Ibuki

Street Fighter/Ibuki



Ibuki is a video game character from the Street Fighter series, first appearing in Street Fighter III: New Generation. She is a young kunoichi from an old ninja clan, though she dreams of leaving her traditional duties behind to enjoy the everyday life of a modern Japanese teenager.

Ibuki
Origin
Origin Street Fighter
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter III: New Generation (First on-screen appearance), Super Street Fighter IV (First chronological appearance)
Voiced by Japanese
Yuri Amano, Ayumi Fujimura, Kana Ueda

English
Kat Steel, Cristina Valenzuela

Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Unknown
Birthday December 6
Height 157 cm
Weight 55 kg
Ethnicity Japanese
Status Alive
Alignment Neutral Good
Archetype Skill Master
Occupation Contract Worker
Time Period Modern
Language Japanese/English
Combat Style Ninjutsu
Homeworld Earth
Relationships
Affiliations Don-chan, Sakura Kasugano, Karin Kanzuki, R. Mika, Guy, Rolento, Oro, Zeku, Birdie, Makoto, Elena, Sarai, Akira
Enemies Gill, M. Bison, Balrog, Ed, Shadaloo

Background

This dropdown contains the synopsis of Ibuki's story. Read at your own risk as you may be spoiled otherwise!

Pre-Street Fighter
Ibuki is a young girl from Japan who grew up in a secluded ninja village hidden from the outside world. Trained in ninjutsu from childhood and attending a specialized shinobi school, she has spent her life following strict routines and traditions. Despite her skills, she longs for a more typical life as an ordinary student. Her closest friend is her classmate Sarai, and she also keeps a pet tanuki named Don—affectionately called "Don-chan."

Street Fighter IV
Ibuki slips away from her clan’s summer training camp to take part in S.I.N.’s tournament, hoping to meet attractive guys along the way. After the event concludes, she hurries back and tries to sneak into camp as if she never left. Her attempt fails, however, when one of the instructors catches her returning.

Street Fighter V

Prologue – 'The World Is My Oyster!'

 
Ibuki receives the invitation to Karin’s party
Ibuki completes her latest ninja assignment and gets a call from Sakura Kasugano, whom she befriended in Super Street Fighter IV. Sakura lets her know about an invitation from Ibuki’s rival, Karin Kanzuki. Ibuki admits she hasn’t read it yet, explaining she nearly fell through a roof while returning to her village. Sakura advises her to fly to the Kanzuki Estate, though she herself won’t be able to attend. After the call, Ibuki wonders what she should wear and considers how she’s never met Karin in person.

 
Ibuki arrives at Karin's party via rooftops before being attacked by Birdie

Ibuki heads to the Kanzuki Estate, eager to join the party, but Birdie ambushes her and she’s forced to fight. After beating Birdie, she explains that she received an invitation as well. Karin steps in, reprimands Birdie, and formally greets Ibuki. Both mention Sakura’s stories about one another. Karin then challenges Ibuki, saying it will serve as her introduction. Following their match, Karin reveals she wants to collaborate with Ibuki’s village and invited her on the recommendation of the Glade of Ninjas. Although Ibuki is hesitant to sign the contract, she quickly changes her mind when Karin mentions that her parties are always filled with handsome guys.

 
Ibuki returning home after her work with Karin is over.

With the party over, Ibuki looks back on everyone she met during her time away, including her heated exchange with R. Mika. She chats with her friend Sarai over the phone as she heads back to her village, pleased with how things turned out.

 
Ibuki in Mika's story mode.

Ibuki appears at the end of R. Mika's character story, where she turns down Mika’s offer for “muscle training,” saying she can’t learn from someone so loud, demanding, and overly enthusiastic. R. Mika becomes irritated and questions whether Ibuki even listened to her. Ibuki replies that Mika was yelling so much she tuned her out. Mika calls her arrogant, and Ibuki counters by pointing out she has worked with the Kanzuki family longer than Mika. Their argument continues until the story concludes. A portion of this exchange is also shown in Ibuki’s story mode.

 
Ibuki in Abigail's story mode.

In Abigail’s story mode, Ibuki encounters Abigail and mistakes the sounds from his car for him farting. Disgusted, she ends up fighting him. Abigail wins and jokingly refers to her as a “compact car with a little tank,” a playful jab at her smaller size and low health in the series.

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Ibuki in Zeku's story mode.

In Zeku’s story, Ibuki meets Zeku in his youthful form as he promotes Bushinryu. She mistakes him for a salesman, but he corrects her and invites her to join his group. After she is defeated, he shifts into his older form, much to her disappointment, and she declines his offer.

Later in the story, it is shown that she eventually joins his new ninja group, likely due to her work with Karin, who is now aligned with Zeku. Ibuki retains her kunai as her weapon, and she and Birdie both find the situation strange.

File:SFVHDPVRPRO60 20191120 235024 005.jpg
Ibuki (far back center) with other female characters in E. Honda's spa.

In E. Honda’s story mode, Ibuki appears in a group image of the SFV female cast relaxing at his spa. She is shown wearing a towel like the others and drinking alongside R. Mika.

 
Ibuki with Don-chan taking part in Akira's story mode.

Ibuki appears when Akira arrives to prepare for the girls-only tea party, walking alongside the other girls with Don-chan. She mistakes Akira for a boy, leading to a fight that Ibuki seems to lose. Despite this, she compliments Akira’s abilities afterward while still unaware that Akira is actually a girl.

 
Ibuki with Sakura and Akira

Following this, Ibuki mainly takes on a supporting role. She helps explain Sakura and Akira’s history, referencing their earlier fight shown in past tense. Sakura briefly wonders why Akira isn’t challenging her again, despite the player just reenacting their fight. Karin then arrives to begin the tea party—though Don-chan vanishes in the process. After some conversation, Karin challenges Akira. Later, the girls (along with several Rival Schools characters) appear in swimsuits, and Ibuki comments that she only brought her school swimsuit. Throughout these events, she often explains Karin’s behavior to Akira.


Ibuki is at the Kanzuki Estate with Birdie, watching a tag match between Zangief and R. Mika against Alex and Laura. The screen suddenly goes dark due to the electromagnetic pulse triggered by Shadaloo’s Black Moons. Karin immediately decides to travel to New York to investigate the cause, and Ibuki accompanies her.

