
Ibuki will only pass over Urien's LP fireball if she hits him.ħ) Follow-up hit for Ibuki's far standing HP. Can go over mid/low projectiles from: Akuma(ground), Chun-Li, Ken, Oro (LP/low only), Remy (kick/low LoV only), Ryu, and Urien. It can also go under Ryu's SA.1, SA.3, and Sean's SA.1.Ħ) Toward+HK takes Ibuki off the ground. This move has a very small/low hitbox and can pass under high fireballs from: Akuma, Chun-Li, Ken, Oro, Remy (punch/high LoV only), Ryu, and Urien. Can go over Remy's low LoV projectiles.ĥ) DT.MK Block and Hit Advantage range: -16/-6/-5 to -6/+4/+5. Not Special or Super cancelable.Ĥ) Knocks down (slams) an airborn opponent if it hits.


Effects ware off if Ibuki is hit.ģ) T.LK Chains into itself. Sucsessful grab results in damage increase for 1 combo. Opponent can not tech out if it is comboed. Opponent can tech out of with throw defense (LP+LK). Block and Hit Advantage range: -5/0/+1 to +7/+8/+9Ģ) Personal Action. You can grab defense (air tech) Ibuki's airthrowġ) Universal Over-Head. Launches opponent on hit, opponent can be juggled.Ĥ) Super Jump Cancelable on hit only (not on block or parry).ġ) Ibuki's defensive, offensive, and neutral throws are all identical.Ģ) Horizontal range: 12. Dash Backward (frames) / Moving Distance: 33 / 2,5ġ) Turns standing opponent around on hit (except Elena and Urien).Ģ) Knocks down (slams) an air-born opponent if it hits.ġ) Super Jump Cancelable on hit, parry, or block.ģ) Super Jump Cancelable on second hit (hit, parry, or block).Dash Forward (frames) / Moving Distance: 19 / 2.Taunt: Increases damage for the next hit/combo/throw by 43.8% only if she gets the leapfrog.Stun Bar Recovery (frames it takes to recover 1 dot): 24th.doesn't has a safe-play option, often times has to take risks to deal damage.lacks a good super to utilize, the one she often picks is used for ex moves even though it deals less damage and doesn't knock down.very dependant on resources, struggles without them.While her buttons are fast, they are also very stubby.Some of the lower health in the game, dies quickly.A lot of opportunities for mixups, getting her offense to feel non-stopping, and allowing her to stay unpredictable.Some of the better frame data in the game, easily gets + on her opponent on block, many moves with fast normals, nearly none of the buttons are punishable on block.Her mobility allows her to vary and improve her pressure significantly, avoid and punish throws or pokes, and get in easily. She also has ways to very her movement such as doing kunai before landing. Very fast and far reaching jump, and the fastest walk speed in the game.4.10.2.2 Akuma,Dudley, Hugo, Q and Urien specific.

PLAY STREET FIGHTER III 3RD STRIKE ANDROID
If you want the same config for other Street Fighter games, just copy "sfiii3.cfg" to the other game names like "sf2.cfg", "sf2ce.cfg", "ssf2.cfg" etc.Īnd of course, this method also works on other Android devices. Note: The attached config file also sets the video "Aspect Ratio Index" to "Core provided". Now, when you start SF III 3rd Strike, you should see the following (yellow) message. Make sure the following options are configured in RA Settings -> Configuration.ģ. Rename the attached config file "sfiii3.txt" to "sfiii3.cfg" and put it into directory "Internal Storage\Android\data\com.retroarch\files\FB Alpha", if RetroArch is installed in the internal storage.Ģ. Here a configuration example for "Street Fighter III 3rd Strike" for the "FB Alpha" core with the same button mapping as in the first post.ġ. This feature allows to have individual configurations such as button mappings for specific games. With the new version 1.2.2 of RetroArch, I was motivated to investigate in RA override config files. Since the default button layout is not ideal for Street Fighter games (hard punch/kick on L/R), here's an alternative button mapping.
