Way of The Ninja, DQ's Ibuki Guide! 2013 Edition

Way of The Ninja, DQ's Ibuki Guide! 2013 Edition

Postby Keyblade » Mon Jun 18, 2012 10:09 am

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"Alright, Ready Set Go!"


Overview:
Name: Ibuki
Known as: Ninja School Girl
Official Partner: Rolento (Tactical Ninjitsu)
Trained from infancy to become a ninja. Although she carries out her duties, in reality she dreams of living a normal, high school girl life. She has a fascination with pop idols, but when she is tasked with a responsibility, she is always reliable. Ibuki is forced to accept Rolento's mission request by her village leaders, and the two of them head for the South Pole.

Version 2013 Changes:
• EX Kunai - EX Kunai can be canceled while descending
• far LP - Hit box reduced
- Hurt box reduced
- Frames changed from (on hit +6/on block +2) to (on hit +7/on block -1)
• LK - Hurtbox increased
• cr. MK - Push back on block for boost combos reduced
• far HP - Push back on block for boost combos reduced
• Forward jumping HK - Startup increased from 5 to 7 frames
- Damage decreased from 100 to 75
• Yami Kazura - Damage increased from 120 to 130
• Spin Kick - Hit box reduced
• MK Tsumuji, HK Tsumuji - Franes changed from (MK on block -1/HK on block ±0) to (both on block +3)

Special move meter gain
• Kunai: whiff 15->5
• Tsuijigoe: whiff 10->15
• Neck Breaker: on hit 10->60
• Kazakiri: on hit 20×3(60)/10×3(30)
• Tsumuji: whiff 15->10, on hit 20+20(40)->10×2(20)
• Tsumuji (high variant): whiff 5->10, on hit 20->30
• Tsumuji (low variant): whiff 5->10, on hit 60->30
• Hien: on hit 20+40(60)->20×2(40)
• Raida: whiff 15->0, on hit 40->60


Character Overview 2013 Edition:
Coming into 2013 edition Ibuki has been toned down a bit from Capcom. Ibuki's footsie game and pressure has been nerfed where she lost her St. lk and spin kick hitbox being reduced, key tool in her footsie game. With the jumping diagonal hk nerf, Ibuki has lost some damge in some of her combos. However Ibuki has gotten quite a few buffs that kind of makes up for the nerfs. All of her grabs have been buffed which is great considering grabs in the game overall have been improved on, as well as Ibuki picking up a neat trick such as being able to do 2 Ex Kunai specials in the air. So overall? Ibuki will have a much tougher time keeping pressure and lost some tools but Ibuki still pulls her job of being a ok battery character and building meter for her teammate to help her lay the hurt on her opponents.

Health: 900 (Below Average)
Pros:
- Great mobility.
- Has one of the best AA's in the game.
- Has an air grab and stronger throws.
- Great mix-ups.
- Beautiful ninja with amazing mix-ups and a good ways to get in.

Cons:
- Must get a knockdown to maximize damage.
- Takes alot of practice to use (Still has JC combos to learn if you want to go deeper into her.)
- Doesn't have the best health.
- Yorotoshi is now an attack and can be blocked.
- Less tools to use to maintain pressure.

Table of Contents:
I. Character Overview
II. Normals and Command Normals
III. Special Moves
IV. Super Art and Cross Art.
V. Combos
VI. Team Synergy and Gems
VII. Match-Ups
VIII. Credits, Tips, Tricks, and Vids.
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby Keyblade » Mon Jun 18, 2012 10:11 am

"Ibuki, On the Scene!"
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Normals:
Standing Normals:
- :punch-light: (Dmg: 30/ Start-Up: 3 Frames/ Active: 2 frames/ Recovery: 9 frames/ On hit: +7/ On block: -1) - Ibuki's standard jab. Great jab to use when confirmin but is -1 on block which is weird for a jab so you have to be a bit more catious with this normal. Not special cancelable.

- :punch-medium: (Dmg: 60/ Start-Up: 5 frames/ Active: 4 frames/ Recovery: 11 frames/ On hit: +6/ On block: +2) - Ibuki's MP which (like Ryu's cr. mp) can be linked into twice. Seems to extend a bit farther than Ibuki's St. LP. Not special cancelable.

