Forums - 3rd Strike: Gandido teaches Ibuki Show all 31 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- 3rd Strike: Gandido teaches Ibuki (http://www.shoryuken.com/forums/showthread.php?threadid=55871) Posted by Gandido on 02:28:2002 12:00 AM: 3rd Strike: Gandido teaches Ibuki With all of the recent 3rd Strike love, I decided to help out people with the DEFINITE character that anyone that likes rushdown tactics should use: Ibuki. With a lil' of instinctive parrying, she can be a god damn machine. Just go ahead and ask away. I'll try and answer as soon as I can. -Gandido- Posted by Gandido on 02:28:2002 02:26 AM: Come on... I know some of you people want to know about this. *Bump* Posted by Voodoo on 02:28:2002 04:04 AM: There is probably a good 3+ pages of Ibuki information in the "Third Strike fans unite" thread. Posted by fagneto on 02:28:2002 10:17 AM: when waking up, EX dp+K, on the way down, jab, don't do the fierce, and walk up to them and throw them close jab, link a strong, crouching roundhouse, standing roundhouse, high jump cancel after them, parry an anti-air counter if they do one (ie. shoryuken), your choice of super, or another combo Posted by extraguy on 02:28:2002 10:44 AM: ok how bout some general info on how to play her? piorties, pokes, moves, what to do... Posted by Cyric on 02:28:2002 01:25 PM: Theres not many things more impressive in 3S than watching a good Ibuki player, but she is just so damn hard to use. 100% combo mania with the added toughness of low endurance = Experts character. I still "try" to use her on occassion though. IIRC she's not too bad at stunning opponents. The "air knife" SA is her best one, right? The "ground knife throw" SA is ass IMO. Posted by DarthSalamander on 02:28:2002 03:01 PM: quote: Originally posted by Cyric Theres not many things more impressive in 3S than watching a good Ibuki player, but she is just so damn hard to use. 100% combo mania with the added toughness of low endurance = Experts character. I still "try" to use her on occassion though. IIRC she's not too bad at stunning opponents. The "air knife" SA is her best one, right? The "ground knife throw" SA is ass IMO. She is pretty good at dealing out stun damage. The air knife one is the best. Lots of EX, good chip and decent damage. I think the ground knife super is better than big explosion one. It comes out really fast and does good damage and stun. You can get hit by low forward xx fireball and still get a free super. Just sucks you only get 1 bar. Posted by Gandido on 02:28:2002 04:03 PM: Most people agree that Ibuki's SAI is her best super, even though I'm a Yoroi Doushi picker myself (SA II). Since Ibuki can be played with either footsie (poking) or extremely rushdown, I find the perfect Ibuki to be a combination of both factors. She's like MvC2's Magneto, with the downside that she doesn't take much damage. c.mk and c.wk seem to be her best ground pokes, and while walking in, I generally hold back + mk because it seems to have a lot of priority. She has at least 3 moves that can be used as manual AA: c. fp (uppercut punch, super-jump cancellanble), far standing fk (turnaround kick, is super jump cancellable, ranges perfect for you to play rushing) and close standing fk (you can juggle the next hit *KEY*) She has 3 GREAT overhead moves that can piss people off decently: her universal overhead (somewhat fast), towards + mk (use only for getting close, or like I do, use it after they are down on the floor and you get an ocassional crossover kick), and towards + fk (GREAT kick. Catches people off guard) With Ibuki, you don't really need to rely on EX-s and sometimes, not even on supers to win. I find her command dash (qcf + K) to be her second most useful move, and her Raida (hcb + P) to be her most useful. Raida can catch wake-up parriers and most of the times counters many of their wake ups, forcing them to block. Her command dash is a KEY in the way I play my mixups because it gives her a great crossup key. Examples: On big chars (Hugo, Alex, Dudley, Urien): c.fk, standing fk, sj forward, fp, towards + mk air chain, land (now, you can alternate between all the dashes: wk puts you in footsie/poking distance, mk lets you stay right next to him on the same side, and fk lets you cross over to the other side: You can nail a Yoroi-Doushi very easily after they land because they usually don't have a clue what is going on) On all chars: c. fk, s.fk, while they are coming down, s. mk, command dash to preffered