Street Fighter Iii

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Street Fighter III: Third Strike: Ibuki by dosetsu213 Version 1.5, Last Updated 2001-05-28 View/Download Original File Hosted by GameFAQs Return to Street Fighter III: Third Strike (DC) FAQs & Guides Liked this FAQ? Click to recommend it to other GameFAQs users.

--------------------------------|-STREET FIGHTER 3: 3rd Strike | --------------------------------|---Character: IBUKI |---by: D. Pham .aka. dosetsu213 ([email protected]) |---Version 1.5 of May 2001 |---file size(33.6 K) |---Best viewed in: WordPad |---Can be viewed in: Word, MS-DOS Editor(a bit shaky) Legal info: =========== Copyright 2001 Huy Pham This FAQ may not be reproduced any way, shape, or form. It may not be placed on a profitable web page or be used in any profitable organization(ie. magazines, strategy guides, etc.) without my permission, ask for permission at ([email protected]). If you are to post this FAQ anywhere, profitable or not, ask me before hand at my email address, and this FAQ may not be altered in any way. This FAQ may be posted in its original, unaltered form on any freely accessible web site, ensuring that the original author of the FAQ is recognized as the author. Street Fighter series is copyright (c) Capcom of Japan and (c) Capcom of America. FAQ created by Huy Pham <[email protected]> CONTENTS ======== 1. Basic Information 2. Legend 3. Colors 4. Basic moves 5. Special moves 6. Super arts 7. Combos 8. CPU tactics 9. Overall tips 10. Credits 11. Revisions 1. BASIC INFORMATION ==================== Ibuki is one of the fastest characters in the game, second only to Yun. Due to the weakness of her attacks, combos must be used often and wisely. This faq assumes that you know all the basic sf3:3rd strike terminology, and basic techniques,(parrying, blocking etc.) There are basically two kinds of Ibuki players, really good Ibuki players, and really bad Ibuki

players, the bad ones tend to be people who've never played her before or just jump all around throwing daggers. She's one of the lesser chosen characters, but very effective for those who know how to use her. Of course you shouldn't try to be good with her unless you've got a whole lot of cash. It will take practice to get good with her, and a lot of quarters to get this practice. Maybe by reading this faq you can cut down on money spending. 2. LEGEND ========= General -------UB

U UF | / \ | / B--- N --- F / | \ / | \ DB D DF \

B U F D N

-

Back Up Foward Down Neutral

P - any punch K - any kick jp - jab punch(weak) mp - strong punch(medium) fp - fierce punch(strong) lk - short kick(weak) mk - foward kick(medium) hk - roundhouse kick(strong) Notation -------button1 + button2 = button1 and button2 pressed at same time button1(hold)<...> = hold down button, and while holding do whats inside<...> ex. F(hold) means while holding FOWARD, press in sequential order lp, mp, hp QCB = D, DB, B QCF = D, DF, F HCB = F, DF, D, DB, B HCF = B, DB, D, DF, F -3. COLORS ========= lp = default(tan clothing) mp = purple hp = faded gray with pale skin

lk = green mk = red hk = black and pale skin lp + mk + hp = gold and black outfit -4. BASIC MOVES =============== --lp-standing - ibuki does a quick jab crouching - ibuki does a low jab jumping - body horizontal, with fist out --mp-standing - ibuki hits with her palm, and can be doubled for an extra hit crouching - ibuki leans foward and one fist goes back and the other foward jumping - body horizontal, with palm out --hp-standing - spins foward with elbow, and can be doubled for an extra hit crouching - stands up, with an upwards palm hit jumping - body vertical, and hits with her back fist, hits twice --lk-standing - a kick to a shin crouching - a low kick jumping - a flying knee --mk-standing - a medium kick, if hit with FOWARD, it acts as an overhead, (close) she knees opponent crouching - a kick to the shin jumping - a far reaching jump kick --hk-standing - (close) leg goes vertical for multiple hits, (far) ibuki spin kicks. if hit with FOWARD, ibuki jumps and does the splits (overhead). crouching - a tripping attack jumping - an air overhead, where ibuki swings down with her heel --lk + lp--(throw) F + throw - Ibuki throws opponent over shoulder B + throw - Ibuki throws opponent over shoulder and reverses sides N + throw - Ibuki throws opponent over shoulder -5. SPECIAL MOVES ================ --Kunai-- (EX able) --------------------------------------------------