- :punch-hard: (Dmg: 90/ Start-Up: 10 frames/ Active: 4 frames/ Recovery: 23 frames/ On hit: -2/ On block: -7) - Ibuki's HP normal which serves as an ok poke. Not much use for this move and is not special cancelable.

- :kick-light: (Dmg: 30/ Start-Up: 4 frames/ Active: 4 frames/ Recovery: 9 frames/ On hit: +4/ On block: 0) - Ibuki's LK which is one of her good normals to check the opponent's guard. Hurtbox has been increased making this a risk normal to use as well. This normal will be useful when going into target combos. Not special cancelable.

- :kick-medium: (Dmg: 60/ Start-Up: 5 frames/ Active: 4 frames/ Recovery: 14 frames/ On hit: +3/ On block: -1) - Ibuki's MK which is a good normal to hit-confirm into any of her specials. What also makes this move good is the fact that it can be Jump cancelled as well as being special cancelable.

- :kick-hard: (Dmg: 90/ Start-Up: 11 frames/ Active: 3 frames/ Recovery: 23 frames/ On hit: -1/ On block: -6) - Ibuki's HK that serves as one of her anti-airs if timed correctly. This is not the go to anti air as it isn't that good and she has a much better one. Not special cancelable.

Close Standing Normals:
- CL. :punch-light: (Dmg: 30/ Start-Up: 3 frames/ Active: 2 frames/ Recovery: 10 frames/ On hit: +5/ On block: +1) - This normal is one of Ibuki's greatest normals which leads into her greatest Target Combos that'll kick off the offense. This move is special cancelable and jump cancelable as well.

-CL. :punch-hard: (Dmg: 50,40/ Start-Up: 8 frames/ Active : 4 frames/ Recovery: 26 frames/ On hit: -2/ On block: -8) - This normal makes the opponent stand on hit. You can special and jump cancel this move on the first hit, and can follow through with it to combo into one of her Target Combos.

-CL. :kick-hard: (Dmg: 50,40/ Start-Up: 7 frames/ Active: 4 frames/ Recovery: 23 frames/ On block: -7) - If out of all normals, this normal is a key normal to Ibuki's game and I'll let you know why. This move is not special cancelable BUT you can jump cancel this normal after the second hit, so after connecting this move which floats the opponent in the air, you will jump cancel the move to follow-up with Air :kick-hard: (which causes ground bounce on opponents in the air) and extend your combo.

Crouching normals:
-Cr. :punch-light: (Dmg: 30/ Start-Up: 4 frames/ Active: 3 frames/ Recovery: 7 frames/ On hit: +7/ On block: +3) - Ibuki's crouching jab that serves as one of her greatest combo starters. Getting into cr. jab is the ideal range to stay in when using Ibuki. This normal is special and jump cancelable.

-Cr. :punch-medium: (Dmg: 60/ Start-Up: 7 frames/ Active: 5 frames/ Recovery: 14 frames/ On hit: +2/ On block: -2) - Ibuki's cr. mp serves as one of her greatest pokes that can be special and jump cancelable. You're find yourself using this normal quite a bit.

-Cr. :punch-hard: (Dmg: 90/ Start-Up: 10 frames/ Active: 3 frames/ Recovery: 21 frames/ On hit: 0/ On block: -4) - Ibuki's cr. hp which makes as an good anti-air if timed right, otherwise it will often trade. If you can score an hit with this, you can jump cancel into one of Ibuki's air target combos and score some decent damage. Not special cancelable.

-Cr. :kick-light: (Dmg: 30/ Start-Up: 4 frames/ Active: 2 frames/ Recovery: 10 frames/ On hit: +5/ On block: +1) - Ibuki's cr. lk that serves as a nice close up poke and can help hit confirm into some decent combos. Can be special and jump cancelled.

-Cr. :kick-medium: (Dmg: 60/ Start-Up: 7 frames/ Active: 5 frames/ Recovery: 17 frames/ On hit: -1/ On block: -5) - Ibuki's cr. mk is one of her best pokes at mid range. This pokes can help confirm into a Target combo from the help of a boosted combo. This move cannot be special or jump cancelled.