When they return to the estate, Ibuki is seen arguing with R. Mika while Karin and Cammy discuss their plan to stop Shadaloo. The estate is abruptly attacked by Shadaloo operatives, including Decapre and Marz. After defeating them, Karin warns Ibuki and Mika that they will receive the same punishment if they don’t stop fighting.

During the first infiltration of the Shadaloo base, Ibuki and Mika continue bickering until they encounter Balrog and Ed, who have secured one of the chess pieces needed to control the Black Moons. Ibuki fights Balrog first but is overpowered. Mika steps in and also loses, forcing the two to work together. They manage to defeat him through teamwork. Ed attempts to use Psycho Power to stop them, but Ibuki uses a smoke bomb to create an opening. She and Mika steal the chess piece and regroup with Karin and Shibasaki. Karin takes the piece and moves ahead, while Ibuki and Mika wait for the rescue helicopter. Karin later returns with Chun-Li, both of them being chased by a brainwashed Abel. Zangief intervenes, knocking Abel out with a Spinning Piledriver and showing off. Ibuki is disgusted, while Mika is impressed.

During the final assault on Shadaloo, Ibuki hesitates to jump from the helicopter due to her fear of heights, and Dhalsim ends up pushing her out. Throughout the mission, Ibuki and Mika fend off Shadaloo forces and witness Zangief’s battle with Satsuki. Ibuki warns him to watch out for Satsuki’s sword, only to be shocked when the blade breaks against his muscles. Ibuki is last seen with the rest of the fighters as they watch Shadaloo’s downfall.

Street Fighter III: 2nd Impact
During the events of 2nd Impact, Ibuki is assigned by her clan to retrieve classified information from Gill’s group. The files relate to the “G-File” program, which led to the creation of Necro—before his escape—and Twelve. After Ibuki defeats Gill, he hands over the documents without resistance, though the project had already progressed significantly by then.

In her ending, Ibuki relaxes on the grass with Don, thinking back on the moment Gill entrusted her with the G-Files. She suddenly detects someone nearby and instinctively throws her kunai, only to discover it’s Sarai, who blocks the attack with her school bag. Annoyed, Sarai scolds her for the damage, prompting Ibuki to apologize.

Street Fighter III: 3rd Strike
In 3rd Strike, Ibuki seeks out Oro as part of the final test for her ninja graduation. After proving herself in battle and meeting the requirements of the exam, she completes her training and prepares to enter university.

In her ending, Ibuki is thrilled to be accepted into Sarusuberi University after spending her whole life focused on ninjutsu. While wandering the campus, she meets new classmates and becomes interested in an older student who suggests she join his club. To her surprise, the club turns out to be an intense and risky ninja training group. The upperclassman corners her with a kunai, mocking her enthusiasm and teasing her for being too eager about studying ninjutsu, leaving Ibuki disappointed.

Appearance

 
Ibuki in her classic ninja outfit

General Description: Ibuki has a petite yet athletic frame, allowing for agility and swift movements. She is notably shorter than many other female characters in her series but maintains a toned, agile build typical of a ninja. Her hair is black and split into three angled bangs at the front, while the rest is styled into twin ponytails reaching mid-thigh, secured in a hairband before splitting further down. Her skin tone is fair, contrasting her darker outfits.

Facial Features: She has a youthful face with large, expressive eyes. Her default ninja mask covers the lower half of her face, concealing her mouth and nose. This mask is a recurring feature in many of her alternate outfits, with variations sometimes themed to match the outfit, such as a tanuki motif. Her bangs frame her face, and her eyes are always fully visible to maintain expression despite the mask.

Clothing/Outfit:

  • Default Ninja Outfit: A one-piece brown ninja ensemble with fingerless gloves and ankle wrappings, providing practical protection without restricting movement. The outfit exposes her hips slightly while maintaining coverage elsewhere. Arm bands match the gloves, and her twin ponytails are kept together at the base with a hairband.
  • School Uniform: A light blue vest over a white sleeveless shirt with a red ribbon at the collar, paired with a matching skirt. Black bike shorts underneath protect modesty during combat. Fingerless gloves match the outfit's color scheme, and high socks with blue-and-white sneakers complete the look. Hair is tied similarly with a matching band.
  • Casual/3rd Outfit: Cropped top exposing the midriff, low-rise jeans with a shuriken belt buckle, a red backpack, and a tanuki tail attached to the back. No arm protection, hairband color matching the default outfit.
  • 4th Outfit (Summer): Brown jacket with a yellow mini skirt, dark blue panties, a tanuki hat, and matching backpack. A tanuki tail attached to a fanny pack rests near the hip. Heart-shaped buttons and thigh straps with aesthetic kunai emphasize her ninja theme.
  • 5th Outfit (Wild Animal): Tanuki-inspired two-piece outfit with fur-trimmed top and pants with thigh slits. Gloves and sandals imitate tanuki paws and nails. Tail with a red ribbon at the base. Mask permanently covering the lower face.
  • 6th Outfit (Ghoul/Halloween): One-piece white-and-red dress with frilly trim, arm and leg wrappings with faux tears, eye patch on one eye, and irregular hair styling with red accessories.
  • SFXT Swap Outfit: Adapted from Yoshimitsu, includes black skin-tight top, purple sash, brown pants, skull-themed knee pads, gloves, and large hat with scrolls. Tanuki tail attached as homage.
  • SFXT Kimono Alternate: Shortened pink festival kimono with nature patterns, red-and-light-blue waist sash, bike shorts underneath, and hair adorned with natural roses.
  • SFV Default: Armorized schoolgirl outfit combining public image and ninja utility: blue skirt, vest, white shirt with red ribbon, gloves, leg armor, mask, and kunai visible under the skirt. Hair tied with a red band.
  • SFV Story Dress: White dress with shoulder straps, fitted bodice, patterned chest section, thigh-length hem, low pump sandals, and salmon pink purse. Hair styled in twin ponytails.
  • SFV Battle Outfit: Purple one-piece with nature-themed patterns, waist ribbon, wrist cloth, sandals, and kunai accessories. Hair styled differently for this outfit, with bangs pinned and partially tied back.
  • SFV Swimsuit: Blue school-style skirted swimsuit with white chest panel displaying her name, gloves, leg coverings, red mask with cape, and kunai strapped to thigh. Alternate version removes cape.
  • SFV School Outfit: Dark blue jacket and skirt, white shirt with crossover tie, red scarf, gloves, high socks, shoes with straps, long cape. Alternate version removes scarf and cape.
  • SFV Sporty Outfit: Track-and-field-inspired clothing with ninja motifs integrated for functionality, including shorts, top, gloves, and supportive leg coverings.