distance, repeat mixup game. Also, you can do her mad rushdown mixup: s.wp, s.mp (2 hits), c.fk, s.fk (does the spin kick version), sj forward (now, if you have a full meter for SA2, you can either force them to parry a Kunai or block it, it doesn't matter, because you still get the punch version when you do it right when you land: also, you can parry their probably done anti air, air throw them afterward) or come in with a fp + mk chain, then land, s.fk , back + fk (their stun meter will probably be full by now ) sj. fk and land. If they are dizzy, super them and kill them on the spot. Her best advantage can probably come from linking her taunt in combos. She gets an amazing 50% damage bonus on her next combo/super. Example: Yoroi doushi does 63 attack points on Ryu when you do it on training mode; after linking a taunt, it does 95, which is a LOT of damage. You can link her taunt by doing s.wp, s.mp (one hit) s.fp, fk + fp. In the corner, you can go straight from that combo into a Yoroi Doushi which will KILL Akuma straight up. BnB Combos: (any jump in), wp, mp (one hit), fp, Raida, Kazeiri, Kubi Ori, or her Multiple Kicks. (any jump in) , wk, mk, (option 1: Raida or WP Kubi Ori) (option 2: fk then sj cancel into a crossup) (any jump in), wp, mp (two hits), c.fk, fk (while blocked) wk, mk, wk command dash, throw (Eddie Lee tactic. Much props) ...Break time finished, I'll post some more when I get home... -Gandido- Posted by BillyKane on 02:28:2002 11:21 PM: quote: Originally posted by Gandido She's like MvC2's Magneto, with the downside that she doesn't take much damage. I hope that's a typo. Posted by Gandido on 03:01:2002 02:48 AM: AHEM She takes FAR more damage. God damn typos =P Posted by Teacher on 03:02:2002 06:36 AM: Well ppl if u have a question about combos of ryu,ken,akuma,makoto well all the chars i think i can help u .Wellabout parriying im very good at that shit if u want to play good that game the 1 step if learn to parry,2 combos and 3 strategies well thats all 4 now ,remember if u have any question ill answer right away Posted by denjin on 03:10:2002 11:52 PM: Commenting on the thread. Hope you still read this thread, Gandido. I was wondering, what ways do you know to continue an onslaught of attacks with Ibuki? I'm not really sure how to say this or not, but I'll just give you some examples and you can say it however you want. Pre-set combo: stand jab, stand strong, down roundhouse, standing roundhouse Follow up: Super jump forward options: of air-parry or air combo, into other attacks functions as: mind game. Follow up: Dragon back medium kick options: none, unless you have Super Art I. functions as: hope of your opponent misparrying. What's her most damaging combo? Best I have: Ground: Jab, Strong, Fierce, hurricane two kicks Pour out the knowledge, Gandido:-) -Denjin- Posted by Gandido on 03:11:2002 02:54 AM: Of course I still read this. Heck, I'm here to help all interested. Ok. after the wp mp, c.fk, fk, superjump, you can do either of the following: 1) get ready to parry if the guy is used to this attack already. 2) j. wp, j. towards + fp, land, repeat the above combo, end with sj. fk because the standing fk will stun them, and the sj. fk gives the extra damage =) 3) j. fp, j. towards + mk: when they get used to parrying the wp, switch to fp. the timing is different. 4) j. wp (parried), land, throw ( downright evil ) 5) parry in the air, airthrow (a la crouching tiger) 6) dragon back mk, mp kunai (parry pait), THEN super. confuses them so many options its just scary to mix them up. Ibuki is all about execution with mind games. For her most damaging non-super combo, I think it is (jump in chain of choice), land, wp, mp, fp, Raida. Or if notm wp mp fp, hcb Mk (do again for a third hit). Hope this helps. feel free to AIM me at Entity RF Posted by denjin on 03:11:2002 07:49 AM: More Ibuki stuff. You answered in just the styled I wanted you to. Thanks. What other things like that do you have? I'm sure we enlightened a lot of readers as to what Ibuki can do after a back roundhouse, but I personally don't know any other things that Ibuki can do and then follow up with with various attacks. Please help. -Denjin- Posted by Arlieth Tralare on 03:11:2002 10:38 AM: This one's a favorite followup of mine after an SJ cancel or an EX Kazekiri: EX Kunai at the last moment, Fierce Raida. Also, by far her most damaging non-EX combo is j.Fierce -> Forward -> Fierce Raida. This does roughly 32% damage on a Shotokan, but