Ibuki Player Guide
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IbukiPLAYER GUIDE
1000s of Hours of
Research Streamlined
for YOUR Convenience!
EARN
OVER 3000PPAND MAKE YOUR
IBUKI PART OF THE
ELITE REPLAY CHANNEL!!
-----------------------------
Master The Art Of
Ninjustu
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First of all, thank you for picking up this guide! Despite own-
ing the Arcade cabinet for STREET FIGHTER (the very origi-
nal) when I was 3-years old, I had only played ghng games
very casually unl the release of SUPER Street Fighter IV.
My reason for choosing Ibuki as my main character is solely be-cause of how cool her Ultra I (Yoroitoshi) looked in the trailer.
Since then, Ive been learning the character through teaching
others over Xbox LIVE.
This book is a Thank You to
all of the stu- dents who let
me sharpen up my teaching
skills. Hope- fully Ill connue
to nd 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 MATERIALI 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 collaboraon of eve-rything useful I could nd from the Street Fighter IV community.
hp://www.shoryuken.com/
hp://www.airryu.blogspot.com/
hp://ubernub.com/[Training Stage Image]
hp://zoome.jp/nsb (Nagoya Street Bale)
hp://www.eventhubs.com/
hp://www.opon-select.com/
SUPER Street Fighter IV: Arcade Edion is owned by CAPCOM, the use of images is with-
out permission. PR guys, if you want me to take this down, just send me the e-mail.
WHY THISGUIDE HASBEEN MADE
http://www.eventhubs.com/http://www.option-select.com/http://www.option-select.com/http://www.eventhubs.com/ -
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Table of ContentsPAGE (#) | Content
4. Introducing Ibuki
5. Unique Aacks
6. Special Moves
7. Ultra Combos
8. High Jump Cancels9. High Jump Cancel Training
10. Combos and Challenges
11. Okizeme and Kasumi Gake
12. Escaping The Kunai Vortex13. Understanding Cubes
14. Advanced Techniques
15. Zoning and Footsies
16. 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 me living a double life. She keeps her Ninjustu a secret while aending High School with Makoto.
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Introducing Ibuki
Ibuki TRIVIA - Did you know...Her rst appearance was in Street Fighter III: New Generaon. In 2nd Impact, she was S-er alongside Gouki
and Sean. Capcom addressed her imbalance by removing her Hashinsho Super Art for 3rd Strike.
STAMINA: 900
STUN: 950
WALK-SPEED: 24th
DASH-SPEED: 18-frames
BACKDASH-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 aack-
ing them while they get up. With high damaging combos, and many am-
biguous tools, she can quickly shi the momentum of the match in her
favour.
Her drawbacks then, are that her enre gameplay revolves around her op-
ponents defensive abilies. That being said, she has a harder me ght-
ing characters with tools to escape on when geng 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 mulples of characters such as Yun and Fei-Long), Ibuki consist-
ently places high in tournaments all over the world; rarely however, com-
ing in rst 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 taccs, which only another
Ibuki player would know how to defend against. Read on to nd out...
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Uniq
ue 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 rmly
said: Dont lm anymore of my matches. Just like Ibuki, he keeps his Ninjustu a secret.
HAMMER KICK (f+MK) -> Combo-able overhead, safeon block. Prey slow, but hops over some reballs and at-
tacks. Can be cancelled into from b+MK.
AGEMAN (b+MP) -> Ibukis main an-air. First hit may becancelled with a Special Move.
SPIN KICK (f+LK) -> Far-reaching aack 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 Ibukiis too close, it is very unsafe on hit. If done at the correct
spacing, you can link st.LP aer it for a combo. This move
slides underneath every projecle in the game (including
Sagats Low Tiger Shot).
KARA-THROW (st.MK xx Throw) -> She can extend herthrow-range by performing a st.MK, and quickly cancelling
it into a throw. The main use of this is right aer a couple
of very close cr.LKs.
AGEMAN is Ibukis go-to an-air. It hits opponents jumping in at
an arc towards her. The rst hit is cancellable by Special Moves,
which allows her to do a great deal of damage while seng up
an ambiguous aack for a follow-up (this is shown on Page 8).
STANDING ROUNDHOUSE (st.HK) is also an an-air, but for when
opponents are vercally above Ibuki. It puts opponents into
a juggle-state; which allows Ibuki to perform an air combo.
