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PROOVE NINJUTSU IS BETTER THAN KARATE WITH THE DETAILED

IBUKI x RYU FEATURE

1000s of Hours of Research Streamlined for YOUR Convenience!

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PLAYER GUIDE REVISION 2

Ibuki

----------------------------Master The Art Of Ninjustu

First of all, thank you for picking up this guide! Despite owning 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, Ive been learning the character through teaching others over Xbox LIVE.

Table of Contents
PAGE (#) | Content

Hopefully Ill 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 [izuna@wafighters.com]

WHY THIS GUIDE HAS BEEN MADE

4. Introducing Ibuki 5. Normal Attacks 6. Unique Attacks 7. Special Moves 8-9. Anti-air Moves 10. Ultra Combos 11. High Jump Cancels 12. High Jump Cancel Training 13. Combos and Challenges 14. Okizeme and Kasumi Gake 15. Escaping The Kunai Vortex 16. Understanding Cubes 17. Advanced Techniques 18. Option Selects 19. (FEATURE) Ibuki vs. Ryu ~ including an unblockable! 20-21. Frame Data 22. Special Thanks
Ibuki TRIVIA - Did you know...

I would like to put emphasis on the fact that the data in this guide isnt all mustered up by one Ibuki player. This is a collaboration of everything 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.

REFERENCE MATERIAL

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.

Introducing Ibuki
STAMINA: STUN: WALK-SPEED: DASH-SPEED: BACKDASH-SPEED: 900 950 24th 18-frames 28-frames

Normal Attacks
Standing Medium Kick: with a 5-frame start-up (AE), this is a special 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 probably Ibukis 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 Ibukis hit-box, this can be used to escape various moves such as Guys 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: well go into detail about this move later, but it is a launcher thats 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 its mainly used to beat fast moving attacks like FeiLongs Rekka. Crouching Medium Punch: very important for stopping fast moving attacks, this is special cancellable, and High Jump cancellable. Sometimes used as a meaty attack, it can be combined with Neckbreaker as an option select to punish dashes.

Ibuki may be considered as an easy-to-use, hard-to-master character. Her typical gameplay is based on knocking her opponents down, and attacking them while they get up. With high damaging combos, and many ambiguous tools, she can quickly shift the momentum of the match in her favour. Her drawbacks then, are that her entire gameplay revolves around her opponents defensive abilities. That being said, she has a harder time fighting 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 consistently places high in tournaments all over the world; rarely however, coming 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...

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.

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!

Ibuki TRIVIA - Did you know...

Unique Attacks
HAMMER KICK (f+MK) -> Combo-able overhead, safe on block. Pretty slow, but hops over some fireballs and attacks. Can be cancelled into from b+MK. AGEMAN (b+MP) -> Ibukis 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/Kazegiri for a combo. SAZAN (df+MK/slide) -> Ibukis 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 Sagats 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
NECKBREAKER (hcf+P) -> EX version goes through projectiles (including Sonic
Hurricane). The normal version is what is used to set up Ibukis 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. sions may cause an [Untechable Knockdown] if the [3rd-hit = low attack]. Less damaging than Neckbreaker, but not as unsafe on block. EX version is used for wall combos. Range on knockdown is variable!

TSUMUJI (qcb+K) -> LK version is used for Tsumuji Loops. MK and HK ver-

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.

KAZEGIRI (dp+K) -> EX version is the only move Ibuki has that make her invincible

HIEN (reverse dp+K) -> All version are overhead attacks (must be blocked

standing). Hien is unsafe on hit unless EX, or cancelled into Kasumi Suzaku. Dont use this attack unless you have a full Super Combo gauge.

no invincibility with any version, and they all put Ibuki at a frame-disadvantage.

KASUMI GAKE (qcf+K) -> HK version makes Ibuki go through characters. There is

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 Dhalsims from afar), but the timing is very strict.
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.

KASUMI SUZAKU (qcfx2+P) -> Ibukis Super Combo has many uses. It may be

The highest ranking Ibuki player in the world is named Iyo. He went up to a player in the arcades and firmly said: Dont film anymore of my matches. Just like Ibuki, he keeps his Ninjustu a secret.

Ibuki TRIVIA - Did you know...

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

Ibuki TRIVIA - Did you know...

Anti-air Moves I

Ageman is good as always, but its 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 Ibukis favor.

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.

Anti-air Moves II

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

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.

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 causes a juggle-state, but it cannot be special cancelled. However, cr.HP or Kazegiri will connect after.

EX Kazegiri is champ when you want a braindead antiair, but it costs meter. It doesnt exactly allow a followup compared to the other anti-airs, but at least it can be done late, and will almost never trade.

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!

Ibuki TRIVIA - Did you know...

If you search on YouTub e The Power of Raida, youll come across a showcase video of Ibuki grabbing various different moves and Ultra Combos with her Raida. Impractical, but very cool to see!

Ibuki TRIVIA - Did you know...

Ultra Combos
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 doesnt connect, she throws out an orb instead, which may cause a jumping opponent to fall to the ground. 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


HIGH JUMP TRAINING Unless youre a master at this already, or you dont want to beat people up with the strongest Kunoichi in fighting games, skip this sub-heading. Otherwise, practice!
This one is whats required of your to complete Ibukis Trial #24. In the usual notation its [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, dont rush this. Keep practicing until youve 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 isnt going to help you be consistent. If youre having troubles, just do the kicks with the High Jump, and watch when Ibuki jumps. Thats when you want to press the final kick. When youve done this twice, move on.

HASHINSHO (Ultra II) -> This Ultra Combo passes throw pro-

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 wont use this combo, its very important 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 Training Mode screen. Take a look at the very last input, you should see this:

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

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

In Super Gem Fighter: Mini Mix, Ibuki escapes the ninja village to visit Harajuku, Tokyo. Ibuki even had to beat up Sakura because she wouldnt tell her where the ice cream shop was. How immature!

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 Makotos challenges day in, day out, hoping that her classmates dont suspect shes a ninja.

Ibuki TRIVIA - Did you know...

High Jump Cancel Training


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 performed by inputting [Down] then [Up] during a move. Not every move can be cancelled into a jump, and most of the time you wont actually want to, but if you want to combo into Ibukis Ultra Combos, theres no other way.

Combos and Challenges


THE IMPORTANT COMBOS -- Feel free to skip this sub-heading if
youve played her trials, but them all a try!

HIGH JUMP CANCELS (TROUBLESHOOTING) If youre not getting the right combo, its 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 didnt input the KKK [at the correct time]. You get EX Kazegiri/EX Raida: Your inputs are still slightly too fast: More specifically, youre pressing the KKK buttons too early. You want to High Jump, and then link into the Ultra Combo. If youre getting EX Kazegiri/EX Raida, then its because youre 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 inputs. Youre not inputting the correct directions.

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, thats 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!
hard combos in tournaments. You should check him out!

CHALLENGE COMBOS -- Sakonoko is famous for doing some of these


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


Ibuki TRIVIA - Did you know...

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

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.

Okizeme refers to limiting an opponents options while they are knocked down. You may have heard about Ibukis Kunai Vortex. We will be looking at how to practice Ibukis Kunai Vortex, and how it is escaped by each character (next page). We will also explore the uses of Kasumi Gake (pronounced Gah-Keh). Ibukis 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 Ibukis Kunai Vortex shouldnt hit the same area every time; otherwise the opponent 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.

Okizeme and Kasumi Gake

Escaping The Kunai Vortex


If an opponent back-dashes, it puts them into a juggle state. Ibuki can combo with Raida, but reacting to the juggle is unrealistic, and Raida is an unsafe attack. After the opponent 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 direction they choose to dash, they either back away from Ibuki, or run into her face. Technically, its not a real solution, since if they dash the wrong way theyre susceptible to more damage. Ibukis 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.

& Shout of Earth (Anti-Air)

KASUMI GAKE If only Ibuki had an EX version of this move.


Kasumi Gake is commonly known as Ibukis [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 Ibukis 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 EX Soul Spiral

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.
Ibuki TRIVIA - Did you know... Ibuki TRIVIA - Did you know...

Fitting all of this important information onto one page wasnt such a good idea, but sometimes the life of a ninja is a hard and puzzling one. Im sure Ibuki cuts corners with her homework too.

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.

systematically.

CUBES Courtesy of Air (Ryu), lets Describe Spacing

Understanding Cubes

Advanced Techniq ues


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-confirmable into combos.

SAFE-JUMPS

When you select TRAINING, the Stage will always be [Training Room]. Apart from looking like the least imaginative stage with hardly any geometry, its actually rather good for practicing spacing. You have to do the training yourself however, otherwise you wont memorise move ranges. Only experience can help you here.

ANTI-AIRS

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

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

AMBIGIOUS JUMP-INS

REVERSAL BAITS

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

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

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

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

Ryu and Sakura are [4 Cubes (4C)], or[20 Little Cubes (20b)] apart. In the back you can [2 Air Cubes (2A)]. We wont be using Air Cubes often, because of how difficult it is to measure in real time. It may seem complicated at first, but dont fret. Different characters have different walk speeds, and different moves. This is what makes Street Fighter IV complicated. Sometimes, youre at a disadvantage, just because the distance 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 Ibukis slide at the correct range.
Ibuki TRIVIA - Did you know...

PUNISHES WITH ULTRA COMBOS

MEATIES/COUNTER HIT FOLLOW-UPS


cr.MK, st.MK (Close) or. f+LK (Far) cr.MP, st.LP

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

If you use Ibukis 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?

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

Ibuki TRIVIA - Did you know...

The idea behind an option-select is to limit your opponents defensive options. A simple one is cr.LP, then cr.LP + cr.HK. If your opponent backdashes, Ibuki will sweep them, but if they dont, 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 Selects

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. Ibukis 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 Ibukis 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, youll find that there is an answer to just about every option Ibuki has. Some characters can even beat her Ageman. Besides knowing your opponents offensive options, youll need to know their defensive options. To get you started, lets 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 its not the beginning of the round, youll want to be trying to tackle your opponents movements to take this space. Once youre in optimum range, youll be looking out for Ryus 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 youre looking for its easy. Furthermore, as the match progresses, the options change drastically in Ibukis 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.

Ibuki vs . Ryu

Option Select vs. Dictator

- You can Option Select a backdash 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 Neckbreaker with cr.MP. The Neckbreaker 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.

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 Devils Reverse toward Neckbreaker, he will be crossed up by a whiffed Neckbreaker, and will land vulnerable next to Ibuki (who recovers first). - If he uses EX Devils Reverse away from Neckbreaker, he ends up full screen away.

Safe-Jumping Ryu

Ryu 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
Ibuki TRIVIA - Did you know... Ibuki TRIVIA - Did you know...

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

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

SUPERSTREETFIGHTER4IBUKIFRAMEDATA
fromPrimaStrategyGuide
Action LP(Far) MP(Far) HP(Far) LK(Far) MK(Far) HK(Far) LP(Close) MP(Close) HP(Close) LK(Close) MK(Close) HK(Close) LP(Crouching) MP(Crouching) HP(Crouching) LK(Crouching) MK(Crouching) HK(Crouching) LP(NeutralJump) MP(NeutralJump) HP(NeutralJump) LK(NeutralJump) MK(NeutralJump) HK(NeutralJump) LP(Jump) MP(Jump) HP(Jump) LK(Jump) MK(Jump) HK(Jump) Agemen(B+MP) Backhand SpinKick(F+LK) ReverseSpinKick(B+MK) HammeKick(F+MK) Sazan(DF+MK) BanshoKick(F+HK) LP>MP LP>MP>HP LP>farMP LP>farMP>F+LK LP>MP>D+HK LP>MP>D+HK>HK HP.D+HK HP>D+HK>HK LK>MK LK>MK>HK Kunai EXKunai LPNeckBreaker MPNeckBreaker HPNeckBreaker EXNeckBreaker Startup 3 5 12 5 6 10 3 7 6 4 8 9 4 6 6 6 6 9 6 6 7 6 7 11 4 8 8 6 15 4 10 26 7 13 7 8 15 15 15 15 preparedbyCicada Active 2 4 4 4 4 3 2 4 4 3 7 3 2 5 2 7 7 5 12 7 3 6 8 5 8 7 5 3 2 4 2 2 11 2 10 12 21 14 Recovery 5 6 16 9 14 17 10 18 23 6 7 18 8 9 25 10 20 9 17 10 11 21 11 10 9 9 25 18 25 18 16 18 16 17 19 19 Adv.Block +4 +2 2 2 4 2 0 6 5 +3 0 3 +1 0 9 0 4 1 0 +3 11 5 1 +1 +2 1 9 7 9 7 4 3 13 13 13 13 Adv.Hit +8 +6 +2 +1 +1 +2 +3 2 +6 +3 +2 +4 +3 +4 0 +2 +4 +5 5 1 +3 +4 +5 +2 +1 +1

LP Raida MP Raida HP Raida EX Raida LK Kasumi Gake MK Kasumi Gake HK Kasumi Gake LP Tsujigoe MP Tsujigoe HP Tsujigoe LK Kazegiri MK Kazegiri HK Kazegiri EX Kazegiri LK Tsumuji MK Tsumuji HK Tsumuji EX Tsumuji High Finish EX Tsumuji Low Finish Tsumiji Followup high Tsumuji Followup Low LK Hien MK Hien HK Hien EX Hien Yami Kazura Uki Yami Tobizaru Focus Attack (Level 1) Focus Attack (Level 2) Focus Attack (Level 3) Kasumi Suzaku Yoroitoshi Hashinsho

6 6 6 6 20 22 24 54 57 61 5 7 9 5 12 15 15 12 12 5 8 25 27 27 36 42 3 3 3 21 18+11 65 1+7 1+1 1+9

5 5 5 5

25 27 29 20

14 16 18 9

13 13 13 7(2)8 2(10)2 2(12)2 2(13)2 2(10)2(10)2(10)2 2(10)2(10)2(10)3 1 1 7 7 7 2 2 2 2 2 2 2(10)17 2(2)2(15)2(26)3(8)2

25 28 25 39 16 14 20 9 12 17 16 17 17 17 20 20 34 34 34 77 71

27 30 27 26 4 0 4 2 1 3 2 28 29 28 10

+3 +4 0

+1 23 31 25

20 14

20

5 63

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

SPECIAL THANKS
Ramzi (RMZ) - Thank you for introducing me into the Street Fighter
community. Id probably still be playing RPGs, or Ninja Gaiden Black, if you didnt beat me so bad when SUPER came out. My first student; you got me into teaching!

FoRE GoD VII - Remember that legendary Makoto mirror match? RedCaliburn - Quite possibly the most commited-to-learn player
out there. Kenzan!

ting us on the map. No doubt the best from Britain!

Ryan Hart aka. Prodigal Son - For representing the UK and putF-Word - A lot of what I know comes from spying on your Ibuki! MingoDynasty - For proof-reading and overseeing this book.

Id 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 izuna@wafighters.com.

Train harder!

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