you sacrifice your pressure game (because of her recovery after the attack). Trying to use the j.Jab-Fierce air chain will only reduce the damage from her Raida. Posted by Gandido on 03:11:2002 03:56 PM: With Ibuki, you don't really need to rely on EX-s and sometimes, not even on supers to win. I find her command dash (qcf + K) to be her second most useful move, and her Raida (hcb + P) to be her most useful. Raida can catch wake-up parriers and most of the times counters many of their wake ups, forcing them to block. Her command dash is a KEY in the way I play my mixups because it gives her a great crossup key. Examples: On big chars (Hugo, Alex, Dudley, Urien): c.fk, standing fk, sj forward, fp, towards + mk air chain, land (now, you can alternate between all the dashes: wk puts you in footsie/poking distance, mk lets you stay right next to him on the same side, and fk lets you cross over to the other side: You can nail a Yoroi-Doushi very easily after they land because they usually don't have a clue what is going on) On all chars: c. fk, s.fk, while they are coming down, s. mk, command dash to preffered distance, repeat mixup game. FK command dash will put you right behind them, MK will put you right smack in front of them (these two leave you free to super), and WK will leave you at footsie distance. Yoroi-Doushi setups: s.wk, s.mk, (these get blocked), wk command dash, Yoroi-Doushi (also blocked), wp, mp, fp, taunt (see if she doesn't bounce back), super. corner only: wp, mp, fp, taunt (this links! =)), super: remember you get a 50% damage bonus on super :O Do the confusion chain (wp, mp, c.fk, fk, sj towards them), either have them block a mp Kunai, or parry a FP Kunai, land and do super, they can't do shit =) Nice facts to know: all versions of her s.fk are superjump cancellable even if they are blocked. so is her c.fp. I'll give you some more later. YOROI DOUSHI THAT SHIT! -Gandido- Posted by dev INVISIBLE on 03:11:2002 10:36 PM: Youroi Doushi is definately my favorite/funnest SA, but I was wondering a few things about SAIII. I hardly use this SA because it is just so incredibly obvious and avoidable. So mr. hotshot I'm wondering what kind of hot combos you have for SAIII. Boo Yaow! :-P Posted by Gandido on 03:12:2002 12:14 AM: Well, its kinda simple, Super Art III is THE coolest looking super in the entire game, so its obvious I'm gonna have tried it at least once =) wp, mp, fp, super works (I think) towards + mk, super with MP damages as much as any super art I combo c.wk x 2, super with mp wp, mp, fp, qcb FK xx super with mp (cancel the second hit from the kicks to the super) Posted by orochi_shin on 03:12:2002 12:42 AM: Oh please all mighty Gandido, dont own us pleeeease!!! Remeber we have'nt played 3rd Strike in a looooooooooooooooooongg time. My Yun is calling out for your Ibuki =D and so is my (lol that was sooo ) Posted by denjin on 03:12:2002 04:14 AM: Combos with Super Art III. quote: Originally posted by Arlieth Tralare Also, by far her most damaging non-EX combo is j.Fierce -> Forward -> Fierce Raida. This does roughly 32% damage on a Shotokan, but you sacrifice your pressure game (because of her recovery after the attack). Trying to use the j.Jab-Fierce air chain will only reduce the damage from her Raida. Interesting. Thanks for the input. Also, Gandido, Arlieth (what's that name from?) said it best by using the term "pressure game." How do you play a good pressure game? Do you ever not play a pressure game? quote: Originally posted by Gandido Well, its kinda simple, Super Art III is THE coolest looking super in the entire game, so its obvious I'm gonna have tried it at least once =) I agree it's easily one of the coolest looking supers in the whole game. I personally prefer Ryu's Super Art III Denjin Hadou Ken. quote: wp, mp, fp, super works (I think) I think that this combo doesn't work, but I haven't checked it. If you want to use the jab strong fierce chain, you can do that and then end with a dragon kick and cancel it into her Super Art III. -Denjin- Cool info, Gandido, keep it coming. You wouldn't happen to know Ryu stuff would you? Posted by antinewbies182 on 03:12:2002 05:10 AM: i dont have 3rd Strike yet , so how can i practice ibuki ? Posted by Gandido on 03:12:2002 02:25 PM: Anti: Go to plaza and get owned =) Denjin: Hmm good point... however still, SA II owns you. Pressure game... I usually play Ibuki EXTREMELY rushdown because she gets a lot of damage by staying on top of the guy. For pressure, I think he means her footsie/poking/ground game. You have to incorporate her damaging pokes along with her high-priority ones to keep the guy blocking/confused, etc. back + fk has great range, and you can sj. cancel if they block it or get hit. Back + mk is like her dragon kicks, but it only does one, not too quick though. Personally, I like s.wp, c. mp, c.mk (GREAT priority), c.fk (since if they get hit, you can do s.fk after and start rushing down), towards + fk (her cat-hop kick) and sometimes c.wk. Mixing these up can give some pressure and keep a guy at bay. Sometimes I wonder why they didn't put Guy in SF3. Imagine a Guy hopping around and messing up your game like him. No fair. EDIT: Raida sacrifices your pressure game because it a) has INMENSE recovery, and b) it puts the character too far away for you to capitalize. Posted by Gandido on 03:14:2002 03:42 PM: *bump* Denjin hurry up and find this! I'm sick of this thread being all the way down here Posted by denjin on 03:15:2002 04:22 AM: quote: Originally posted by Gandido *bump* Denjin hurry up and find this! I'm sick of this thread being all the way down here I don't understand. (I'm guessing you want me to ask you some questions so here we go: )Gandido, I recently started playing Ibuki again. I was wondering, are you completely against the usage of the Raida (half circle back punch for the other people reading this) when it is used in the corner? I enjoy the amount of damage it does and the fact that I am doing it in the corner makes me (at least seem to) recover quicker. What are your thoughts on this? -Denjin- Gandido, if you're waiting for me to reply to you, you shouldn't. Sometimes I don't check the forums/this site for long spans of time. Sometimes I don't even go on-line for long spans of time. Posted by Baotuan on 03:15:2002 05:57 AM: hey guys.. i've just recently gotten back into playing Third Strike and i always have a hard time playing against a good dudley player. He just seems too strong. I think it took only a couple MP's and i was dead already. What are some strats ya have against dudley? oh yea... what are her air chains? i already know about lp -> F+hp, and hp -> f+mk. are there any others? thanks. btw... how come no ever lists her other chain (lk,mk, hk or raida, or basically anything else)? It doesnt do as much damage but it also hits crounching opponents unlike her (lp, mp) chain. Bao Posted by Gandido on 03:15:2002 11:33 AM: Raida usage depends on 2 things: where you are and where the opponent is. If you are in one corner, by all means usage, and especially if the other guy will be sent into a corner, abuse it. However, I find if practically useful to confuse wake-up parriers when they get up after a knockdown. They're like... Parr-WHAT. Posted by TrueNewbiePR on 03:15:2002 11:58 AM: gandido sir teach me some new strats about ibuki please Posted by Gandido on 03:16:2002 12:04 AM: quote: Originally posted by TrueNewbiePR gandido sir teach me some new strats about ibuki please Read the fuckin thread, and ask specifics, damnit ^.^ Posted by denjin on 03:23:2002 06:54 AM: Gandido, how do you feel about Ibuki's daggers? The ONLY time I do them is when I'm following them up with a Super Art I. By the way, for those of you who don't know, the daggers can be comboed into. -Denjin- This thread doesn't seem to be getting enough attention. What if you told us all of your incredible comboes, Gandido?:-) Posted by Gandido on 03:23:2002 01:58 PM: I use Ibuki's daggers when I need to get some space. Example: force people to parry when I jump back so I buy myself some time, etc. Also, I use them to bait people. Alternating between the daggers you use can help keep them knowing either to parry, get hit, or block. Posted by Darmonde on 03:27:2002 01:13 AM: Ibuki's wp mp fp SAIII does work.. I was going to post some combos and strats, but I don't play Ibuki too well. I like to throw lots and lots of knives, use SAIII, play some keep away and link s mk into grab as much as I can. Basically, play her the complete wrong way in every respect. I use wp or mp knives jumping away against people rushing. Any standing fierce by itself can link into the taunt, which I like to do. I didn't know about the SAIII link from her hcb kicks.. that really works? I gotta try that. I live off of the overhead link to SAIII. Any other links for that super? -Darmonde All times are GMT. The time now is 01:00 AM. Show all 31 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.