-Cr. :kick-hard: (Dmg: 90/ Start-Up: 7 frames/ Active: 2 frames/ Recovery: 26 frames/ On block: -8) - Ibuki's cr. hk does her sweep that causes hard knockdown. It covers a nice distance and can be used to catch opponents off guard. Cannot be special or jump cancelled.

Vertical Jumping Normals:
- Vertical Jump :punch-light: (Dmg: 40/ Start-up: 5 frames/ Active: 9 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) -Ibuki's vertical jump :punch-light: has her throw her palm out. Not the best move to use when trying to catch your opponent.

-Vertical Jump :punch-medium: (Dmg: 70/ Start-Up: 6 frames/ Active: 7 frames/ Recovery: 4 frames/ On hit: +15/ On block: +5)- Ibuki throws out her arm. An ok move to throw out, but there are better ones.

-Vertical Jump :punch-hard: (Dmg: 100/ Start-Up: 10 frames/ Active: 5 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8)
- Ibuki throws her arms out in both directions. This is a good move to use to catch air opponents.

-Vertical Jump :kick-light: (Dmg: 40/ Start-Up: 5 frames/ Active: 12 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) - Ibuki throws out her knee in this normal. Good for catching air opponents if you time it right.

-Vertical Jump :kick-medium: (Dmg: 70/ Start-Up: 6 frames/ Active: 7 frames/ Recovery: 4 frames/ On hit: +15/ On block: +5)
- Ibuki extends her leg out in this normal. This will probably be your go to move (well it's my go to move atleast) for catching opponents in the air.

-Vertical Jump :kick-hard: (Dmg: 100/ Start-up: 8 frames/ Active: 3 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8) - Ibuki throws her leg out an an upright angle. Not one of her best options to use.

Diagonal Jumping Normals(Also known as Air-to-Air):
-Jumping :punch-light: (Dmg: 40/ Start-Up: 5 frames/ Active: 6 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) - Ibuki throws a fist out towards the foe. Not much use for this normal outside of starting off an air Target combo.

-Jumping :punch-medium: (Dmg: 70/ Start-Up: 6 frames/ Active: 8 frames/ Recovery: 4 frames/ On hit: + 16/ On block: +5) - Ibuki comes down on the opponent throwing out her palm. An ok jump-in attack but Ibuki has better options.

-Jumping :punch-hard: (Dmg: 100/ Start-Up: 12 frames/ Active: 4 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8) - Ibuki throws her arms out similar to Vertical Jump :punch-hard: except she's at an angle. Great jump-in move as well as a godd way to kick off an air target combo.

-Jumping :kick-light: (Dmg: 40/ Start-Up: 4 frames/ Active: 8 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) - Ibuki throws out her knee towards the opponent. This normal is Ibuki's best method of crossing up the opponent as it can even become ambiguous at times depending on timing. This normal also can be followed up into a Target combo.

-Jumping :kick-medium: (Dmg: 70/ Start-Up: 6 frames/ Active: 5 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) - Ibuki throws out her leg to kick the opponent making it an ideal air-to-air move to use, as well as an good jump-in and cross-up move.

-Jumping :kick-hard: (Dmg: 75/ Start-Up: 7 frames/ Active: 5 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8) - Ibuki swings her leg up and then brings it back down. What makes this move special is that it ground bounces any opponents that's airborne at the time, allowing you to extend your combo. In 2013 this normal has become much slower to come out making the timing to catch jumping opponents much harder.

Unique Attacks:
- Agemen :joystick-left: :plus: :punch-medium: (Dmg: 30,30/ Start-up: 7 frames/ Active: 5 frames/ Recovery: 13 frames/ On hit: +2/ On block: -2)
-Ibuki throws her arm upward and does two hits. This is Ibuki's best anti-air (and possibly one of the best anti-airs in the game) and I'll tell you why. During this move she has upper body invulnerability, and this attack puts opponents in a juggle state after both hits, allowing for further damage to be dealt. This move can be special cancelled only after the 1st hit.