-Procedure: In Air: QCF + P (angle depends on strength of punch) -Description: Ibuki throws an air dagger EX - Ibuki throws two daggers -Comments: Good for chipping away at health and for retreating, and if you don't mind cheesing someone, if they have low health, EX this move for a victory. --Kubi Ori-- (EX able) -----------------------------------------------Procedure: QCF + P (distance depends on strength of punch) -Description: Ibuki slides on the ground, and if she hits, breaks opponents neck. EX - Ibuki slides faster, and on contact breaks opponents neck three times. -Comments: Good move if you know when to use it, but if blocked, she is left very vulnerable. --Tsukiji Goe-- (No EX) -----------------------------------------------Procedure: F, D, DF + P -Description: Ibuki does a parabolic leap over opponent. -Comments: At the peak of the jump you can use the Kunai. This move has limited uses primarily to get on the otherside of an opponent. --Raida-- (No EX) -----------------------------------------------------Procedure: HCB + P (distances depend on strength of punch) -Description: Ibuki grabs opponent, lifts arm, and knocks opponent back with a blast -Comments: This move is strong, and great to end some combos with. However, it can be blocked, but has little lag time afterwards. A good time to use it, is to dash in, and use it immediately, or jump in(without attacking) and use it upon landing. Most will fall for it. --Kasumi gake-- (No EX) --------------------------------------------------Procedure: QCF + K (distances depend on strength of kick) -Description: Ibuki runs foward -Comments:

Not that much to this move, just if you want to get under a jump. Unfortunately this move his some lag time to it where an opponent can attack you easily. --Kazekiri-- (EX able) ------------------------------------------------Procedure: F, D, DF + K (Height and distance dependant on strength) -Description: Ibuki leaps up with one foot vertical to kick up EX - Ibuki leaps up faster, and kick hits multiple times. -Comments: Great move to stop jump attacks, use the EX version against parryers. --Tsumuji-- (EX able) -------------------------------------------------Procedure: QCB + K (different strengths have different kick amounts) -Description: Ibuki does a series of slash kicks EX - Ibuki does the series of slash kicks quicker with more hits -Comments: A good mix up move. You can start out by using the hk version, and then at the third kick, hit down and hk for a sweep. This move can combo for extra damage. --Hien-- (EX able) ----------------------------------------------------Procedure: B, D, DB + K (distances vary with strength) -Description: Ibuki jumps foward, and if she makes contact kicks opponent twice EX - She jumps in quicker, and hits multiple times -Comments: A nice overhead as well as a good move to use in a mix up attack. You can use a raida and the Kasumi Sukazu after it. --Tobi En-- (No EX) ---------------------------------------------------Procedure: In Air & Opponent in Air: (close) mp or hp -Description: Ibuki's air throw -Comments: This one's new to me, but i would figure that it'd be a good follow up after an air parry. Also probably to take out those anti-parryiers who jump in w/o attacking. --Taunt-- (No EX) -----------------------------------------------------Procedure: hp + hk -Description:

Ibuki leap frogs off opponent and waves as she passes -Comments: Not really a special move, but fun. Can be blocked, and can be comboed. -6. SUPER ARTS ============= --Kasumi Suzaku-- (Can Store 3)-------------------------------------Procedure: In Air: QCF, QCF + P (press punch rapidly for more daggers) -Description: Ibuki throws down multiple daggers, at a 35 degree angle. -Comments: This super art is hard to use. Why? It can be seen coming, giving the opponent ample time to block. However, it is fun to use against those who like to parry the air shuriken, because you can cancel out the Kunai and go straight into this super. You can also hit an opponent if they're in the air as well, however, it will hit them until they hit the ground where it will miss. -Possible Combo use: This super art is extremely comboable, believe it or not. I used to think that it wasn't. But after messing around with the home version of this game, I found that there were a ton of combos for it. More so than the other super arts. Check the combo section for this. --Yoroi Dooshi-- (Can Store 1)--------------------------------------Procedure: QCF, QCF + P -Description: Ibuki grabs opponent, raises their elbow, and blasts them back. Also when used at a distance, Ibuki fires a big blast which goes from a big blast to a small one, which advances horizontally in the process. -Comments: This super art varies. Up close, this super art is a strong throw which knocks the opponent back, taking off 40% plus(depending on arcade settings). Far away, Ibuki shoots off a fire ball burst which hits the opponent multiple times. From what i've seen, the farther down the fire ball burst, the more damage it takes out. This super art is very good in the damage department, but takes a while to charge up, so this super should be used by more skilled

