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Ibuki

Ibuki Ibuki


Ninja School Girl

Trained from infancy to become a ninja. Although she carries out her duties, in reality she dreams of living a normal, high school girl life. She has a fascination with pop idols, but when she is tasked with a responsibility, she is always reliable. Ibuki is forced to accept Rolento’s mission request by her village leaders, and the two of them head for the South Pole.

Voice: Ayumi Fujimura, Kat Steel

Stamina Fwd Walk Back Walk
900 B+ B

Basics
Yami Kazura (throw) Light Punch and Light KickLight Punch and Light Kick
Uki Yami (throw) Light Punch and Light KickLight Punch and Light Kick
Air Only Tobi En (throw) Light Punch and Light KickLight Punch and Light Kick
Lifting Kunai (launcher) Heavy Punch and Heavy KickHeavy Punch and Heavy Kick
Normals
Agemen MP
Backhand Punch Heavy PunchHeavy Punch
Spin Kick LK
Reverse Spin Kick MK
Hammer Kick MK
Sazan MK
Bonsho-geri HK
Air Only Target Combo 1 Heavy PunchMK
Air Only Target Combo 2 Light PunchHeavy Punch
Air Only Target Combo 3 Light KickMK
 Target Combo 5 Light PunchMedium PunchLK
 Target Combo 7 BMKMK
 Target Combo 10 DHKHeavy Kick
Specials
Air Only Kunai QCFAny Punch
Tsuijigoe DPMAny Punch
Kubi-ori HCFAny Punch
Kasumi-gake QCFAny Kick
Supercharge Raida HCBAny Punch
Cross Cancel Kazegiri DPMAny Kick
Tsumuji QCBAny Kick
Hien RDPAny Kick
Cross Art
Yami Shigure QCFMPMK
Super Art
Yoroi-toshi HCBAll Three PunchesAll Three PunchesAll Three Punches


It was often said that in Third Strike, Ibuki was a MvC2 character stuck in a SF game. That’s not quite true; Ibuki was actually a SFxT character far ahead of her time. This actually works slightly against her, as while she has always had L-M-H chains, these are no longer unique to Ibuki, and she can no longer add regular specials to the end. Ibuki has all her AE tools at her disposal, including super jump cancels, all her directional normals such as df+MK, f+MK and f+HK, and the regained ability to Tiger Knee her Kunais. To compensate, the trajectories have been reeled in a little, not going further than 45 degrees across (the long double knife EX remains unchanged), and each Kunai now knocks down, making combos a little trickier. Ibuki, along with others that have multiple-hit normals such as Chun Li, Rolento and Raven, can also continue a Cross Rush from any hit of the normals; Ibuki can get one or two hits from cl.MP and cl.HP, making for a six-hit Cross Rush.

EX Kazegiri can be cancelled out of with any air normal to maintain a combo, and Raida can now catch people in knockdown state as well as an anti-air.

Kasumi-gake QCFAny Kick
With Roll Recovery and knockdown all but euthanizing the old Kunai vortex, Ibuki’s wake-up game is now centered around her command dashes. Mixing between the standard LK, MK and dash-through HK variants will keep opponents unsure of which way to block, even despite an opponent’s wakeup rolls.
EX Kazegiri DPMAny KickAny Kick
With Kunai getting knockdown and no Kasumi-Suzaku to cancel into anymore, an EX Kazegiri gives the player back control while Ibuki is in the air, letting her fall back to the ground with any air attack. This makes it far more dangerous to counter, and allows Ibuki to continue combos past a special cancel.

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