Special Features: Ibuki frequently incorporates ninja-themed accessories such as kunai straps, shuriken motifs, and masks across her outfits. Tanuki motifs appear in several alternates, with tails, hats, or fur accents. Hairbands maintain her signature twin ponytail style, though occasionally her hair is styled differently to reflect specific outfit aesthetics.

Alternate Forms/Disguises: Several outfits deviate from her standard ninja appearance, including festival kimonos, themed swimsuits, and Halloween variants. While these maintain her recognizable features, clothing style and accessories vary significantly to reflect the theme.

Personality

  • Temperament: Ibuki is a tomboyish and energetic teenage ninja, balancing traditional ninja duties with a carefree, modern youth lifestyle. She can be bubbly and playful, but is capable of serious focus when necessary.
  • Motivations: She strives to fulfill her role as a ninja while also seeking a normal life and personal enjoyment, attempting to leave the path of the ninja peacefully in the future.
  • Combat Philosophy: Ibuki combines her ninja training with agility and modern sensibilities, often incorporating unconventional approaches while sometimes making mistakes or acting impulsively.
  • Social Behavior: She is sociable, self-aware, and in touch with contemporary culture, referencing memes, pop culture, and modern technology. She is observant of others, including potential romantic interests.
  • Relationships: Ibuki shows interest in peers, particularly boys, and maintains casual, friendly interactions with others. She is not taken seriously by all fighters, though some treat her with respect.
  • Personal Traits: She is self-conscious about her weight, adaptable, and curious, yet occasionally shallow or inexperienced due to her youth. Ibuki has grown more mature and battle-aware in later appearances, showing determination and insight while retaining her playful side in non-combat moments.

Goals

General Information

Name: Ibuki[2]

Origin: Street Fighter III: New Generation

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter III: New Generation (First on-screen appearance), Super Street Fighter IV (First chronological appearance)

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Yuri Amano (Street Fighter III: New Generation, Pocket Fighter, Street Fighter III: Second Impact, Street Fighter III: Third Strike), Ayumi Fujimura (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V), Kana Ueda (Street Fighter V)
  • English Voice Actor: Kat Steel (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V), Cristina Valenzuela (Street Fighter V)

Gender: Female

Sexuality: Heterosexual (Ibuki likes a tall strong man who can pull her along[3])

Pronouns: She/Her

Handedness: Right-Handed

Age: Unknown

Blood Type: A[4]

3 Sizes: B92cm/W57cm/H82cm[5]

Birthday: December 6[6]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Japan[10]

Story Role: Fighter, Playable Fighter, Supporting Protagonist

Legacy: Local Legacy

Influence: Event Influence

Language: Japanese/English

Ethnicity: Japanese[11]

Religion: Unknown

Classification: Ninja, Student, Martial Artist

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: N/A

Combat Style: Ninjutsu (Ninjustsu was a high school requirement for Ibuki[12])

Affiliations: Don-chan (Ibuki's racoon dog[13]), Sakura Kasugano, Karin Kanzuki, R. Mika, Guy, Rolento, Oro, Zeku, Birdie, Makoto, Elena, Sarai, Akira

Enemies: Gill, M. Bison, Balrog, Ed, Shadaloo

Height: 157 cm[14]

Weight: 55 kg[15]

Status: Alive

Alignment: Neutral Good (Assisted in stopping M. Bison's resurrection and Shadaloo from taking over the world)

Protection Level: Global Protector (Assisted in stopping M. Bison's resurrection and Shadaloo from taking over the world)

Potential

Archetypal Tiering: Skill Master

Codex Statistics

Key: Street Fighter IV-V | Street Fighter III

Key Information

  • Street Fighter IV-V: This key covers the events all around Street Fighter IV to Street Fighter V series.
  • Street Fighter III: This key covers the events within the Street Fighter III series.

Grade: A | A

Tier: 9-A | At most 7-B

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[20]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[21])

Attack Potency: Room level (Potency) (Fought against and defeated[22] Street Fighter IV Era Sakura Kasugano, who fought and harmed Street Fighter IV Ryu, ending up defeating him[23], who is comparable to Chun-Li, who can[24] fight against[25], Juri Han, who can blow up the inside of a building[26] and cause a jet plane to explode[27]. The Street Fighter cast can break[28] apart cars overtime with various hits[29]. They can also destroy metal barrels[30]. Along with destroy stone walls overtime[31]. Can fight and harm Sagat[32], who broke a large rock in half[33]. Can destroy barrels in a single hit[34], Can fight and harm Zangief[35], who overpowered a large bear[36]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[37], and broke three cinderblocks with one attack[38]. Should be comparable to Adon[39], who broke a chunk off a statue's head[40]. Should be comparable to characters like Birdie, who bent a large piece of metal[41]. Can destroy barrels in a single hit[42]. The cast is able to destroy barrels with a single hit[43]) | At most City level (Potency) (Fought and defeated Street Fighter III Era Elena[44], who fought against and defeated[45] Street Fighter III Era Makoto, who fought against and defeated Street Fighter III Era Ryu[46], along with Ryu being one of the warriors shown to be in the pile that Elena defeated in her ending[47], where this Ryu has likely somewhat merged with his Power of Nothingness, where The Power of Nothingness' power was scanned to be greater than[48] the Satsui no Hado[49], which would make this state superior to the hypothetical Evil Ryu, who fought against Street Fighter Alpha 3 Akuma and directly countered and defeated him[50], who could destroy Gotenkou island overtime, which is of this size[51]. Later fought and defeated Gouken, who fought and defeated[52] Street Fighter IV Era Akuma, who through just flaring up his power, destroyed a forest[53]. Acknowledged to have fought and defeated Gill[54]. Fought and defeated a casual Oro in five minutes[55], where Oro has fought and defeated Street Fighter III Era Akuma[56]. As before, the Street Fighter cast can break apart cars overtime with multiple hits[57])

Durability: Room level | At most City level

Striking Strength: Room Class (Potency) | At most City Class (Potency)

Lifting Strength: Class 50 (Comparable to Hugo, who can lift a semi-truck[58]) | Class 50 (Able to snap fighter's necks with her grapples[59])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[60]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[61]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[62]. Easily outsped Rainbow Mika on the beach even when she had a head start, running on the water easily[63]) | At least Superhuman

Attack Speed: Transonic | Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[64], even during the Alpha series[65]) | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[66]. Ran from the airport to Kanzuki Estate[67]. Can go through intense battles and long periods of training)

Range: Standard Melee, Tens of Meters with Throwing Shurikens & Explosives

Intelligence: Gifted Intelligence (Noted by Shadaloo agents to be a young prodigy, being an expert in hand to hand combat and ninja tools[68])

Knowledge:

At least Master level (Her fighting ability is noted to be outstanding[73], her techniques are ntoed to be very difficult so there are very few students who can replicate them, and she is the only female student who can do Yoroi Doushi[74]. Noted by Shadaloo agents to be a young prodigy, being an expert in hand to hand combat and ninja tools[75]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[76]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[77]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[78]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[79]. Fighters get stronger as they learn various and more powerful techniques[80]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[81])


Powers and Techniques






Equipment

Kunai

  • Standard throwing blades used for swift, precise attacks.
  • Lightweight and easy to conceal, allowing rapid consecutive throws.