players. -Possible Combo use: This super art combos by this method-Jump in with a close mid-kick, and perform the yoroi dooshi then. |--Yami Shigure-- (Can Store 1)-------------------------------------Procedure: QCF, QCF + P -Description: Ibuki throws three daggers at an angle, and if any of the daggers hit, she advances back and forth the opponent, slashing them. -Comments: This super art can change throwing distances by changing the strength of the punch. Against human opponents, this super art is best comboed, but very easy to see coming. Against CPU opponents... most of the time you can just execute this super and they'll fall for it, but of course that all depends on the arcade settings, so it is always best to combo it. Also, to block this super, you have to block low. -Possible Combo use: Here is one way to get in this super-(Must be close) While N ==> lk, mk, Yami Shigure -7. COMBOS ========= note: N = neutral, which just means that you are not pushing on the joystick or in better words, just standing. Basis: 1) D + hk, N + hk Derivatives: 2) D + hk, N + hk, D, U then hk Note: Basically what you're doing is tripping them, then knocking them up, and quickly superjumping. At the peak of this super jump you can knock them down with a hk. If you are successful, Ibuki trips opponent, does a close standing hk, and then immediately superjumps and knocks the opponent down with an overhead roundhouse kick. Hard to do at first but well worth the work. Also, instead of hitting that last hk, trying using an air throw, ie the Tobi En(not sure it will work).

3)(close) D + hk, N + hk, mk or hk (timing essential) Note: Here's a little trick, after ending with a mk, use your Yami Shigure as they land, don't forget to judge their distance, and use the correct strength of the super art. This does not combo, but most people do not expect it. 4) lp, mp, mp, D + hk, N + hk Note: must be done quickly.. the strong punches especially 5)(close) hp, D + hk, N + hk 6) D + hk, N + hk, D, U, (QCF, QCF + P : press P repeatedly) Note: Tested in 2nd Impact, chances are it'll work in 3rd Strike 7) D + hk, N + hk, D, U, F + mp (air throw/Tobi En) Note: This combo is untested, but has potential. Basis: 8) lp, mp Derivatives: 9) lp, mp, hp 10) lp, mp, hp, QCB + K (press kick repeatedly) 11) F(hold) DF, D, DB, B + hp or lp, mp, HCB + hp Note: This method requires you to do HCB quicker 12) F(hold) DF, D, DB, B + hp or lp, mp, hp, HCB + fb Note: This method requires you to do HCB quicker 13) lp, mp, hp, hp + hk (comboed taunt) 14) lp, mp, hp, QCF + lp (EX able) Note: Dead sure it works in 2nd Impact, probably will work in 3rd Strike Basis: 15) lk, mk Derivatives: 16) lk, mk, hk 17) lk, mk, QCF + mp Note: not quite sure about this one, i got it to work once, but haven't been able to since then. 18) lk, mk, HCB + mp 19) lk, mk, Yami Shigure (with mp) Random: 20) (far)hp, F, D, DF + K 21) F, D + lk, DF + K 22) Jump in with mk, N + mk, hk 23) Jump in with mk, and do combo #4, #7-11 Note: opponent must be standing 24) B, D, DB + K, (QCF, QCF + P : press P repeatedly)

