Street Fighter III: 2nd Impact [60FPS]: Full Playthrough (Ibuki, No Losses)

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Published on ● Video Link: https://www.youtube.com/watch?v=H1eqHs1xS44



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Duration: 16:50
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A full playthrough of Street Fighter III: 2nd Impact without losing a single round. Played with Ibuki (major differences between her New Generation, 2nd Impact & 3rd Strike incarnation are listed below).

- In New Generation only, Ibuki’s MP had a Close variant, which turned into You Men (B + MP).
- Originally, Far HP could not be special canceled and its only possible follow-up was Oiura Ken (press HP a second time). The ability to special cancel HP was added in 3rd Strike.
- Oiura Ken can be super canceled in New Generation and 2nd Impact, but not in 3rd Strike
- In New Generation and 2nd Impact, Ibuki’s LK had a Far and Close variant. In 3rd Strike, her Cl. LK became her standard LK and Far LK was turned into Maki Geri (F + LK).
- In New Generation and 2nd Impact, Ibuki’s MK had a Far and Close variant. In 3rd Strike, her Cl. MK became her standard MK (albeit somewhat slower) and her Far MK was turned into Ura Maki Geri (B + MK).
- In New Generation only, Cl. HK was an infinite, as properly timed Cl. HKs could juggle opponents forever. This was fixed from 2nd Impact onward.
- Cr. MP used to be a quick, short-ranged punch that could mostly only cancel into Light specials. In 3rd Strike, the move received an overhaul and turned into a slower, long-ranged punch that can mostly only cancel into Light and Medium specials.
- Originally, Ibuki had an unconventional Cr. MK, with the move being a slide attack. In 3rd Strike, it got replaced with a more standard Cr. MK and her previous Cr. MK got turned into Sazan (DF + MK).
- Because St. MK is slower in 3rd Strike, linking Koube Kudaki (F + MK) into St. MK is more difficult.
- Ibuki did not have her Cl. LP + MP (1st hit) + HP target combo in New Generation (the same goes for her B + MP (1st hit) + HP target combo).
- In New Generation, Ibuki had a Cr. MP + Cr. HP target combo, with 2nd Impact extending it by adding Cr. LK at the start. This target combo was removed in 3rd Strike, most likely because of the changes made to Cr. MP.
- Ibuki did not have Tsuji Goe (DP + P) and Kasumi Gake (QCF + K) in New Generation and 2nd Impact.
- In 3rd Strike, the input for Kubi Ori (Neck Breaker) got changed from QCF + K to QCF + P, probably due to the addition of Kasumi Gake.
- In 2nd Impact only, Cl. MK could combo into LK Kubi Ori.
- Linking Hien (RDP + K) into (EX) Kunai (QCF + P(P) in the air) is harder in 3rd Strike.
- In New Generation and 2nd Impact, each non-EX version of Tsumuji (QCB + K) consisted of two hits with differing speeds depending on which K button was pressed, along with a secret third hit that you could get by pressing K at the right moment after the second hit. Also, every third hit could be turned into a sweep by holding down, though none of these sweeps could combo, save for the EX version. In 3rd Strike, every non-EX version of Tsumuji was changed to be more unique. The LK now consists of only two hits, with the option to turn the second hit into a sweep. The MK version is the same as before, secret third hit and all, though the sweep version of the third hit can now combo on crouching opponents. The HK version now always consists of three hits, with the option to turn the third hit into a sweep.
- In New Generation, the first hit of each non-EX version of Tsumuji could be super canceled. This is also possible with the second hit in 2nd Impact. In 3rd Strike however, this is only possible with the 2nd hit of HK Tsumuji.
- The sweep hits of EX Tsumuji could combo into both standing AND crouching opponents in 2nd Impact. This only works on crouching opponents in 3rd Strike.
- Ibuki’s SAI (Kasumi Suzaku) only had 2 stocks in New Generation. This was changed to 3 stocks from 2nd Impact onward.
- In New Generation and 2nd Impact, Ibuki’s SAIII was Hashin Sho, a Super Art consisting of an initial dash punch, followed up by a flurry of punches and kicks and ending with a Cl. HK, which could be followed up with a combo. This Super Art was the main reason why Ibuki was top tier in New Generation and 2nd Impact, since it had great damage output, ridiculous range and speed (the HP version can reach an opponent on the other end of the screen in about a second), 2 stocks that were relatively short and the ability to follow up afterwards with a combo. Also, in New Generation only, you could follow up with her Cl. HK infinite at the end of the Super, making it even more broken. In 3rd Strike, Hashin Sho was removed entirely and replaced with Yami Shigure, most likely due to how broken it was.
- UOH is faster in New Generation and 2nd Impact.
- In New Generation only, you couldn't pass through opponents with Ibuki's dash.
- Ibuki had no EX moves in New Generation, since EX moves were first introduced in 2nd Impact.
- Ibuki has no Kara-Throw, because New Generation and 2nd Impact use the same grab input as the older SF games.
- Ibuki had no taunt in New Generation, since they weren’t introduced in the SFIII series until 2nd Impact.

Hope you enjoy!




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