Exploding Kunai

  • Kunai fitted with small explosive charges.
  • Detonate on impact to increase damage and disrupt enemy positioning.

Shurikens

  • Thrown, spinning projectiles useful for mid-range harassment.
  • Effective for interrupting foes or forcing defensive movement.
  • Ibuki loves using these as it serves as a means to fight her opponents from a range.

Bombs

  • Small explosive devices that can be thrown or planted. Sets the opponent on fire when it explodes.
  • Used to create space, set traps, or break an opponent’s guard.

Caltrops

  • Scattered across the ground to hinder movement.
  • Ideal for controlling space and limiting enemy approach options.

Gliding Cloth

  • A piece of cloth used as an improvised glider.
  • Allows extended airtime, slower descent, and improved aerial mobility.
  • She has shown to be able to ride these even in disastrous weather.

Camouflage Sheet

  • A sheet used to hide on or around trees.
  • Provides temporary concealment for stealth or ambush positioning.

Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

 
Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

 
 

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

 
 

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

 

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

 

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

 
  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

 

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

 

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

 

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

 

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

 

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

 

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

 

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

 

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

 

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

 

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

 

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

 

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

 

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

 

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

 

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

 

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

 
When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[207]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[208]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[209]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[210]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[211]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[212]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[213]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

 

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.

Unique Attacks

Kobekudai

Ibuki spins forward and hops into an overhead axe kick, dropping her heel onto the opponent.

Bonshogeri

She spins while leaping toward the foe and hits them with a split-legged kick.

Agemen

Ibuki thrusts her palm upward, striking nearly straight above her.

Sazan

She slides in low with one leg extended, aiming for the opponent’s ankles.

Nobusuma

Ibuki glides across the stage using a red, kite-like cloth to propel herself.

Shinten

She lands two quick palm strikes, rotates her body, and finishes with a spinning downward chop.

Yagurakuzushi

Ibuki delivers a sequence of palm strikes before ending with a sweeping low kick.

Gogasha

She knees the opponent in the midsection, sweeps their legs out, and ends with a spinning high kick.

Shakunage

Ibuki opens with a crouching palm strike, then pivots and finishes with a split-legged kick.

Sasanaki

She performs a crouching palm strike, then spins forward into another overhead axe kick.

Tobikura

Ibuki jumps in with a quick punch and ends the airborne combo with a kick.

Aoji

She jumps and spins into a backfist, then follows up with a descending axe kick.

Focus Attack

A forceful strike that bolsters her defense briefly and causes the opponent to crumple if it connects.

Throws

Uki Yami

Ibuki pulls the opponent down, springs off their back into a handstand, and kicks them in the back of the head.

Yamikazura

She twists around the opponent, seizes their arm, and flips them over her hips.

Kubi Ori

Ibuki leaps behind the foe, grabs their head, and twists into a spinning midair takedown.

Tobizaru

She snatches the opponent in midair, kicks them in the stomach, and drives both feet into their midsection.

Special Attacks

Kunai

Ibuki throws a kunai downward toward the opponent’s feet. She can attach a small explosive or perform the throw in midair.

Kazekiri

She leaps and delivers a rising kick that sends the opponent upward.

Hien

Ibuki jumps forward with a kick and vaults away to a safer distance.

Raida

She grabs the opponent’s arm, channels energy into her fist, and releases it in a burst that blasts them back.

Tsumuji

Ibuki performs a rapid series of spinning heel kicks, optionally ending with a low strike.

Tsujigoe

She performs a very high spinning jump, rotating upside-down at the peak.

Kagenui

Ibuki launches one or three kunai at her opponent’s feet; if they hit, she transitions into her Yami Shigure, dashing and slicing with extreme speed.

Kasumi Gake

A swift forward dash that leaves a brief afterimage behind her.

Kunai Ikkinage

She hurls her entire supply of stored kunai at once, usable both grounded and airborne.

Super Attacks

Kasumi Suzaku

Ibuki leaps into the air and throws kunai in rapid pairs.

Yoroitoshi

She initiates a Raida, and if it connects, follows with a stronger elbow-driven version.

Hashinsho

Ibuki strikes with a backhand, a heel kick, and a Kazekiri, then vaults off the opponent and sends a barrage of kunai. As they guard, she tears through with chip damage, rushes in, and slams them to the ground.

Kachofugetsu

Ibuki slides into the opponent’s legs; if she hits, she launches them upward, vanishes, reappears above, gathers ki in her palm, and releases it in a blast that sends them crashing down.

V-Techniques

Hanagasumi

After blocking a strike, Ibuki slips away in a cloud of smoke, leaving a log to pop out and knock the opponent back as she reappears.

Tenrai

Ibuki charges her hands with blue energy and fires it through her palm. The move can be held and can cancel projectiles.

Makibishi

She tosses several caltrops onto the ground behind her.

Rokushaku Horokudama

Ibuki throws a slow-burning bomb that explodes after a delay.

Fuma Shuriken

She hurls a large, four-bladed shuriken that loops around and strikes again on its return path.



SPECIAL MOVES
KUNAI ↓↘→ + P (IN AIR) [EX]
RAIDA ↓↘↘← + P
KUBI ORI ←↙↓↘→ + P [EX]
KAZEKIRI ↓↘→ + K [EX]
TSUMUJI ←↙↓ + K THEN K [EX]
HIEN ↓↘ + K [EX]
TSUJI GOE ↓↘→ + P
KASUMI GAKE ↓↘→ + P

SUPER ARTS (CHOOSE ONE)
I KASUMI SUZAKU ↓↘↓↘ + P (IN AIR)
II ROUOI DOSHI ↓↘↓↘ + P
III YAMI SHIGURE ↓↘↓↘ + P


Other

Standard Tactics: Ibuki is noted to be fond of using her kunais from afar to have distance while attacking, though this doesn't make her unable to fight up close. Up close, she will utilize switft strikes along with energy spheres and other ninjutsu.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[219]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[220] and here[221]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Profiles
Street Fighter 3: The New Generation

Profiles
  IBUKI

"It seemed that I was different from the other elementary school children, remarked Ibuki. She had checked the inter-high school competition records and the national athletic events, but no one had come close to her ability.

Previously, a most memorable event had occurred at the shrine to the North of Ibuki's hometown. After reaching third grade, the children of the town were gathered in the shrine and told the town's secret by the school Principal.

"Listen up!" he shouted, "This is the only town where we have a class for Ninja training! You must keep this secret, but the first Ninja came from this place, and now the best of you will continue on this journey. Ninjas are the shadows... should the light shine, one must disappear."

And so Ibuki was chosen. Although thinking the harsh training was a little unfair (especially as this was the only Japanese town to offer such training), Ibuki was eventually thankful. She travels the world at the request of others.

Elena's History
Ibuki was born in a small mountain town in Japan and is now a high school student. She started Ninja training when she entered pre-school and has excelled in all areas.

Fighting Style
Ibuki's strengths lie in Ninjutsu combined with all the ancient Japanese martial arts. Ibuki's quick and sharp movement allows her to close in on an enemy and inflict severe damage to a weak point with a deadly blow.

Original on the left. Street Fighter 3: The New Generation

Street Fighter III 3rd Impact

  SPECIAL MOVES

KUNAI ↓↘→ + P (IN AIR) [EX]
RAIDA ↓↘↘← + P
KUBI ORI ←↙↓↘→ + P [EX]
KAZEKIRI ↓↘→ + K [EX]
TSUMUJI ←↙↓ + K THEN K [EX]
HIEN ↓↘ + K [EX]
TSUJI GOE ↓↘→ + P
KASUMI GAKE ↓↘→ + P

SUPER ARTS (CHOOSE ONE)
I KASUMI SUZAKU ↓↘↓↘ + P (IN AIR)
II ROUOI DOSHI ↓↘↓↘ + P
III YAMI SHIGURE ↓↘↓↘ + P

Original on left. Street Fighter III: Third Strike
Street Fighter 3 New Generation FanBook Street Fighter 3 Developer Q&A

  Q: Can you give me more details about the people in the background of the Ibuki stage?

A: They are all members of the Ninja Village. The man in the background is Daisuke Raion, 38 years old and the head ninja. He is a carpenter in his daily life. The man who checks on Ibuki when she loses is Sanjou Masayuki, 29 years old and a doctor of internal medicine. The big man is Kenichi Genda, 32 years old and works for the town's water department.

Q: What is the relationship between the raccoon dog and Ibuki?
A: He is a raccoon dog trained like a ninja and his name is Don-chan.

Q: I think Ibuki is a little too conspicuous for a ninja.
A: I don't think Ibuki is the only one, but it seems that the image of the ninja as a dark person is fading among the young people. This seems to be one of the problems of the Ninja Villages.

Q: What are her skills and qualities as a ninja?
A: Her fighting ability is outstanding, but it does not seem to be in the ninja's best interests to fight in public. Naturally, the assignments that come her way are limited, and they are not as suitable as those that come from the intelligence services of advanced countries.

Q: Did Ibuki develop techniques such as Kubiori and Yoroi Doushi?
A: Most of the taught techniques are electives. Ibuki's techniques are difficult, so there are very few students who take them. Ibuki is the only female student who can do Yoroi Doushi.

Q: What is her favourite technique?
A: She likes using the Kunai because she doesn't have to hit the opponent directly.

Q: Does Ibuki do well in school? Also, Ibuki is a Kogal (members of Gyaru subculture who are still in high-school), right?
A: Ibuki says that her grades at school are in the upper-middle range. Unlike Kogals, I don't think she is interested in fashionable things.

Q: What are your plans after graduation?
A: She's aiming for a four-year college course in foreign languages. She's also taking ninja-training courses and is confident in everything from Texas-accented English to King's English.

Q: What does she think of Ryu and the other fighters?
A: She hopes they lose early because she's on a mission.

Q: How does she spend her days off?
A: She is busy with club activities, but she also enjoys going to the movies, hiking and other indoor and outdoor activities.

Q: How does she spend her holidays?
A: She is active in clubs even on Sundays. She's a sprinter on the track and field team.

Q: What type of man does she like?
A: A tall, strong man who can pull you along.

Q: What does Ninjutsu mean to her?
A: It's a high-school requirement in the Ninja Village, but she sees it as a little bit of a bargain where you get to travel to all sorts of places on assignments.

Q: What is Ibuki's dream?
A: Ibuki's dream is to become a reporter who speaks foreign languages and travels around the world.

Q: What are Ibuki's sizes?
A: Height 157cm, B92cm, W57cm, H82cm.

Q: What is the G File?
A: The G File is the first interim report of the Global Restructuring Plan. Ordinary people may think that it's just a scrap of newspapers, a mere incident or event in the world. In reality, they are all incidents under the control of Gill and his organisation. If you read it carefully, you will be amazed at the details that no one else knows about. Its disclosure is not possible given the chaos it would create in the world.

Translation not given. Street Fighter III: New Generation

Trivia

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[237]?

A: Akuma's punch causes the island to start collapsing[238], and specifically causes an explosion of this size in comparisson to the island[239], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[240]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[241], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[242]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[243] and cause a jet plane to explode[244], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[245]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[246]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[247], his ending in Alpha 3 has him easily kill M. Bison[248]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[249], and ends up winning[250], and him calling the Raging Demon a pitifully weak move[251]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[252], while Groan only plays when he's fighting Gen or Evil Ryu[253], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[254]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[255] suggest it to be equal[256] in power to[257] Akuma, several[258] characters[259] note[260] that[261] it isn't[262], as strong[263] as the[264] real Akuma[265]. The real Akuma even considers SiRN Akuma a mockery[266]. C. Viper notes the simulation is only passable as a simulation[267].

Q: Isn't Menat's statement of fighters always fighting against their destiny[268] usable?

A: Menat still can't see the future well[269], having a hard time seeing fighter's futures like F.A.N.G.[270], and can't properly see into the future[271]. This is more due to her being a rookie then the fighters resistances.

Battle Records

7 - 1 - 0

None.

References

  1. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  2. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  3. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  4. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  5. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  6. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  7. Street Fighter Memorial Archives Beyond the World
  8. Final Fight Arcade Intro
  9. Street Fighter Memorial Archives Beyond the World
  10. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  11. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  12. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  13. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  14. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  15. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  16. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  17. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  18. Street Fighter Alpha 3 Game Manual Page 8
  19. Street Fighter VI Trainng Tutorial
  20. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  21. Sakura Ganbaru!, Volume 1, Chapter 1
  22. Ultra Street Fighter IV Ibuki Arcade
  23. Street Fighter IV Sakura Arcade Mode
  24. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  25. Super Street Fighter IV - Juri VS Chun Li Cinematic
  26. Super Street Fighter 4 Juri OVA
  27. Super Street Fighter 4 Juri OVA
  28. Street Fighter II: The World Warrior Car Minigame
  29. Street Fighter IV: Arcade Edition Car Minigame
  30. Street Fighter II
  31. Street Fighter II Turbo 16-Bit
  32. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  33. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  34. Street Fighter II
  35. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  36. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  37. Street Fighter 1987
  38. Street Fighter 1987
  39. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  40. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  41. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  42. Street Fighter IV: Arcade Edition
  43. Street Fighter V: Arcade Edition
  44. Street Fighter III: 2nd Impact Ibuki Arcade
  45. Street Fighter III: 3rd Strike - Fight for the Future Elena Aracde
  46. Street Fighter III: 3rd Strike Makoto Arcade
  47. Street Fighter III: 3rd Strike Makoto Arcade Ending
  48. Street Fighter IV: The Ties That Bind
  49. Street Fighter IV: The Ties That Bind
  50. Street Fighter VI Akuma Story
  51. Street Fighter Alpha 2
  52. Street Fighter V Akuma Story
  53. Ultra Street Fighter IV Akuma Ending
  54. Street Fighter III: New Generation Ibuki Arcade Ending
  55. Street Fighter III: 3rd Strike Ibuki Arcade
  56. Street Fighter III: 3rd Strike Oro Arcade
  57. Street Fighter III 3rd Strike: Fight for the Future Car Minigame
  58. Ultra Street Fighter IV Hugo Cutscenes
  59. Street Fighter III: 3rd Strike Ibuki Moveset
  60. Street Fighter Alpha Super Combos
  61. Street Fighter IV Dan Ending
  62. Street Fighter Alpha 3 - Sagat Story
  63. The Side Readers Side Readers: 02 Queen's Resort (Beach Race) ""Of course, no amount of intensive training would make you as strong as me...so I don't expect you to keep up."
    "What!?"
    Ibuki usually kept her temper under control, but that was too much to bear from an overblown cosplayer.
    "So you think packing on a few extra pounds of muscle is all there is to strength, huh? What are you, a protein shake infomercial?"
    "Hmph. Big talk for a loser in the making."
    There were audible cracks and pops as Mika rolled her big shoulders as a warm-up. Ibuki strode over and poked Mika in the chest.
    "If you think a wrestler stands a chance against a ninja in a beach race, you must have taken one too many piledrivers on that thick skull."
    "Oh, really? In that case..."
    Mika licked her upper lip in anticipation.
    "Prove it!"
    And with that, Mika kicked the sand hard and sped away. Ibuki got a face full of sand.
    "Ack! Pfegh!"
    Ibuki was about to call that a cheap trick, but Mika was already some distance away, moving at high speed. Ibuki spat out the last of the sand with a grin, thinking, You took a ninja by surprise... Not bad! But...
    "You're still slow!"
    Ibuki set off at her usual training pace, which to the average person looked as swift as the wind. Her feet were a blur that barely scuffed the sand, and though Mika was powering along like a musclebound torpedo, Ibuki drew up alongside her in the space of a few breaths.
    For all her strength, Mika's sprinting form left her wide open. Ibuki couldn't help herself; she darted in and chopped at Mika's side.
    "Why, you--!" Mika shouted and tried to floor Ibuki with a clothesline lariat, but the ninja tucked under the clumsy attack and sprang forward into the lead.
    "So much for intensive training!" Ibuki giggled.
    There was nothing faster than a high-school ninja girl. Ibuki let her feet carry her over the water, where she dashed across the surface without ever sinking an inch. The salt spray was the perfect relief from the blazing sun.
    As the beach curled around the headland up ahead, the Kanzuki private resort finally came into view.
    "Whew, finally. I thought we'd never make it!" sighed Ibuki.
    All she could think of was reaching the resort, grabbing a cool drink and taking refuge under the canopy on the beach. She thought of putting her feet up and relaxing...and suddenly there was a passionate battlecry from behind her."
  64. Street Fighter 2: Champion Edition
  65. Street Fighter Alpha 3 Guile's Sonic Boom
  66. Street Fighter 2: Turbo Game Manual Page 10
  67. Street Fighter V Ibuki Story Mode
  68. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  69. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  70. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  71. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  72. Street Fighter V Ibuki Story
  73. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  74. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  75. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  76. Street Fighter 2: Turbo Game Manual Page 10
  77. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  78. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  79. Street Fighter Alpha 3 Game Manual Page 8
  80. Street Fighter VI Training Tutorial
  81. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  82. Street Fighter 1 Fighter Defeated Cutscene
  83. Street Fighter 1 Ending
  84. Street Fighter 1 Minigame
  85. Street Fighter 1 Minigame
  86. Street Fighter VI Karate Minigame
  87. Street Fighter VI Karate Minigame
  88. Street Fighter VI Karate Minigame
  89. Street Fighter VI Scrap Heap Minigame
  90. Street Fighter VI Scrap Heap 2 Minigame
  91. Street Fighter 6 All Jump Animations
  92. Street Fighter III 3rd Strike Game Manual Page 14
  93. Street Fighter 2: Turbo Game Manual Page 10
  94. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  95. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  96. Street Fighter Alpha 3 Game Manual Page 8
  97. Street Fighter VI Training Tutorial
  98. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  99. Street Fighter V Perfect Parry
  100. Street Fighter 6 Perfect Parry
  101. Street Fighter V Stun Animation
  102. Street Fighter Series
  103. Street Fighter III 3rd Impact Game Manual Page 15
  104. Street Fighter VI Ball Block Blitz
  105. Street Fighter Alpha Game Manual page 4
  106. Street Fighter III 3rd Impact Game Manual Page 14
  107. Street Fighter IV Game Manual Page 12
  108. Street Fighter 6 Perfect Parry
  109. Street Fighter Alpha Game Manual page 4
  110. Street Fighter III 3rd Strike Game Manual Page 15
  111. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  112. Street Fighter VI Training Tutorial
  113. Street Fighter Alpha Game Manual page 7
  114. Street Fighter Alpha 3 Game Manual Page 12
  115. Street Fighter Alpha 3 Game Manual Page 12
  116. Street Fighter VI Training Tutorial
  117. Street Fighter VI Training Tutorial
  118. Street Fighter V F.A.N.G. Gameplay
  119. Street Fighter V F.A.N.G. Gameplay
  120. Street Fighter 6 World Tour Kimberly Cutscenes
  121. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  122. Street Fighter 6 World Tour Akuma Mastery
  123. Street Fighter IV Game Manual Page 12
  124. Street Fighter Alpha Super Combos
  125. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  126. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  127. Street Fighter IV Game Manual Page 16
  128. Street Fighter 6 World Tour Lily Hawk Cutscenes
  129. Street Fighter 6 World Tour Lily Hawk Cutscenes
  130. Street Fighter VI Training Tutorial
  131. Street Fighter V Movie: A Shadow Falls
  132. Street Fighter Alpha 3 Game Over/Bad Ending
  133. Street Fighter V Karin Story
  134. Street Fighter V Karin Story
  135. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  136. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  137. Super Street Fighter IV - Juri OVA
  138. Super Street Fighter IV - Juri OVA
  139. Super Street Fighter IV - Juri OVA
  140. Super Street Fighter IV - Juri OVA
  141. Street Fighter IV Game Manual Page 15
  142. Street Fighter IV Game Manual Page 16
  143. Ultra Street Fighter IV Ryu Move List
  144. Street Fighter IV Game Manual Page 15
  145. Ultra Street Fighter IV Ryu Move List
  146. Street Fighter IV Game Manual Pages 15-16
  147. Street Fighter IV Game Manual Page 16
  148. Street Fighter IV Game Manual Page 16
  149. Sakura Ganbaru!, Volume 1, Chapter 1
  150. Street Fighter V Official Online Manual
  151. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  152. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  153. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  154. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  155. Street Fighter V Menat Story Ending
  156. Winter Street, U.S.A. | Street Fighter III: New Generation
  157. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  158. Frosty Boulevard | Street Fighter V
  159. Holly Jolly Beatdown | Street Fighter V
  160. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  161. Volcanic Rim | Street Fighter IV
  162. Street Fighter III: 2nd Impact Akuma Move List
  163. Street Fighter V Kolin's Crtical Art
  164. Street Fighter Blanka Electricity
  165. Ultra Street Fighter IV C. Viper vs Dan
  166. Street Fighter V: A Shadow Falls
  167. Street Fighter V: A Shadow Falls
  168. Street Fighter V: A Shadow Falls
  169. Street Fighter V Movie: A Shadow Falls
  170. Street Fighter V Movie: A Shadow Falls
  171. Street Fighter V F.A.N.G. Gameplay
  172. Street Fighter V F.A.N.G. Gameplay
  173. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  174. Street Fighter V Necalli Story Mode
  175. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  176. Street Fighter VI Akuma Moveset
  177. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  178. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  179. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  180. Street Fighter V Menat Story Ending
  181. Street Fighter III: 3rd Strike Ibuki Arcade Ending
  182. Street Fighter IV Ibuki Arcade Ending
  183. Ultra Street Fighter IV Ibuki Move List
  184. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  185. Ultra Street Fighter IV Ibuki Move List
  186. Street Fighter V Ibuki Move List
  187. Street Fighter V Ibuki Move List
  188. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  189. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  190. Ultra Street Figther IV Ibuki Arcade Ending
  191. The Side Readers Side Readers: 02 Queen's Resort (Beach Race) ""Of course, no amount of intensive training would make you as strong as me...so I don't expect you to keep up."
    "What!?"
    Ibuki usually kept her temper under control, but that was too much to bear from an overblown cosplayer.
    "So you think packing on a few extra pounds of muscle is all there is to strength, huh? What are you, a protein shake infomercial?"
    "Hmph. Big talk for a loser in the making."
    There were audible cracks and pops as Mika rolled her big shoulders as a warm-up. Ibuki strode over and poked Mika in the chest.
    "If you think a wrestler stands a chance against a ninja in a beach race, you must have taken one too many piledrivers on that thick skull."
    "Oh, really? In that case..."
    Mika licked her upper lip in anticipation.
    "Prove it!"
    And with that, Mika kicked the sand hard and sped away. Ibuki got a face full of sand.
    "Ack! Pfegh!"
    Ibuki was about to call that a cheap trick, but Mika was already some distance away, moving at high speed. Ibuki spat out the last of the sand with a grin, thinking, You took a ninja by surprise... Not bad! But...
    "You're still slow!"
    Ibuki set off at her usual training pace, which to the average person looked as swift as the wind. Her feet were a blur that barely scuffed the sand, and though Mika was powering along like a musclebound torpedo, Ibuki drew up alongside her in the space of a few breaths.
    For all her strength, Mika's sprinting form left her wide open. Ibuki couldn't help herself; she darted in and chopped at Mika's side.
    "Why, you--!" Mika shouted and tried to floor Ibuki with a clothesline lariat, but the ninja tucked under the clumsy attack and sprang forward into the lead.
    "So much for intensive training!" Ibuki giggled.
    There was nothing faster than a high-school ninja girl. Ibuki let her feet carry her over the water, where she dashed across the surface without ever sinking an inch. The salt spray was the perfect relief from the blazing sun.
    As the beach curled around the headland up ahead, the Kanzuki private resort finally came into view.
    "Whew, finally. I thought we'd never make it!" sighed Ibuki.
    All she could think of was reaching the resort, grabbing a cool drink and taking refuge under the canopy on the beach. She thought of putting her feet up and relaxing...and suddenly there was a passionate battlecry from behind her."
  192. Street Fighter IV Ibuki vs. Crimson Viper Ibuki Winquote
  193. Ultra Street Figther IV Ibuki Arcade Ending
  194. The Side Readers Side Readers: 02 Queen's Resort (Beach Race) ""Muscle Spirit!!"
    Ibuki glanced back over her shoulder to find Mika hurtling through the air toward her for a flying body slam. Ibuki instinctively tried to dodge away, only to lose her footing on the crest of a wave.
    "Wh-Whoa!?"
    SPLASH.
    Mika crashed into Ibuki with tremendous force, sending the two tumbling into the ocean.
    A picturesque rainbow formed over the ocean, and as Ibuki rose from the waves, an exhausted Mika washed ashore onto the beach.
    "Haha, an Iwashigahama wrestler never taps out!" Mika laughed, utterly spent. Somehow, Ibuki couldn't help snorting with laughter right along with her."
  195. Ultra Street Fighter IV Ibuki Move List
  196. Street Fighter V Ibuki Move List
  197. Street Fighter III: 3rd Strike Ibuki Arcade Ending
  198. Street Fighter V Ibuki Move List
  199. Ultra Street Fighter IV Ibuki Move List
  200. Street Fighter V Ibuki Move List
  201. Ultra Street Fighter IV Ibuki Move List
  202. Ultra Street Fighter IV Ibuki Move List
  203. Street Fighter V Ibuki Move List
  204. Street Fighter V A Shadow Falls
  205. Super Street Fighter IV Intro Cinematic
  206. Street Fighter V Ibuki Move List
  207. Street Fighter VI Training Tutorial
  208. Street Fighter VI Training Tutorial
  209. Street Fighter VI Training Tutorial
  210. Street Fighter VI Training Tutorial
  211. Street Fighter VI Training Tutorial
  212. Street Fighter VI Training Tutorial
  213. Street Fighter VI Training Tutorial
  214. Street Fighter Alpha Game Manual page 4
  215. Street Fighter IV Game Manual Page 15
  216. Street Fighter IV Game Manual Page 16
  217. Street Fighter 6 Online Manual
  218. Street Fighter III: 3rd Strike Ibuki Arcade Ending
  219. Street Fighter III Third Strike Game Manual Page 18
  220. Street Fighter IV Game Manual Page 12
  221. Street Fighter VI Online Manual
  222. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  223. Street Fighter V Website The Character Guides Character Guide 160: Ibuki
  224. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  225. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  226. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  227. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  228. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  229. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  230. Street Fighter 3 New Generation FanBook Street Fighter 3 developer Q&A discussing Ibuki in the New Generation era
  231. CFN Portal - ROUND 2: Hideaki Itsuno part 3
  232. SSFIV Alternate Costume Artworks
  233. Street Fighter X Tekken Ibuki and Rolento Arcade
  234. Street Fighter III: New Generations Ibuki Move List
  235. Ultra Street Fighter IV Ibuki Move List
  236. Street Fighter V Ibuki Move List
  237. Street Fighter Alpha 2 Ryu Arcade Ending
  238. Street Fighter Alpha 2 Ryu Arcade Ending
  239. Street Fighter Alpha 2 Ryu Arcade Ending
  240. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  241. Street Fighter IV Aftermath
  242. Street Fighter 4 - Intro: Chun Li
  243. Super Street Fighter 4 Juri OVA
  244. Super Street Fighter 4 Juri OVA
  245. Street Fighter V - E. Honda Arcade Mode Ending
  246. Final Fight Revenge Haggar Super Attack
  247. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  248. Street Fighter Alpha 3 Akuma Ending
  249. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  250. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  251. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  252. Street Fighter Alpha 3 OST Feel the Cool
  253. Street Fighter Alpha 3 OST Groan
  254. Street Fighter Alpha 3 Game Over
  255. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  256. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  257. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  258. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  259. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  260. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  261. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  262. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  263. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  264. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  265. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  266. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  267. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  268. Street Fighter V Menat vs. Alex Menat Winquote
  269. Street Fighter V Menat Arcade SFV Menat Ending
  270. Street Fighter V Menat vs F.A.N.G. Menat Winquote
  271. Street Fighter V Menat vs. Ed Menat Winquote
  272. Ultra Street Fighter IV Ibuki Arcade
  273. Street Fighter V Ibuki Story Mode
  274. Street Fighter V: A Shadow Falls
  275. The Side Readers Side Readers: 02 Queen's Resort (Beach Race) ""Of course, no amount of intensive training would make you as strong as me...so I don't expect you to keep up."
    "What!?"
    Ibuki usually kept her temper under control, but that was too much to bear from an overblown cosplayer.
    "So you think packing on a few extra pounds of muscle is all there is to strength, huh? What are you, a protein shake infomercial?"
    "Hmph. Big talk for a loser in the making."
    There were audible cracks and pops as Mika rolled her big shoulders as a warm-up. Ibuki strode over and poked Mika in the chest.
    "If you think a wrestler stands a chance against a ninja in a beach race, you must have taken one too many piledrivers on that thick skull."
    "Oh, really? In that case..."
    Mika licked her upper lip in anticipation.
    "Prove it!"
    And with that, Mika kicked the sand hard and sped away. Ibuki got a face full of sand.
    "Ack! Pfegh!"
    Ibuki was about to call that a cheap trick, but Mika was already some distance away, moving at high speed. Ibuki spat out the last of the sand with a grin, thinking, You took a ninja by surprise... Not bad! But...
    "You're still slow!"
    Ibuki set off at her usual training pace, which to the average person looked as swift as the wind. Her feet were a blur that barely scuffed the sand, and though Mika was powering along like a musclebound torpedo, Ibuki drew up alongside her in the space of a few breaths.
    For all her strength, Mika's sprinting form left her wide open. Ibuki couldn't help herself; she darted in and chopped at Mika's side.
    "Why, you--!" Mika shouted and tried to floor Ibuki with a clothesline lariat, but the ninja tucked under the clumsy attack and sprang forward into the lead.
    "So much for intensive training!" Ibuki giggled.
    There was nothing faster than a high-school ninja girl. Ibuki let her feet carry her over the water, where she dashed across the surface without ever sinking an inch. The salt spray was the perfect relief from the blazing sun.
    As the beach curled around the headland up ahead, the Kanzuki private resort finally came into view.
    "Whew, finally. I thought we'd never make it!" sighed Ibuki.
    All she could think of was reaching the resort, grabbing a cool drink and taking refuge under the canopy on the beach. She thought of putting her feet up and relaxing...and suddenly there was a passionate battlecry from behind her."
  276. Street Fighter III: New Generation Ibuki Arcade
  277. Street Fighter III: 2nd Impact Ibuki Arcade
  278. Street Fighter III: 3rd Strike Ibuki Arcade
  279. Street Fighter V Ibuki Story Mode