Note: Kasumi Suzaku must be done immediately after contact. (EX able) 25) F, D, DF + KK, (QCF, QCF + P : press P repeatedly) Note: Must use EX Newer combos. ------------This next combo was sent in by Kevin Chung.. sorry about the delay in this update Kevin. It's a hell of a good combo though. Jump in (hp, F + mk), lp, mp, hp, QCB + hk, QCF x 2 + P (Yami Shigure) Thanks Kevin again. Now I can say that I have at least one good combo in my FAQ =) Ok.. here's some other combos. F, D, DF + KK, QCF, QCF + P (Kasumi Suzaku) lk, mk, (F, D, DF + KK), QCF, QCF + P (Kasumi Suzaku) Note: basically you're EXing your uppercut kick, and then immediately converting into your super art.. A very nice combo. F + hp, F, D, DF + KK, QCF, QCF + P (Kasumi Suzaku) Jump in (lp, F + hp), lp, mp, mp, D + hk, N + hk FYI - a lot of Ibuki's combos can be started from the middle of them, ex. combo #13(lk, mk, hk) can start go just like this (mk, hk). However, the speed of the combo decreases if you omit the first part of a combo, but this can be used against parry-ers to throw their timing off. Also, the jump in (lp, F + hp) can start a lot of the combos. -if anyone else has any more combos(especially ones involving EX moves) or have any questions about these combos please email me at [email protected] 8. CPU Tactics ============== GENERAL - In general, do not overjump, and perform combos wisely. Sometimes its best just to hit the opponent with a standing roundhouse or combo #1. And if you do use one of the longer combos and they block or parry, use the Kazekiri right

after. The cpu usually jumps after a failed combo. If you would prefer not to, use another combo which starts with a fast attack. Never panic if your health is low, and when your health is low, don't try a super art unless you know you can get it in. Just play a little footsie and cut away at their health, it would be better to use EX attacks rather than a super art which chances are, won't get in without a set up. AKUMA - doing a lot of jumping and crouching will do you no good against him, so to take out Akuma, its best to use Ibuki's quick recovery time. Don't forget that Akuma has one of the lowest stun gauges in the game, and seeing on how Ibuki combos dizzy quickly, use them to your advantage. Akuma, when in the air and while close, uses his diving kick, so it should be easy to predict and easy to parry. However, Akuma can recover easily, so after you parry, use combo #4 (lp, mp, mp, D + hk, N + hk). If he blocks this, he'll be knocked back at a safe distance. Also, Akuma does some predictable combos... dive kick, hurricane kick, then uppercut,.. After he does this uppercut, you can do just about anything to drain his health, my suggestion is to use combo #4 to raise his stun bar, so you can get him dizzy, after that either combo a super art or just use the super art straight foward. ALEX - one thing not to do is to do a combo which, when blocked, leaves you right next to him, ie. combos 8 through 11. And if you happen to do one of these combos, quickly do D + hk, N + hk. Either this will knock him away, even if he blocks. Due to Ibuki's quick recovery time, if he blocks a combo, you can recover fast enough to start a new one. My suggestion is to use jumps sparringly, but when the time arises to do a jumping mk, end with combo #2 (D + hk, N + hk, U + hk). Alex leaves himself open when he misses a flying cross chop,.. This move is easy to predict, just watch him do a flash chop from a far, and usually after this he'll do a flying cross chop. This is a perfect opportunity to do a super art or a combo. Another predictable move of Alex, is his rushing elbow. He usually will constantly walk backwards, so stay still,

and when he rushes foward, parry it. Now you can do a combo or super art. But if you happen to block, just trip combo him, ie combo #1. CHUN-LI - Chun-li does a whole lot of jumping, with the same predictable kicks. So if you can parry, parry them then combo. If not, use the Kazekiri (F, D, DF + lk.) Of course Chun-li does stay grounded once and a while, so if she sits there doing her rapid lightning kick, break her neck with Kubi Ori (EX preferably). If she does a spinning side kick, wait until she drops and use combo #1. Watch out for her cornering, and don't stay still, because she hits low often, and mixes in some over heads as well. DUDLEY - Dudley can be really annoying at higher stages, so watch out about tripping him, mainly because he can avoid trips, and charge back and attack. However, Dudley has a lot of moves which leave him open, so use the EX Kubi Ori when you can, especially after he does his Machine Gun Blow(rapid punches). Don't let him get close to you! He has combos that drain health like no other, especially when he EX's them. A common trick human players will try, is throwing a rose, then using the EX Machine Gun Blow. What this does, is when you try to parry the rose, you have to parry an EX Machine Gun Blow (difficult). So if you see a rose coming block it instead of parrying it, but if you are a parry master, then go for it. ELENA - No matter what level of Elena I play against, it seems like she falls for the same thing. For the most part Elena can be thrown often, but to know when is the key. Whenever Elena does a super jump, you can throw her when she lands. If she jumps at you, you can parry her jump kick and throw her, however, sometimes she does a multiple hit attack in the air so watch out for this. Elena uses a lot of mixing of overheads and low attacks, so keeping your distance is important. She can be pretty predictable,.. for one if she dashes towards you, chances are she is going to try to uppercut kick you, so block (parry if you can) if she dashes at you, and get her with a trip combo or a throw when she lands from the uppercut kick. When she does her rhino horn(flies at you with her heel), parry or block it, and either throw or combo her.