-Backhand Punch (far from opponent) :punch-hard: into :joystick-right: :plus: :punch-hard:
(Dmg: 90,40/ Start-Up: 6 frames/ Active: 22 frames/ Recovery: 24 frames/ On block: -6)
-Ibuki does a move similar to St. HP, but adds an extra hit in that does a knockdown afterward. This is one of Ibuki's mid-range pokes, but she has better options.

-Spin Kick :joystick-right: :plus: :kick-light: (Dmg: 60/ Start-Up: 4 frames/ Active: 3 frames/ Recovery: 13 frames/ On hit: 0/ On block: -1)
-Ibuki throws her leg out at the opponent, making it one of the ideal pokes to use. This normal is one of Ibuki's best normals to keep the opponent in frame traps after using Tsumuji. Can be special cancelled. In 2013 the hit box has been reduced, meaning you will have a much tougher time landing this when playing footsies with you opponent, decreasing its usefulness.

-Reverse Spin Kick: :joystick-left: :plus: :kick-medium:
(Dmg: 60/ Start-Up: 11 frames/ Active: 2 frames/ Recovery: 17 frames/ On hit: 0/ On block: -4)
-As stated Ibuki throws a reverse spin kick which serves as an good poke to her arsenal. This move leads into her Target combo 7 in which she follows up with an overhead. Cannot be special cancelled.

-Hammer Kick: :joystick-right: :plus: :kick-medium:
(Dmg: 50/ Start-Up: 23 frames/ Active: 2 frames/ Recovery: 17 frames/ On hit: +5/ On block: -4)
- Ibuki hops up and comes down with a kick. This is Ibuki's overhead and is a pretty good one since you can follow-up after it with a couple of her target combos or simple bnb's. Cannot be special cancelled.

-Sazan: :joystick-down-right: :plus: :kick-medium:
(Dmg: 60/ Start-Up: 8 frames/ Active: 11 frames/ Recovery: 11 frames/ On hit: -3/ On block: -7)
-Ibuki slides on the ground and kicks her opponent. This move can be used to get past projectiles (with the exception of Sagat's Low Tiger Shot) at mid range since it can be punished up close. If you can get it distant enough so her foot just about touches the opponent, you can link a cr. or st. LP and get a nice combo. Not special cancellable.

-Bonsho Kick: :joystick-right: :plus: :kick-hard:
(Dmg: 90/ Start-Up: 14 frames/ Active: 2 frames/ Recovery: 20 frames/ On hit: +2/ On block: 0)
- Ibuki leaps and does a split kick similar to what you would see in karate movies. Not much use for this move unless you get a counter hit which puts the opponent in a slip state, and lets you link afterward. This attack also goes over crouching moves. Not special cancellable.


Target Combos:
-Target Combo 1 (During Vertical or Diagonal Jump) :punch-hard: into :joystick-right: :plus: :kick-medium:
(Dmg: 100/ Start-Up: 12,10/ Active: 4,5 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8)
- Ibuki pretty much links the normals Air :punch-hard: and Diagonal Jumping :kick-medium: together. This is Ibuki's strongest jump-in Target Combo and makes a great way to start off her combos. Cannot be special cancelled.

-Target Combo 2 (Diagonal Jump) :punch-light: into :joystick-right: :plus: :punch-hard:
(Dmg: 90/ Start-Up: 4 frames/ Active: 5 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8)
- This Target combo combines Diagonal jumping :punch-light: and :punch-hard: . This air target doesn't have much use outside of being an ok air-to-air. Cannot be special cancelled.

-Target Combo 3 (Diagonal Jumping) :kick-light: into :joystick-right: :plus: :kick-medium:
(Dmg: 60/ Start-U: 4 frames/ Active: 7 frames/ Recovery: 4 frames/ On hit: +16/ On block: +5)
-This Target combo combines both diagonal :kick-light: and :kick-medium: . Out of all the air Target Combos, this target combo will be use in your juggles. TC 4 works well with her other jump cancelled Target Combos where the others would be harder to pull off. You can also use this TC to cross-up the opponent.