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Special Moves
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 aack power.
NECKBREAKER (qcf+P) -> EX version goes through projecles (including SonicHurricane). 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 reacng to a projecle.
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 invincibleon the rst 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 aacks (must be blockedstanding). Hien is unsafe on hit unless EX, or cancelled into Kasumi Su-
zaku. Dont use this aack unless you have a full Super Combo gauge.
KASUMI GAKE (qcf+K) -> HK version makes Ibuki go through characters. There isno 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 dealsmore 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 ming is very strict.
KASUMI SUZAKU (qcfx2+P) -> Ibukis Super Combo has many uses. It may bechained into from Hien, cr.HP, and st.HK (via the just of a High Jump), and Kaze -
giri. It is very dicult to combo aer a Kazegiri, and have all of the kunai hit, so it is
typically used aer st.HK or Hien instead.
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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 wouldnt 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 putsan 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.
HASHINSHO (Ultra II) -> This Ultra Combo passes throw pro-jecle aack (including Sonic Hurricane). Aer connecng, it
pushes the opponent into the corner, but Ibuki recovers far away
from her opponent.
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High Jump Cancels
Ibuki TRIVIA - Did you know...Makoto aending the same school as Ibuki was an issue. All Makoto wants to do is ght strong opponents.
Ibuki dodges Makotos challenges day in, day out, hoping that her classmates dont suspect shes a ninja.
HIGH JUMP TRAINING Unless youre a master at this already, or you dont want to beat peopleup with the strongest Kunoichi in ghng games, skip this sub-heading. Otherwise, pracce!
This one is whats required of your to complete Ibukis Trial #24. In the usual notaon 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 praccing unl 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 nal kick. When youve done this twice, move on.
Shorthand: [TC4 xx High Jump xx Yoroitoshi]. Aer this, consider yourself well prepared to use [High Jump
xx Kasumi Gake] more oen in matches. Even though you probably wont use this combo, its very impor-
tant to give this one a go before you give up on High Jumps.
Are you geng EX Raida instead of Yoroitoshi? Take a look at your INPUT DISPLAY on the le 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 youre sll geng EX Raida, nd this input:
If both of these exist, then youre just doing the movements too slowly, or theyre not accurate. Pracce
Yoroitoshi on its own, and then try again.
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High Jump Cancel Training
Ibuki TRIVIA - Did you know...Ibuki hates Guys stuck-up atude towards being a ninja, but thats not the only reason, hes just plain weird!
Once, Ibuki wanted to ght Guy, but he dodged the challenge by distracng 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 inpung [Down] then [Up] during a move. Not every move can be
cancelled into a jump, and most of the me you wont actually want to, but if
you want to combo into Ibukis Ultra Combos, theres no other way.
HIGH JUMP CANCELS (TROUBLESHOOTING) If youre not get-ng the right combo, its YOUR fault...
THIS MINI-GUIDE REFERS TO [Target Combo 4 xx High Jump xx Hashinsho]
You get nothing [aer the nal hit]: Your inputs were way too fast!
You get a High Jump, but no Ultra Combo: You didnt input the KKK [at the cor-
rect me].
You get EX Kazegiri/EX Raida: Your inputs are sll slightly too fast: More spe-
cically, youre pressing the KKK buons too early. You want to High Jump, and
then link into the Ultra Combo. If youre geng 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 ming is
o. More specically, 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. Youre not inpung the correct direcons.
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Combos and Challenges
Ibuki TRIVIA - Did you know...In Super Gem Fighter: Mini Mix, Ibuki can transform into many dierent 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
youve 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 aack)
(Corner) st.MP, st.MP, st.MK xx EX Tsumuji, HK Kazegiri
Target Combo 4, st.LP, st.MK xx Neckbreaker
st.HK, HK Kazegiri
You may have noced 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 aer LK Tsumuji!
CHALLENGE COMBOS -- Sakonoko is famous for doing some of thesehard 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
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
If you perform the nal combo in a recorded video, your name will be
on a list of the sickest Ibuki players in the world; seriously.
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Okizeme and Kasumi Gake
Ibuki TRIVIA - Did you know...Fing all of this important informaon onto one page wasnt such a good idea, but somemes the life of a
ninja is a hard and puzzling one. Im sure Ibuki cuts corners with her homework too.
Okizeme refers to liming an opponents opons while they are knocked down. You may have heard about
Ibukis Kunai Vortex. We will be looking at how to pracce 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 foundaon 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 iniates 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 aack)
Pracce Jumping Forward, and Throwing a LP Kunai
You need to understand that Ibukis Kunai Vortex shouldnt hit the same area every me; otherwise the op -
ponent will always block the correct direcon. You want to pracce this over and over unl you see Ryu get
hit in dierent posions, 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 Ibukis [Command Dash]. It is used to move Ibuki closer to her opponent,
and somemes, 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
st.HK xx High Jump xx cr.HP
What you need to understand is that Kasumi Gake has a long recovery me. 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 orthrow. The best uses of Kasumi Gake however, are as part of Ibukis Kunai Vortex, or to extend an an-air combo.
Neckbreaker -> LK Kasumi Gake -> HK Kasumi Gake
Neckbreaker -> LK Kasumi Gake -> LP Kunai
(An-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 an-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.
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Escaping The Kunai Vortex
Ibuki TRIVIA - Did you know...The top ranking Ibuki player in Europe is known as F-Word, who regularly aend a local tournament called
WinnerStaysOn. Players usually include the likes of Ryan Hart, and somemes F-Word overcomes him.
If an opponent back-dashes, it puts them into a juggle state. Ibuki can combo with Ra-
ida, but reacng to the juggle is unrealisc, and Raida is an unsafe aack. Aer the oppo -
nent falls to the ground, it is sll possible to use the vortex, but the ming is very strict.
Every character can [Focus Dash] out of the vortex, but depending on which direc-
on they choose to dash, they either back away from Ibuki, or run into her face. Technical-
ly, its not a real soluon, since if they dash the wrong way theyre suscepble to more damage.
Ibukis Kunai Vortex (when med perfectly) will not allow moves to auto-correct. Some characters rise o
the ground faster (or slower) than others. Timing needs to be adjusted accordingly.
EX Soul Spiral
& Shout of Earth (An-Air)
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Understanding Cubes
Ibuki TRIVIA - Did you know...If you use Ibukis Alternate Costume in SUPER Street Fighter IV(: Arcade Edion), you will noce 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), lets Describe Spacing
systemacally.
When you select TRAINING, the Stage will always be [Training Room]. Apart from looking
like the least imaginave stage with hardly any geometry, its actually rather good for prac-
cing spacing. You have to do the training yourself however, otherwise you wont memo-
rise move ranges. Only experience can help you here.
Ryu and Sakura are [4 Cubes (4C)], or[20 Lile Cubes (20b)] apart. In the back you
can [2 Air Cubes (2A)]. We wont be using Air Cubes oen, because of how di-
cult it is to measure in real me. It may seem complicated at rst, but dont fret.
Dierent characters have dierent walk speeds, and dierent moves. This is what makes
Street Fighter IV complicated. Somemes, youre at a disadvantage, just because the dis-
tance between you and your opponent.
Please consider these cubes when you pracce 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.
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Advanced Techniques
Ibuki TRIVIA - Did you know...Ibuki is able to kara-cancel Kasumi Gake with a Raida, showing her aer-image before grabbing her oppo -
nent. This has no praccal use however, but Sakonoko has used it in matches (presumably showing o).
TICK-THROWS cr.LK, cr.LK -> Kara-Throw
cr.LP, cr.LP -> Throw (walk)
Note: Technically any throw aempt aer stun isa ck-throw, but the set-ups above are hit-conrm-
able into combos.
ANTI-AIRS cr.HP (Far)
Ageman xx Kasumi Gake, st.HK,
HK Kazegiri (Jump-in/Close)
st.HK , HK Kazegiri (Vercal)
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]
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 -> Ageman -> sj.LK
Neckbreaker -> cr.MK -> sj.LK
Neckbreaker -> f.Dash -> nj.LK
Raida -> LK Kasumi Gake -> sj.MK
AMBIGIOUS CROSS-UPS b.Throw -> f.Dash -> sj.LK
Neckbreaker -> (walk) -> (s)j.LK
(Corner) EX Tsumuji -> cr.HP -> j.LK
KASUMI GAKE FOLLOW-UPSAer cr.HK xx st.HK xx High Jump xx
HK Kasumi Gake -> cr.LK, TC4
HK Hien
HK Kasumi Gake -> Hammer Kick, cr.LP
ULTRA PUNISHES
Most Overheads (Sakura f+MK) [U2] Most cr.HKs (Abel, Akuma, Ryu, Ibuki) [U2]
Shoryuken FADC [U1]
THE IZUNA SPECIAL xx High Jump xx Yoroitoshi (-1 on hit)
-> kara-throw
-> EX Kazegiri (beats reversal regular DPs)
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Zoning and Footsies
Ibuki TRIVIA - Did you know...Zoning is a psychological tacc 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 paent, yet unpredictable!
When zoning with Ibuki you have to keep in mind her lack of defensive opons. If you nd yourself in ablock-string without a bar of meter you have no reversal DP. Ibukis opmum range against most of the cast
(excluding M. Bison (Dictator), Chun-Li, and Fei-Long) is roughly starng range, just a lile closer (about 1b).
The reason for this is all because Ibukis Ageman (an-air), Sazan (slide), cr.MP (OS Neckbreaker), and High
Jump are all great opons that puts her opponents (usually) to a stop.
However, once you start playing against stronger opponents, youll nd that there is an answer to just about
every opon Ibuki has. Some characters can even beat her Ageman. Besides knowing your opponents oen-
sive opons, youll need to know their defensive opons. To get you started, lets deconstruct the match-up
vs. Ryu, as it will cover the majority of the match-ups in the game.
Opmum 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 opmum range, youll be looking out for Ryus opons: if he jumps in, Ageman will work as an
an-air; if he throws a reball, Ibuki can slide underneath (and somemes chain a combo); if he performs
Tatsumaki Senpuukyaku, cr.HP may punish.
Of course, this assumes you have prey good reacons, but if you know what youre looking for its easy. Fur-
thermore, as the match progresses, the opons change drascally in Ibukis favour. Fireballs may be punished
with EX Neckbreaker or Hashinsho, or Ibuki can even punish a Tatsumaki Senpuukyaku with Hien xx Super.
No one plays perfectly of course, but in theory, this is Ibukis advantageous point. If Ryu jumps back, you can
dash in to reset the situaon. If you systemacally pracce each match-up in Training Mode, using the Cubes
as reference, you dont learn what to do in every match, but you narrow the opons down. This is the way to
beer your reacons, by learning what to expect.
By zoning your opponent, you put them into your advantageous posion. You can do anything from neu -
tral jumping, throwing a low kunai, focus aacking a normal (and subsequently dashing), to simply walking
forward. To make things more complicated, theres a type of zoning called footsies. This is when you use far
away from your opponent to bait them into using theirs, and then either closing up the gap by moving in, or
using a more far-reaching normal to hit their extended limbs.
Ibukis important footsie tools are st.MP, cr.MP (buered into Neckbreaker/Kasumi Gake/Tsumuji), Spin Kick
(f+LK buered into LK/EX Tsumuji), and cr.HK. To give you an example, imagine the round starts with Ibuki
vs. Makoto. Ibuki uses cr.MP, and quickly inputs Neckbreaker. If Makoto doesnt move, the cr.MP whis, and
the Neckbreaker doesnt come out, but if Makoto dashing towards Ibuki, she gets knocked down. However,
if Ibuki does the cr.MP, and Makoto jumps, she cant use Ageman to an-air. Spacing and opons belonging
to 40 characters is impossible to read up on and apply. But dont fret; you dont need to know this to get
into the Elite Replay Channel!
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SPECIAL THANKSRamzi (RMZ) - Thank you for introducing me into the Street Fightercommunity. Id probably sll be playing RPGs, or Ninja Gaiden Black, if
you didnt beat me so bad when SUPER came out.
FoRE GoD VII - Remember that legendary Makoto mirror match?My rst student; you got me into teaching!
RedCaliburn - Quite possibly the most commited-to-learn playerout there. Good luck in your tournament.
Ryan Hart - For represenng the UK and pung us on the map.
Good luck in EVO!
F-Word - A lot of what I know comes from spying on your Ibuki,just saying.
MingoDynasty - For proof-reading and overseeing this book.