GILL - (Boss) Gill is no picnic, and pretty hard to go against when using Ibuki. My suggestion is to mix up combos, in which if you fail to get a combo in, immediately start a different one. Gill does a lot of dashing if you are at a distance, so you can use a Kubi Ori. One combo that you can try up close, is combo #14(lk, mk, QCF + mp), sometimes he will fall for the finishing Kubi Ori. This may sound like suicide but if you can get at a correct distance from Gill, about 1/4 the screen, you can constantly use the Kubi Ori(with hp), but i'd watch it, because if you screw up, the penalty is great. Also, up close, use combo #16, from what i've experienced he will fall for the Yami Shigure if it is at the end of this combo. Watch out for his dashes though, he will dash in and low attack and sometimes use an overhead, so what i'd suggest to do is use an EX Kubi Ori immediately, or use the Hien(B, D, DB + K). HUGO - Hugo is tough if he is up close, but he is easily cheaped. Just use a standing hk, quick recovery time and hits him whenever he tries basically anything. But if for some reason he doesn't fall for this, follow this advice. Don't do a lot of jumping around him, because he can grab you out of the sky or knock you down. A lot of Hugo's moves leave him vulnerable to a distanced trip, so use combo #1 often. And if he happens to parry both attacks, either advance into another combo, or jump back quickly. Also, seeing on how most of his moves leave his lower area vulnerable, use the Yami Shigure plain, right when he does just about any special move, but judge distances to aim your super art. If you are good at parrying, his jump kicks and rush attacks can easily be parryied and the Yoroi Dooshi can get in easily. KEN - Ken is a tough cookie, primarily in how he can fake you out. If he does any of his fake out kicks, fake or not, use combo #1. Most of the time this will get him. Ken does jump often, and parryiers beware, mainly because he will convert into a hurricane kick sometimes, or not kick at all, allowing for him to throw you easily. So if he jumps, use an EX Kazekiri. Sometimes Ken will get

into a phase where he will weak uppercut, then mid uppercut, .. sometimes he'll even go into a strong uppercut, but right when you see him start the mid uppercut, come in and use a combo or super art. Watch out when he dashes in, because usually he'll do 1 of 3 things-> Uppercut, hurricane kick, or low midkick to a fireball, so after he dashes, expect a quick move. MAKOTO - Makoto is real tough no matter who you're playing. Makoto appears slow due to her walk, but has fast dash in moves. If she dash punches you and hits or if she doesn't block low, becauses chances are she is going to hit low and do another dash punch. Jump attack Makoto at low levels works, and you can combo into combo #1, but at higher levels she can take you out easily. Makoto's moves, when she misses leaves her very vulnerable, so use an EX Kubi Ori when you can. Makoto can take out a lot of damage, so don't stay to close to her, and use her post-move lag time to take her out with Ibuki speed. NECRO - Necro has a ton of anti-air attacks, so unless you are confident about your parrying skills, don't jump unless you know you can get a hit in. Necro tends to jump when he is very close to you, so you should use the Kazekiri often. Watch out with trying to trip combo him, mainly because of his overheads and long reach. So when you see an opportunity to jump in, do so without attacking, and when you land do combo #13 (lk, mk, hk) and if it misses, use the lk version of the Kazekiri, and upon landing perform combo #1, just in case you miss. Chances are, something will get in, and necro probably won't retaliate due to an onslaught of quick attacks. ORO - (Sub-Boss) Combo #1 works like a charm. Jump in with a mk, and quickly perform that combo. Oro usually doesn't use much of his anti-air attacks and usually will fall for the combo. And besides, if the combo misses, you'll be at a safe distance. Oro will try his head stomping attack often, so its pretty easy to predict. Parry it if you can, and if not block it. After blocking dash towards him, and when he lands do combo #1 or a derivative of it. If you'd rather not do this, just throw him.

Q - (Secret Boss) For the most part, Ibuki should not have much of a problem with Q. Start combos off by jumping in with a mk, but don't forget that overjumping is annoying and usually leaves you in a vulnerable position. Combo #1 works well against him, and don't forget to keep about half a screen length between you and him. He has rush in attacks which hit high or low, and two of his super arts require him to be close, and they take out a whole lot of damage. He tends to try to low attack you with a jumping double kick which leaves him vulnerable for quite some time after he misses, so run in and combo #1. REMY - I think Remy is difficult at any level he's at, so be careful when fighting him. Sure he has a low stun bar, but he'll chip away at your health like a maniac. He has an array of anti-air attacks, and low attacks. Parrying this guy is annoying. So keep in mind that he'll jump when he is pretty close to you, and prepare to either block or parry, after that, perform a combo, with a follow up combo in mind. If he hits you with a low kick, expect another one and parry it. After that you should hit him with a low lk. If you try to trip him after parrying, he'll probably get in an attack in before you do. Watch for his EX projectile, trying to parry it could chip at your health. Just keep a safe distance from him, about a fourth of the screen away, and don't jump unless you know you can get in an attack or if you're dodging an attack. RYU - Ryu is always difficult, primarily because of his strength. I wouldn't bother trying to parry his hurricane kick unless you have to. Reason being, that his hurricane kick takes out the same damage at any point of its flight. A lot of the times Ryu is going to get uncomfortably close, and usually he will jump at an unexpected time. So when he does, use the Kazekiri. Often he might jump in without even air attacking so parryiers watch out. He'll land and uppercut combo you. If he is about a fourth of the screen away, jump straight

up, and chances are he'll try an uppercut and miss. You'll land first, and have priority. He does fireballs pretty often, usually after he dashes back, so if you see him dash, be ready with an EX Kubi Ori. Watch out for his cornering and if he happens to corner you, use combo #1 to push him back, and if he jumps, do the Kasumi Gake(D, DF, F + K) to run past him. SEAN - At low levels, Sean is an absolute push over, but on higher levels he can get pretty annoying to fight against. At low levels, he is very predictable, and can easily be parryied. If he does two low mid kicks, expect his overhead jump kick, where you can parry and do combo #4. If he jumps back twice and sometimes he'll jump once foward after that, he'll usually do his tornado kick. Its not that hard to parry but if you can't parry it just take him out when he lands. But if you can parry it do combo #15 (lk,mk,HCB + mp). If he dashes foward or keeps on walking toward you he'll probably try an uppercut or punch. So block or parry it and combo #1 him. If you continue this, he'll get dizzy and you can finish him with a Super Art. If you do all this right, you can get MSF easy. On the harder levels, watch out for the dreaded Sean tackle. At first I thought this move sucked, but trying saying that after he kicks your ass with it. But anyway, if he catches you once with it, he'll probably do it 2 times right after it, so be cautious. If he does two low mid kicks, he do 1 of 2 things, either he'll do an overhead jump kick, or do the unexpected sean tackle, so be careful with your parrying. Overall, Sean usually shouldn't be too much of a problem for Ibuki. TWELVE - Twelve has plentiful anti-air attacks so watch out when jumping in for an attack. You should use combo #13(lk, mk, hk) and if he blocks, use a Kazekiri. When he flies, dash to where he will land, and combo #1 him. He does a lot of predictable things. For example, if he does the standing tentacle slash, he'll probably do the low tentacle attack, in which you can probably jump in and combo him. Watch out when he jumps, mainly because he has attacks in the air where he

can dash down at you. So don't always expect to parry a normal air attack. He's usually easily cornered, and you can execute combo after combo. And if a combo misses, be ready with another one. URIEN - Urien is pretty difficult with Ibuki, as he fights similar to Gill, but not nearly as annoying as him. He'll jump in and kick at the last second so watch out for prematurely parrying. The Cpu can be pretty predictable when it comes to his ram attacks and his downward knee attack, so if you see him charging back or down, get ready to parry, he should be pretty vulnerable afterwards. Urien also tends to shoot fireballs in pairs, so if you see one, get ready to jump over the next and attack him. If he shoots an EX version, it should be easy to parry but its best to use an EX Kubi Ori, because after he shoots one of these, he dashes foward, leaving himself vulnerable. Watch out for trip comboing him, because he has an overhead heel which has high priority. Sometimes you can trick him, by crouching near him, doing a low lk, and then EX Kubi Ori. Also, use combo #13 when you jump in, and if you miss, use the lk Kazekiri. YANG - Yang, for the most part, isn't that difficult, but if you stay too close to him, he'll do mix up attacks which will be hard to block or parry. You can usually predict when he will jump in for a toe dive, when he jumps vertical once, and then back vertical. After that he'll superjump towards you and toe dive. Parry it and take him out. Sometimes he'll use his mantis slash prematurely and continue it despite how he's hitting no one. Get close enough so you can parry the last hit, and use combo #4. He can be easily thrown, especially after a missed jump kick. And if you don't think you can throw him, use the Kazekiri instead. YUN - Yun has speed to rival Ibuki's. He will also do a lot of mix up attacks and jumping. He also tends to do a lot of low attacks which will convert into a special. If he does an overhead midkick, expect a lunge punch and parry it.

Right then you've got your window to attack. Try not to overjump, but jumping works well against him, and you can follow up a jump kick with a combo. Use combo #1 when you can, but don't stay still. Move back and forth to tempt him to jump, and use a Kazekiri. When you see him do a series of low weak kicks, use your EX Kubi Ori. SUV (Bonus stage) - <Starting on left> use a standing mk until a panel flips up from the side of the hood. Jump on top of the car, and do a ducking mk until glass is all gone. Go on the other side and keep on using a standing mk, until the car is demolished. If you have the Yami Shigure or the Yoroi Dooshi, keep beating the car until the air bags go, give it one solid standing hk, and execute your super art. <Starting on right> (basically the same method) Use a standing mk until all the doors fall off, then jump on top and use a crouching mk until all the glass is gone, and then proceed to the other side and use the standing mk until the car blows up. You should, for both sides, get an excellent rank, and 25 seconds plus. -9. OVERALL TIPS =============== Ibuki recovers quick, so use combos when you can, and if they block it, end with a Kazekiri or another combo. She has a large array of moves and combos, so don't expect to use them all, and don't try to use them all. Find the particular combos which work best for your style of play, and have back up methods, in case that those don't work. If a tactic didn't work the first round, don't try it the second, but have a different method of play. Ibuki is a character who you have to be patient with and a character who is best used if you know her limitations and strengths. Ibuki is quick, full of combos, and good super arts, but her strength is lacking and is a character which takes time to get accustomed to. Don't be brash when playing her..timing is everything, and rushing into anything without a backup plan will get you nowhere. --

10. CREDITS =========== -Thanks to the campus arcade, who are the only ones who have Street Fighter 3: 3rd Strike in my whole city. -Thanks to AKIRA, who is great at this game, and who challeged me to be a better player as well as did some japanese translation on the way. I owe a lot of my skill to this guy. -Thanks to Kao Megura, who's web site helped me through all that legal stuff. Also, Kao told me about the air throw Tobi En and allowed me to use various information such as the specific special move names. Thanks again. -Thanks to Kevin Chung for his combo. Now I have a respectable combo to put in my faq ^_~. Thanks bro. -Thanks to CJC for giving my FAQ a home. -11. REVISIONS ============= April 2000 - v. 1.1 n/a just made it April 2000 - v. 1.2 Added the SUV right side method, and added the move the Tobi En. (Kao Megura contributed) Made various simple revisions such as adding special color and throws. June 2000 - v. 1.3 Added some combos, ...nothing much May 2001 - v. 1.4 Been this long.. bah.. Ah well. Added some combos. Changed some notation. Send all comments, info, and questions to <[email protected]> with subject heading "IBUKI FAQ" or whatever. -COPYRIGHT 2001 Huy Pham -----

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