-Target Combo 4 (Close Standing) :punch-light: into :joystick-right: :plus: :punch-medium: into :joystick-right: :plus: :punch-hard:
(Dmg: 90/ Start-Up: 3 frames/ Active: 3 frames/ Recovery: 17 frames/ On hit: +4/ On block: +1)
- This Target Combo has Ibuki doing all punches that does 4 hits, and is the only TC that can be special cancelled. This TC is very important to use as it starts out most of Ibuki's high damaging bnbs. This TC can even be linked after her overhead, making it an ideal offensive tool to Ibuki's arsenal.

-Target Combo 5 :punch-light: into :joystick-right: :plus: :punch-medium: into :joystick-right: :plus: :kick-light:
(Dmg: 30/ Start-Up: 5 frames/ Active: 4 frames/ Recovery: 14 frames/ On hit: +2/ On block: 0)
-This TC serves as Ibuki's "poking combo" that is a mixture of three normals (St. LP, St. MP and Forward+LK). This may be one of the least used Target Combo you just may use as it is really used to check the opponent's blocking. Cannot be special cancelled.

Target Combo 6 (Close Standing) :punch-light: into :joystick-right: :plus: :punch-medium: into :joystick-down-right: :plus: :kick-hard: into :joystick-right: :plus: :kick-hard:
(Dmg: 90/ Start-Up: 5 frames/ Active: 1 frames/ On block: -6)
-Ibuki does the first two hits of TC 4 but ends in a downward kick into a upward kick that causes a hard knockdown. Even though the last hit of the TC cannot be special cancelled, but it can be jump cancel which can lead into either a jump cancelled special move (which I will discuss how to do later on) or into her Target combo 3 for juggling purposes and lead into raida (which I wall also explain the timing on it later on).

-Target Combo 7 :joystick-left: :plus: :kick-medium: into :joystick-right: :plus: :kick-medium:
(Dmg: 60/ Start-Up: 27 frames/ Active: 2 frames/ Recovery: 12 frames/ On hit: +7/ On block: +4)
-This Target Combo is a mixture of Ibuki's Reverse Spin kick and Hammer Kick which makes another good "poking" Target Combo at mid range. Linking after her overhead still is the same as it would be if you did it separately.

-Target Combo 8 (Close Standing) :punch-hard: into :joystick-down-right: :plus: :kick-hard: into :joystick-right: :plus: :kick-hard:
(Dmg: 90/ Start-Up: 5 frames/ Active: 1 frames/ On block: -6)
- This Target combo is similar and behaves just like TC 6, but instead starts off with Cl. Standing HP. But the key difference between TC 6 and this TC is that you can actually cancel a boost combo into this Target Combo! So it would look something like this: ST. :punch-light: :plus: Cr. :kick-medium: +Cl. Standing :punch-hard: into :joystick-down-right: :plus: :kick-hard: into :joystick-right: :plus: :kick-hard:

-Target Combo 9 :kick-light: into :joystick-right: :plus: :kick-medium: into :joystick-right: :plus: :kick-hard:
(Dmg: 90/ Start-Up: 5 frames/ Active: 1 frame/ On block: -6)
-This TC involves Ibuki doing three kicks ending in kick that makes the opponent float similar to TC 6 and TC 8. Just like those, it can not be special cancelled but jump cancelled. This target combo is still good, but it isn't better than TC 6 or TC 8.


Throws:

-Yami Kazura :joystick-right: :plus: :punch-light: :kick-light: (Dmg: 130/ Start-Up: 5 frames/ Active: 2 frames/ Recovery: 20 frames)
-Ibuki grabs the opponent's arm, brings them behind her and flips them over her (what a strong girl!). Causes hard knockdown.

-Uki Yami :joystick-left: :plus: :punch-light: :kick-light:
(Dmg: 130/ Start-Up: 5 frames/ Active: 2 frames/ Recovery: 20 frames)
-Ibuki brings the opponent behind her, jumps up and kicks them in the back of the head. Causes hard knockdown.

-Tobizaru(Air only) :punch-light: :kick-light: (Dmg: 190/ Start-Up: 5 frames/ Active: 2 frames/ Recovery: 4 frames)
-Ibuki grabs the opponent and does two double kicks before flipping off of them and sending them to the ground. As one of the few characters who have air grabs, it is best to use if you can anticipate a jump. Causes hard knockdown.
Last edited by Keyblade on Tue Jun 26, 2012 1:20 pm, edited 3 times in total.
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby Keyblade » Mon Jun 18, 2012 10:11 am

"What's A Girl Gotta Do To Get a bite around here?"
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Special Moves:

-Kunai (Air Only) :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: (Dmg: 60/ Start-Up: 8 frames/ Recovery:16 frames)
EX Version: (Dmg: 70,70/ Start-up: 11 frames/ Recovery: 9 frames)
- Just like every ninja would have, Ibuki uses kunais as her projectile. Unlike in AE 2012, when the opponent gets hit by her kunai, the opponent gets knocked down. The strength of the button determines the range the kunai will go with HP going the farthest. Be careful when using kunais as Ibuki is vulnerable until she hits the floor. Kunais can be stopped by normal attacks and are used to distance herself accordingly. The EX version does more damage and is harder to avoid since she throws out two. Another neat trick in 2013 is that Ibuki can use EX Kunai twice in the air before landing.

-Tsuijigoe :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch: )
-LP (Recovery: 51 frames)
-MP(Recovery: 55 frames)
-HP(Recovery: 60 frames)
-Like every acrobatic ninja, Ibuki does a flip that makes her jump high into the air. The strength of the button determines how high and far she goes with LP being the shortest and HP being the longest. After reaching the limit of the height, Ibuki can follow-up with Kunai or EX Kunai. Through the duration of the move, Ibuki is vulnerable making this move not as important.

Neck Breaker :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:
-LP(Dmg: 160/ Start-Up: 16 frames/ Active: 10 frames/ Recovery: 16 frames/ On block: -13)
-MP(Dmg: 160/ Start-Up: 16 frames/ Active: 12 frames/ Recovery: 12 frames/ On block: -13)
-HP(Dmg: 160/ Start-Up: 16 frames/ Active: 21 frames/ Recovery: 19 frames/ On block: -13)
-EX(Dmg: 200/ Start-Up: 17 frames/ Active: 14 frames/ Recovery: 19 frames/ On block: -13)
-Ibuki rolls on the floor toward her opponent, and spins along the opponent if she connects and proceeds with a neck-breaking attack. This attack can only be blocked low and puts the opponent in a hard knockdown state (which is just what Ibuki wants). The strength on the button determines how far she goes with HP traveling the farthest. This is also Ibuki's other method of getting around projectiles (with the exception of Sagat's Low Tiger Shot) to punish accordingly. The EX version travels full screen, and involves Ibuki doing three neck snaps before letting go of her opponent, causing more damage. This move is great at ending combos, however it is very unsafe if blocked.

Kasumi Gake :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick:
-LK(Recovery: 21 frames)
-MK(Recovery: 23 frames)
-HK(Recovery: 25 frames)
-Another thing a ninja must be is swift, and Ibuki has that tool as well. This is Ibuki's command dash which is better than her dash because she can special cancel into her command dash. Strength of the kick determines how far Ibuki travels, with LK the shortest and HK traveling half screen and allows her to go behind her opponents at close range, an ideal move for crossing up. This dash is nothing to note quite yet until you move into the jump cancelling aspect of Ibuki, which boost the ability to cause resets and cross-ups. Do not abuse this move too much as the opponent will adapt and use their fastest attack to stop this method.

Kazakiri :joystick-right: :joystick-down: :joystick-down-right: :plus: :kick:
-LK(Dmg: 40x3/ Start-Up: 6 frames/ Active: 13 frames/ Recovery: 25 frames/ On block: -18)
-MK(Dmg: 45x3/ Start-Up: 8 frames/ Active: 13 frames/ Recovery: 28 frames/ On block: -21)
-HK(Dmg: 50x3/ Start-Up: 10 frames/ Active: 13 frames/ Recovery: 25 frames/ On block: -18)
-EX(Dmg: 40,30x2/ Start-Up: 7 frames/ Active: 7(2)8 frames/ Recovery: 9 frames/ On hit: -6/ On block: -29)
-This moves is Ibuki's "Dragon punch"(well dragon kick since she uses her feet) but does not behave like Ryu's, Ken's, or Akuma's and is to be used in combos only as the anti-air part is best left to Agemen. The strength of the kick button determines the strength and start-up of the move with LK having the fastest start-up but less damaging while HK is the most damaging but slowest start-up. This move serves as a good combo ender and a better tag cancel move. The EX version behaves very different and I'll let you know why. The fact that it can be made safe since you can throw a kunai before coming down to catch opponents off guard, and it doesn't cause a hard knockdown but allows you to extend your combo by tagging an diagonal normal afterward and extending your combo.

Hien :joystick-left: :joystick-down: :joystick-down-left: :plus: :kick:
-LK(Dmg: 20,100/ Start-Up:2 6 frames/ Active: 7 frames/ Recovery: 17 frames/ On hit: 0/ On block: -31)
-MK(Dmg: 20,120/ Start-Up: 28 frames/ Active: 7 frames/ Recovery: 17 frames/ On hit: -8/ On block: -32)
-HK(Dmg: 20,140/ Start-Up: 29/ Active: 7 frames/ Recovery: 17 frames/ On hit: -3/ On block: -32)
-EX(Dmg: 20,50x2,60/ Start-Up: 38/ Recovery: 28/ On block: -25)
-Ibuki leaps foward and double kicks the opponent before leaping away, making this another overhead attack. The strength of the button determines how far she travels with HK traveling the farthest. This is another special move that can be followed up with kunai or ex kunai upon recovery, making this a good special move to dish out to check the opponent's guard. If timed right, this move can also be used to punish projectiles at the right range. Not only does the EX version deal more damage, but it causes a hard knockdown unlike the other versions. What also makes the EX version unique is that it tracks the opponent as well.

Raida :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch:
-LP(Dmg: 140/ Start-Up: 3 frames/ Active: 5 frames/ Recovery: 27 frames/ On block: -19)
-MP(Dmg: 140/ Start-Up: 3 frames/ Active: 5 frames/ Recovery: 29 frames/ On block: -21)
-HP(Dmg: 140/ Start-Up: 3 frames/ Active: 5 frames/ Recovery: 29 frames/ On block: -21)
-EX(Dmg: 140/ Start-up: 8 frames/ Active: 5 frames/ Recovery: 34 frames/ On block: -27)
-Ibuki grabs her opponent and blast them away into a hard knockdown state. This move her command grab but it's a "hit-throw" grab meaning you have to hit-confirm into it for it to connect. This move is great to use to end combos and even push opponents to the corner, though very unsafe if whiffed of blocked. The EX version actually moves Ibuki up a bit and is an unblockable against standing opponent not already in blockstun.
773-881-1711 1175

Tsumuji :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick:
-LK(Dmg: 30x2/ Start-Up: 13 frames/ Active: 2(10)2 frames/ Recovery: 16 frames/ On hit: 0/ On block: -3)
-MK(Dmg: 30x2/ Start-Up: 17 frames/ Active: 2(12)2 frames/ Recovery: 14 frames/ On hit: +2/ On block: -3?)
-HK(Dmg: 30x2/ Start-Up: 21 frames/ Active: 2(13)2 frames/ Recovery: 13 frames/ On hit: +3/ On block: -3?)
- Ibuki does rapid spin kicks and are a vital move to Ibuki's playstyle (before 2013 hits). While Capcom felt it was too good, I'm hearing that all versions are -3 (which I will test on). While LK is the fastest and safest, MK and HK are the only ones having follow-ups consisting of pressing another :kick: or :joystick-down: :plus: :kick: to add a low sweep that causes a sweep knockdown. You can also delay the extra hits slighty to confuse the opponent as well. Basic pressure combos would consist of moves such as cr. lp, cr. lp, st. mk into LK tsumuji. Just a theory now, but all versions can be punish by DP's and Julia's super.
Last edited by Keyblade on Thu Jun 28, 2012 3:33 pm, edited 2 times in total.
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby Keyblade » Mon Jun 18, 2012 10:12 am

"I just Wanna Go Home Already"
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Super Art:
-Yoroitoshi :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-3x:
(Dmg: 10,15x17,35/ Start-Up: 1 frame/ Active: 16(31)34 frames/ Recovery: 40 frames/ On block: -34, -77)
-Ibuki's Ultra from AE 2012 makes a comeback as her Super Art in Street Fighter x Tekken. However, it has been modified in the process such as not as many attacks in the cinematic and is now a hit throw command grab, meaning it can be blocked. Upon being used, Ibuki slides forward (about half screen) in the process. On hit (which can be tacked on to the end of combos for a nice amount of damage), Ibuki grabs the opponent and unleashes a large amount of energy on the opponent causing a hard knockdown. When blocked, the cinematic doesn't come out but Ibuki still slides and does the other version of her Super Art which is the projectile.

-Yoroitoshi(Projectile) :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-3x:
(Dmg: 25x6,7/ Start-up: 47 frames/ Active: 34 frames/ Recovery: 38 frames/ On hit: -40/ On block: -77)
-This Super Art only comes out if the Super Art gets blocked.During the this version Ibuki shoots two projectiles, which the larger one stays in place while another moves and chips the opponent. This should be something you should never use for many reasons. For starters, it doesn't do nearly as much damage as her Super Art if it would have hit in the first place. Another thing is that once the grab misses, Ibuki has 34 frames to be punished interrupted. Thirdly, the move is very unsafe and risky.


Cross Art:
Yami Shigure :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :kick-medium:
(Dmg: 100/ Start-Up: 6 frames/ Active: 4 frames/ Recovery: 63 frames/ On block: -47)
-Ibuki's cross art is very similar to her super art in SF3: 3rd Strike. Ibuki throws out 3 kunais and if it hits the opponent, she dashes around the opponent slicing them in the process before knocking them into her partner to perform their Super Art. Ibuki is considered invulnerable throughout the start-up, making it not only a good combo ender but a good reversal as well.
Last edited by Keyblade on Thu Jun 28, 2012 4:14 pm, edited 1 time in total.
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby Keyblade » Mon Jun 18, 2012 10:13 am

"My fist Has A Crush On Your Face"
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Combos:

No Meter:
Spoiler: show
- TC 4 into :kick-hard: Kazegirl. Does 267 Dmg.
- St. :punch-medium: , St. :punch-medium: , ST. :kick-medium: into Neckbreak. Does 280 Dmg.
- Cl. Standing :kick-hard: , Air :kick-hard: , St. :kick-medium: into :kick-hard: Kazegirl. Does 318 Dmg.
- Cr. :punch-light: , Cr. :punch-light: , St. :kick-medium: into neckbreaker. Does 220 Dmg.
- (Overhead combo) :joystick-right: :plus: :kick-medium: , TC 4 into Neckbreaker. Does 287 Dmg.
- (Anti-Air Combo) :joystick-left: :plus: :punch-medium: , St. :kick-medium: into Raida. Does 232 Dmg.
- (Tag-in Combo) Cl. Standing :kick-hard: Air :kick-hard: into :kick-hard: Kazegirl. 312 from ABC.
- (Jump-in combo) Jumping. :punch-hard: , TC 8 JC into Air :kick-light: (pause) Air :joystick-right: :plus: :kick-medium: , land and do Raida. Does 435 dmg.
- TC 8 into JC Raida.
- (Jump-in Combo) Air. :punch-hard: , TC4 into :kick-hard: Tsumuji (Only first 2 hits), St. :punch-light: , St. :kick-medium: into :kick-hard: Kazegirl. Does 361 Dmg.
- (Corner Combo) TC 4 into :kick-hard: Tsumuji (all 3 kicks meaning :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick-hard: :plus: :kick: ), St. :kick-medium: , St. :kick-medium: into Raida. Does 318 Dmg.
- (Launcher Combo) Air. :punch-hard: , St. :punch-light: , St. :kick-medium: , Cr. :punch-hard: into launcher. Does 238 Dmg.


1 meter:
Spoiler: show
- TC 4 into EX Neckbreaker. