Ibuki
Character specific stuff
Shoryu-shoryu
CORNER:
- TC shoryu kara-shoryu
UOH setup
- Close MP > crouch MP
SA3 cross-up setup
- Normal superjump or tatsu at the end.
- Dash up walk back jump
Crouch LK>LP>LK
- YES
- Also crouch LK x 3 (can delay the second one)
Shoryu confirm
- Crouch LK > crouch LP xx Shoryu
Corner cross-up jump
- NO
Notes
- Against penguin kicks (flying double kicks => backflip): parry first hit xx LP DP
- Ken stand HK is a good button to use here
- Stand MK can catch jumps and towards MK/HK
- Towards MK (overhead hopkick, plus a billion on block) is "safe" on parry when spaced (EX DP always gets at least 2 hits) (when done too close you can parry > LP DP)
- Her LP is +6, used for trapping, interrupting is a gamble
- Maybe jump
- Maybe crouch MP + crouch tech
- Maybe shoryu
- Maybe low parry (standing jabs can be low parried as well as high parried)
- Do not mindlessly go into super, a lot of her moves get her off the ground, and if she is hit out of them SA3 will whiff due to air-reset status
- She has multiple 2-hit jump-ins
- Her jump is very fast (almost as fast as Dudley's) but try to anti-air, at least somewhat
- Jump back HK is good and low risk. Walk under > button as well - BigGameJames
- After her EX DP, she can only come down with air normals if it hits. If you parry it, you can walk under to switch sides before you punish.