreaker, but not as unsafe on block. EX version is used for wall combos. Range on knockdown is variable!

KAZEGIRI (dp+K) -> EX version is the only move Ibuki has that make her invincible on the first frame (it is her Shoryuken). All versions have [Throw Invincibility], but are unsafe on block. EX Kazegiri can be cancelled into LP Kunai (which makes it safe on block) but the Kunai can be focused. HK version does the most damage.

HIEN (reverse dp+K) -> All version are overhead attacks (must be blocked standing). Hien is unsafe on hit unless EX, or cancelled into Kasumi Su-zaku. Don’t use this attack unless you have a full Super Combo gauge.

KASUMI GAKE (qcf+K) -> HK version makes Ibuki go through characters. There is no invincibility with any version, and they all put Ibuki at a frame-disadvantage.

RAIDA (hcb+P) -> LP, MP, HP, and EX versions increase in range, but only EX deals more damage and stun. It can be used on juggled opponents. Raida also beats all throws in the game, but is largely unsafe on block. It can be used to break limbs (including Dhalsim’s from afar), but the timing is very strict.

KASUMI SUZAKU (qcfx2+P) -> Ibuki’s Super Combo has many uses. It may be chained into from Hien, cr.HP, and cl.st.HK (after a High Jump), and Kazegiri. It is very difficult to combo after a Kazegiri, and have all of the kunai hit, so it is typically used after cl.st.HK or Hien instead. With practice, it can be used after st.MK.

Page 5: Ibuki Player Guide Rev. 2

Anti-air Moves I

Ibuki TRIVIA - Did you know...

Ibuki is to appear in the Street Fighter x Tekken by CAPCOM. Made to rival Raven from the Tekken series, she retains her ability to juggle opponents in one of the most stylistic ways: dashing all over the place!

Ageman is good as always, but it’s very situational. To guarantee a non-trade, Ibuki has to hit with the second hit, which means no cancellability. If the first hit trades it still puts the opponent in a juggle-state. This means she can still juggle Raida/Kazegiri ect. So the trade should actually be in Ibuki’s favor.

cr.HP is by far her best antiair in terms of hitbox; but at 9-frame startup it’s not too easy to use. It would have to be used earlier than other anti-airs, but it rarely trades.

cl.st.HK is useful if you manage to get really close to your oponent, like in the corner, then they jump. Like the first hit of Ageman it caus-es a juggle-state, but it cannot be special cancelled. However, cr.HP or Kazegiri will connect after.

nj.MK is also very good, especially if the opponent does not suspect Ibuki to be off the ground. Not only can this be used as a anti-air, but it is a good combo starter too.

Raida is only usable if the opponent lands in front of you, like against dive kick characters. Unlike a throw, it can actually grab limbs. Although this is nearly impossible to master, it can take an opponent by suprise.

EX Kazegiri is champ when you want a braindead antiair, but it costs me-ter. It doesn’t exactly allow a follow-up compared to the other anti-airs, but at least it can be done late, and will almost never trade.

Ibuki TRIVIA - Did you know...

If you search on YouTub e “The Power of Raida”, you’ll come across a showcase video of Ibuki grabbing vari-ous different moves and Ultra Combos with her Raida. Impractical, but very cool to see!

Anti-air Moves II

Page 6: Ibuki Player Guide Rev. 2

Ultra Combos

Ibuki TRIVIA - Did you know...

In Super Gem Fighter: Mini Mix, Ibuki escapes the ninja village to visit Harajuku, Tokyo. Ibuki even had to beat up Sakura because she wouldn’t tell her where the ice cream shop was. How immature!

YOROITOSHI (Ultra I) -> This Ultra Combo is a grab up close, with a startup of 2-frames. This means that anything that puts an opponent close to Ibuki, and is 2 or more frames negative on block, she can punish with Yoroitoshi. If the throw doesn’t connect, she throws out an orb instead, which may cause a jumping opponent to fall to the ground.

HASHINSHO (Ultra II) -> This Ultra Combo passes throw pro-jectile attack (including Sonic Hurricane). After connecting, it pushes the opponent into the corner, but Ibuki recovers far away from her opponent.

High Jump Cancels

Ibuki TRIVIA - Did you know...

Makoto attending the same school as Ibuki was an issue. All Makoto wants to do is fight strong opponents. Ibuki dodges Makoto’s challenges day in, day out, hoping that her classmates don’t suspect she’s a ninja.

HIGH JUMP TRAINING – “Unless you’re a master at this already, or you don’t want to beat people up with the strongest Kunoichi in fighting games, skip this sub-heading. Otherwise, practice!” This one is what’s required of your to complete Ibuki’s Trial #24. In the usual notation it’s [st.LK, st.MK xx High Jump xx Hashinsho]. Load up Training Mode, turn on INPUT DISPLAY, and give this combo a go. Do it as slow as you need to, don’t rush this. Keep practicing until you’ve done this twice.

(AE Only)

A LOT of people have issues with this. In shorthand: [cr.HK xx st.HK xx High Jump xx HK Kasumi Gake]. It is very important you do this combo as shown above; any other method isn’t going to help you be consistent. If you’re having troubles, just do the kicks with the High Jump, and watch when Ibuki jumps. That’s when you want to press the final kick. When you’ve done this twice, move on.

Shorthand: [TC4 xx High Jump xx Yoroitoshi]. After this, consider yourself well prepared to use [High Jump xx Kasumi Gake] more often in matches. Even though you probably won’t use this combo, it’s very impor-tant to give this one a go before you give up on High Jumps.

Are you getting EX Raida instead of Yoroitoshi? Take a look at your INPUT DISPLAY on the left of the Train-ing Mode screen. Take a look at the very last input, you should see this:

If you see this as your last input, and you’re still getting EX Raida, find this input:

If both of these exist, then you’re just doing the movements too slowly, or they’re not accurate. Practice Yoroitoshi on its own, and then try again.

Page 7: Ibuki Player Guide Rev. 2

High Jump Cancel Training

Ibuki TRIVIA - Did you know...

Ibuki hates Guy’s stuck-up attitude towards being a ninja, but that’s not the only reason, he’s just plain weird! Once, Ibuki wanted to fight Guy, but he dodged the challenge by distracting her with a potato (to eat).

• cr.HP xx High Jump xx Neckbreaker• cr.MP xx High Jump xx Hashinsho• cr.LP, st.LP, st.MK xx High Jump xx Hashinsho• Target Combo 4 xx High Jump xx Yoroitoshi• cr.LK, cr.LP, st.LP, cr.HK xx st.HK xx High Jump xx [Kasumi Gake] (AE Only)

A High Jump cancel (otherwise known as a Super Jump cancel or SJC) is per-formed by inputting [Down] then [Up] during a move. Not every move can be cancelled into a jump, and most of the time you won’t actually want to, but if you want to combo into Ibuki’s Ultra Combos, there’s no other way.

HIGH JUMP CANCELS (TROUBLESHOOTING) – “If you’re not get-ting the right combo, it’s YOUR fault...”

THIS MINI-GUIDE REFERS TO [Target Combo 4 xx High Jump xx Hashinsho]

• You get nothing [after the final hit]: Your inputs were way too fast!

• You get a High Jump, but no Ultra Combo: You didn’t input the KKK [at the cor-rect time].

• You get EX Kazegiri/EX Raida: Your inputs are still slightly too fast: More spe-cifically, you’re pressing the KKK buttons too early. You want to High Jump, and then link into the Ultra Combo. If you’re getting EX Kazegiri/EX Raida, then it’s because you’re cancelling TC4 straight into the Special Move instead of the High Jump.

• You get the High Jump, and then a random kick in the air: Your timing is off. More specifically, the gap between the High Jump and the KKK input is too large.

• You get Kasumi Gake (Command Dash) instead of Hashinsho: Check your in-puts. You’re not inputting the correct directions.

Combos and Challenges

Ibuki TRIVIA - Did you know...

In Super Gem Fighter: Mini Mix, Ibuki can transform into many different forms: Rolento to throw a kunai; a penguin to perform Hien; and a geisha to sing. She can also summon giant frogs with her Ninjustsu.

THE IMPORTANT COMBOS -- “Feel free to skip this sub-heading if you’ve played her trials, but them all a try!”

• Target Combo 4 xx [Neckbreaker] • st.LK xx st.MK xx [Neckbreaker] • (Close) st.LP xx st.MP (2-hit) xx cr.HK xx st.HK • cr.LK, cr.LP, st.MK xx [Neckbreaker] • cr.LK, Target Combo 4 xx [Neckbreaker] • st.MP, st.LP, st.MK xx [Neckbreaker] • f+MK, cr.LP, st.MK xx [Neckbreaker] • Hien xx Kasumi Suzaku • Target Combo 4 xx HK Tsumuji (3rd hit = low attack) • (Corner) st.MP, st.MP, st.MK xx EX Tsumuji, HK Kazegiri • Target Combo 4, st.LP, st.MK xx Neckbreaker • cl.st.HK, HK Kazegiri

You may have noticed already, but the harder combos are weaker. Well, that’s not exactly true once you start using what we call [Tsumuji Loops], and [High Jump] cancels. A [Tsumuji Loop] is a st.LP after LK Tsumuji!

CHALLENGE COMBOS -- “Sakonoko is famous for doing some of these hard combos in tournaments. You should check him out!”

ALL COMBOS TO BE DONE ON YUN, (OR DHALSIM) • st.MP, st.LP, st.LP, st.MK xx EX Neckbreaker • cr.LK, cr.LK, st.LP, st.LP, cr.MP xx HK Kazegiri • cr.MP, st.LP, f+LK xx EX Tsumuji, EX Raida • cl.st.HK, Yoroitoshi • f+MK, st.MK, HK Kazegiri xx MP Kasumi Suzaku • j.HP, cr.HP xx High Jump xx Hashinsho • st.MP, st.MK xx LK Kazegiri, st.LP, st.MK xx HK Tsumuji • TC4 xx LK Tsumuji, st.LP, st.MK xx EX Tsumuji, HK Kazegiri –FADC– cr.HP • j.HK, cr.HP xx High Jump xx LP Kunai, TC4, st.LP, st.MK xx HK Kazegiri xx MP Kasumi Suzaku “shmickmik” is one of the sickest Ibuki players in the world; watch him pull of the combo in RED: http://youtube.com/user/shmickmik

Page 8: Ibuki Player Guide Rev. 2

Okizeme and Kasumi Gake

Ibuki TRIVIA - Did you know...

Fitting all of this important information onto one page wasn’t such a good idea, but sometimes the life of a ninja is a hard and puzzling one. I’m sure Ibuki cuts corners with her homework too.

Okizeme refers to limiting an opponent’s options while they are knocked down. You may have heard about Ibuki’s Kunai Vortex. We will be looking at how to practice Ibuki’s Kunai Vortex, and how it is escaped by each character (next page). We will also explore the uses of Kasumi Gake (pronounced Gah-Keh). Ibuki’s Kunai Vortex is the very foundation of the character. The plan is to try and knock the opponent over to start the vortex, and to keep the vortex going by using a combo that initiates another knockdown.

• Go to TRAINING • Select Ibuki as your character. • Select Ryu as your opponent. • Press Start, and select TRAINING OPTIONS • Choose ACTION -> RECORD • Repeatedly Perform LP Shoryuken • Choose ACTION -> PLAYBACK • Hit Ryu with Neckbreaker, or MK Tsumuji (3rd hit = low attack) • Practice Jumping Forward, and Throwing a LP Kunai

You need to understand that Ibuki’s Kunai Vortex shouldn’t hit the same area every time; otherwise the op-ponent will always block the correct direction. You want to practice this over and over until you see Ryu get hit in different positions, or completely missing Ibuki with the LP Shoryuken. KASUMI GAKE – “If only Ibuki had an EX version of this move.”

Kasumi Gake is commonly known as Ibuki’s [Command Dash]. It is used to move Ibuki closer to her opponent, and sometimes, behind her opponent. Below are a couple of combos/strings that we want you to try out.

• (Close) st.LP xx st.MP (2hit) xx cr.HK xx st.HK xx High Jump xx HK Kasumi Gake -> f+MK, cr.LP, st.MK xx Neckbreaker • cl.st.HK xx High Jump xx cr.HP

What you need to understand is that Kasumi Gake has a long recovery time. Good players are able to react to it, and start blocking the correct way. Despite this, it works as a frame-trap since you can go straight into an overhead or throw. The best uses of Kasumi Gake however, are as part of Ibuki’s Kunai Vortex, or to extend an anti-air combo.

• Neckbreaker -> LK Kasumi Gake -> HK Kasumi Gake • Neckbreaker -> LK Kasumi Gake -> LP Kunai • (Anti-air) Ageman (1-hit) xx LK Kasumi Gake, st.HK, HK Kazegiri Ibuki is able to deal a lot of damage or stun with an anti-air. Play around with [Ageman (1-hit) xx LK Kasumi Gake] with Raida and cr.HP instead of st.HK. Think of it as an air-combo.

Escaping The Kunai Vortex

Ibuki TRIVIA - Did you know...

The top ranking Ibuki player in Europe is known as F-Word, who regularly attend a local tournament called WinnerStaysOn. Players usually include the likes of Ryan Hart.

If an opponent back-dashes, it puts them into a juggle state. Ibuki can combo with Ra-ida, but reacting to the juggle is unrealistic, and Raida is an unsafe attack. After the oppo-nent falls to the ground, it is still possible to use the vortex, but the timing is very strict.

Every character can [Focus Dash] out of the vortex, but depending on which direc-tion they choose to dash, they either back away from Ibuki, or run into her face. Technical-ly, it’s not a real solution, since if they dash the wrong way they’re susceptible to more damage.

Ibuki’s Kunai Vortex (when timed perfectly) will not allow moves to auto-correct. Some characters rise off the ground faster (or slower) than others. Timing needs to be adjusted accordingly.

EX Soul Spiral

& Shout of Earth (Anti-Air)

Page 9: Ibuki Player Guide Rev. 2

Understanding Cubes

Ibuki TRIVIA - Did you know...

If you use Ibuki’s Alternate Costume in SUPER Street Fighter IV(: Arcade Edition), you will notice that she pulls down an imaginary mask down, and pulls out a kunai. Perhaps she hides it in her mouth?

CUBES – “Courtesy of Air (Ryu), let’s Describe Spacing systematically.”

When you select TRAINING, the Stage will always be [Training Room]. Apart from looking like the least imaginative stage with hardly any geometry, it’s actually rather good for prac-ticing spacing. You have to do the training yourself however, otherwise you won’t memo-rise move ranges. Only experience can help you here.

Ryu and Sakura are [4 Cubes (4C)], or[20 Little Cubes (20b)] apart. In the back you can [2 Air Cubes (2A)]. We won’t be using Air Cubes often, because of how diffi-cult it is to measure in real time. It may seem complicated at first, but don’t fret.

Different characters have different walk speeds, and different moves. This is what makes Street Fighter IV complicated. Sometimes, you’re at a disadvantage, just because the dis-tance between you and your opponent.

Please consider these cubes when you practice footsies in Training Mode. Eventually you will be able to visualise this grid in any stage, and then you will always be able to do things like Ibuki’s slide at the correct range.

Advanced Techniques

Ibuki TRIVIA - Did you know...

Ibuki is able to kara-cancel Kasumi Gake with a Raida, showing her after-image before grabbing her oppo-nent. This has no practical use however, but Sakonoko has used it in matches (presumably showing off).

TICK-THROWS • cr.LK, cr.LK -> Kara-Throw • cr.LP, cr.LP -> Throw (walk)Note: “Technically any throw attempt after stun is a tick-throw, but the set-ups above are hit-confirm-able into combos.”

ANTI-AIRS • cr.HP (Far) • Ageman xx Kasumi Gake, st.HK, HK Kazegiri (Jump-in/Close) • cl.st.HK , HK Kazegiri (Vertical)

REVERSAL BAITS • Target Combo 4, st.LP • f+LK • f+LK xx LK Tsumuji • st.LP, st.MK xx LK Tsumuji

FRAME-TRAPS • TC4, cr.LP, st,MK • MK Tsumuji (2-hits), st.LP (Standing) or. [f+LK xx EX Tsumuji] • cr.LP, st.LK xx st.MK

MEATIES/COUNTER HIT FOLLOW-UPS • cr.MK, st.MK (Close) or. f+LK (Far) • cr.MP, st.LP

SAFE-JUMPS • Neckbreaker -> Ageman -> j.HP(+MK) • Neckbreaker -> f.Dash -> nj.LK • Raida -> LK Kasumi Gake -> sj.MK • Raida -> MK Kasumi Gake -> sj.HP • EX Neckbreaker -> f.Dash, wait~1f -> j.HP • Yoroitoshi -> f.Dash -> j.HP • f.Throw -> cr.LP -> nj.MK

AMBIGIOUS JUMP-INS • b.Throw -> f.Dash -> sj.LK • Neckbreaker -> (walk) -> sj.LK • (Corner) EX Tsumuji -> cr.HP -> j.LK (only works on specific characters) • Neckbreaker -> step back -> sj.MK • EX Neckbreaker -> MK Kasumi Gake -> j.LK • EX Neckbreaker -> LK Kasumi Gake -> sj.LK

KASUMI GAKE FOLLOW-UPS “After cr.HK xx st.HK xx High Jump xx” • HK Kasumi Gake -> cr.LK, TC4 • HK Hien • HK Kasumi Gake -> Hammer Kick, cr.LP

PUNISHES WITH ULTRA COMBOS • Most Overheads (Sakura f+MK) [U2] • Most cr.HKs (Abel, Akuma, Ryu, Ibuki) [U2] • Shoryuken FADC f.Dash [U1]

Page 10: Ibuki Player Guide Rev. 2

Ibuki vs. Ryu

Ibuki TRIVIA - Did you know...

Zoning is a psychological tactic that makes you ready for the expected. With one correct read, you can start Ibuki’s vortex, and move on to winning the round in seconds. Be patient, yet unpredictable!

When zoning with Ibuki you have to keep in mind her lack of defensive options. If you find yourself in a block-string without a bar of meter you have no reversal DP. Ibuki’s optimum range against most of the cast (excluding M. Bison (Dictator), Chun-Li, and Fei-Long) is roughly starting range, just a little closer (about 1b). The reason for this is all because Ibuki’s Ageman (anti-air), Sazan (slide), cr.MP (OS Neckbreaker), and High Jump are all great options that puts her opponents (usually) to a stop.

However, once you start playing against stronger opponents, you’ll find that there is an answer to just about every option Ibuki has. Some characters can even beat her Ageman. Besides knowing your opponents offen-sive options, you’ll need to know their defensive options. To get you started, let’s deconstruct the match-up vs. Ryu, as it will cover the majority of the match-ups in the game.

Optimum Range -> you can reach this at the start of every round by taking a baby step forward. When it’s not the beginning of the round, you’ll want to be trying to tackle your opponent’s movements to take this space. Once you’re in optimum range, you’ll be looking out for Ryu’s options: if he jumps in, Ageman will work as an anti-air; if he throws a fireball, Ibuki can slide underneath (and sometimes chain a combo); if he performs Tatsumaki Senpuukyaku, cr.HP may punish.

Of course, this assumes you have pretty good reactions, but if you know what you’re looking for it’s easy. Fur-thermore, as the match progresses, the options change drastically in Ibuki’s favour. Fireballs may be punished with EX Neckbreaker or Hashinsho, or Ibuki can even punish a Tatsumaki Senpuukyaku with Hien xx Super.

Beware of using LK Tsumuji on Ryu when he has a full Super meter, because he can punish it was Shinkuu Hadouken on block.

Option Selects

Ibuki TRIVIA - Did you know...

..-.....--.-.. <-- That is how you write Ibuki is Morse Code. Did you know Ibuki is a boy’s name?

The idea behind an option-select is to limit your opponent’s defensive options. A simple one is cr.LP, then cr.LP + cr.HK. If your opponent backdashes, Ibuki will sweep them, but if they don’t, the next cr.LP will come out. This works because you cannot chain cr.LP with a cr.HK. You do this as fast as you would do two cr.LPs on someone, leaving no gap for them to do anything in between.

Option Select vs. Dictator

Safe-Jumping RyuRyu has what we call a 3-frame DP. This means that what you use as safe-jumps for other characters might not work on Ryu.

Firstly is an UNBLOCKABLE Ibuki can do after EX Neckbreaker (which works on a few more characters): EX Neckbreaker -> MK Kasumi Gake -> j.LK

- This is a true unblockable, however it does have strict timing. Please look at this YouTube video for direction and more information: http://youtube.com/watch?v=mwZebPk8Cig

Another thing that is very important is knowing that can happen to an ambiguous cross-up if you play a skill Ryu player. On page 17 there was a set-up which read: Neckbreaker -> step back -> sj.MK

- This will beat any REVERSAL Shoryuken, but a skilled Ryu player can delay one to hit Ibuki out of the air. Please watch this video: http://youtube.com/watch?v=WmFddxItwRw

Knockdown with Neckbreaker ->Jump Toward (or HK Kasumi Gake x2) ->Meaty cr. MP xx MK Tsumuji ->Option Select with HP Neckbreaker.

- He is crossed up removing EX Psycho Crusher and EX Knee Press options (and Ultra II in AE).

- If he uses EX Headstomp, Ibuki Neckbreakers to safety.

- If he teleports he gets caught by Neckbreaker.

- If he jumps he gets hit with the meaty cr.MP xx MK Tsumuji.

- If he blocks he blocks the meaty cr.MP xx MK Tsumuji.

- If he uses Ultra II, Ibuki can block in time.

- If he uses EX Devil’s Reverse toward Neckbreaker, he will be crossed up by a whiffed Neckbreaker, and will land vulnerable next to Ibuki (who recov-ers first).

- If he uses EX Devil’s Reverse away from Neck-breaker, he ends up full screen away.

- You can Option Select a back-dash with Neckbreaker after a jump-in.

- Against Abel, you can Option Select [Yoroitoshi], which will grab his Marseilles Roll.

- As previous mentioned, you can Option Select Neckbreak-er with cr.MP. The Neckbreak-er will only come out of the cr.MP connects, so this will get people dashing in.

- When you safe-jump one of the twins (Yun/Yang), Option Select with Raida.

Page 11: Ibuki Player Guide Rev. 2

Action Startup Active Recovery Adv. Block Adv. HitLP (Far) 3 2 5 +4 +8MP (Far) 5 4 6 +2 +6HP (Far) 12 4 16 ‐2 +2LK (Far) 5 4 9 ‐2 +1MK (Far) 6 4 14 ‐4 +1HK (Far) 10 3 17 ‐2 +2LP (Close) 3 2 10 0 +3MP (Close) 7 4 18 ‐6 ‐2HP (Close) 6 4 23 ‐5 ‐‐‐‐‐LK (Close) ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐MK (Close) ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐HK (Close) ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐LP (Crouching) 4 3 6 +3 +6MP (Crouching) 8 7 7 0 +3HP (Crouching) 9 3 18 ‐3 +2LK (Crouching) 4 2 8 +1 +4MK (Crouching) 6 5 9 0 +3HK (Crouching) 6 2 25 ‐9LP (Neutral Jump) 6 7 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐MP (Neutral Jump) 6 7 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐HP (Neutral Jump) 9 5 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐LK (Neutral Jump) 6 12 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐MK (Neutral Jump) 6 7 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐HK (Neutral Jump) 7 3 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐LP (Jump) 6 6 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐MP (Jump) 7 8 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐HP (Jump) 11 5 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐

SUPER STREET FIGHTER 4 ‐ IBUKI FRAME DATAfrom Prima Strategy Guide

prepared by Cicada

LK (Jump) 4 8 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐MK (Jump) 8 7 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐HK (Jump) 8 5 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐Agemen (B+MP) 6 3 10 0 +4Backhand 15 2 20 ‐4 0Spin Kick (F+LK) 4 4 9 ‐1 +2Reverse Spin Kick (B+MK) 10 2 17 0 +4Hamme Kick (F+MK) 26 2 10 +3 +5Sazan (DF+MK) 7 11 11 ‐11 ‐5Bansho Kick (F+HK) 13 2 21 ‐5 ‐1LP > MP ‐‐‐‐‐ ‐‐‐‐‐ 11 ‐1 +3LP > MP > HP ‐‐‐‐‐ ‐‐‐‐‐ 10 +1 +4LP > far MP ‐‐‐‐‐ ‐‐‐‐‐ 9 +2 +5LP > far MP > F+LK ‐‐‐‐‐ ‐‐‐‐‐ 9 ‐1 +2LP > MP > D+HK ‐‐‐‐‐ ‐‐‐‐‐ 25 ‐9 ‐‐‐‐‐LP > MP > D+HK > HK ‐‐‐‐‐ ‐‐‐‐‐ 18 ‐7 ‐‐‐‐‐HP . D+HK ‐‐‐‐‐ ‐‐‐‐‐ 25 ‐9 ‐‐‐‐‐HP > D+HK > HK ‐‐‐‐‐ ‐‐‐‐‐ 18 ‐7 ‐‐‐‐‐LK > MK ‐‐‐‐‐ ‐‐‐‐‐ 16 ‐4 +1LK > MK > HK ‐‐‐‐‐ ‐‐‐‐‐ 18 ‐3 +1Kunai 7 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐EX Kunai 8 ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐ ‐‐‐‐‐LP Neck Breaker 15 10 16 ‐13 ‐‐‐‐‐MP Neck Breaker 15 12 17 ‐13 ‐‐‐‐‐HP Neck Breaker 15 21 19 ‐13 ‐‐‐‐‐EX Neck Breaker 15 14 19 ‐13 ‐‐‐‐‐

LP Raida 6 5 25 14MP Raida 6 5 27 16HP Raida 6 5 29 18EX Raida 6 5 20 9LK Kasumi Gake 20MK Kasumi Gake 22HK Kasumi Gake 24LP Tsujigoe 54MP Tsujigoe 57HP Tsujigoe 61LK Kazegiri 5 13 25 27MK Kazegiri 7 13 28 30HK Kazegiri 9 13 25 27EX Kazegiri 5 7(2)8 39 26LK Tsumuji 12 2(10)2 16 4 +3MK Tsumuji 15 2(12)2 14 0 +4HK Tsumuji 15 2(13)2 20 4 0EX Tsumuji High Finish 12 2(10)2(10)2(10)2 9 2EX Tsumuji Low Finish 12 2(10)2(10)2(10)3 12 1Tsumiji Followup high 5 1 17 3 +1Tsumuji Followup Low 8 1 16 2LK Hien 25 7 17 28 23MK Hien 27 7 17 29 31HK Hien 27 7 17 28 25EX Hien 36 42 10Yami Kazura 3 2 20Uki Yami 3 2 20Tobizaru 3 2Focus Attack (Level 1) 21 2 34 20 20Focus Attack (Level 2) 18+11 2 34 14Focus Attack (Level 3) 65 2 34Kasumi Suzaku 1+7Kasumi Suzaku 1+7Yoroitoshi 1+1 2(10)17 77 5 1Hashinsho 1+9 2(2)2(15)2(26)3(8)2 71 63

MK (Far) has a Startup of 5-frames in Arcade Edition.LK (Far) has a Startup of 4-frames in Arcade Edition.

Page 12: Ibuki Player Guide Rev. 2

SPECIAL THANKSRamzi (RMZ) - “Thank you for introducing me into the Street Fighter community. I’d probably still be playing RPGs, or Ninja Gaiden Black, if you didn’t beat me so bad when SUPER came out.”

FoRE GoD VII - “Remember that legendary Makoto mirror match? My first student; you got me into teaching!”

RedCaliburn - “Quite possibly the most commited-to-learn player out there. Kenzan!”

Ryan Hart aka. Prodigal Son - “For representing the UK and put-ting us on the map. No doubt the best from Britain!”

F-Word - “A lot of what I know comes from “spying” on your Ibuki!”

MingoDynasty - “For proof-reading and overseeing this book.”

I’d like to also thank littlesushi, NVNiko, dime-x, and the rest at the SRK Ibuki forums for sticking together, and keeping it (real) strictly about practical theory.

The Ibuki PLAYER GUIDE was written by Izuna Theophilou. If you wish to get in contact please do it via the Shoryuken.com forums, or via email at [email protected].

Train harder!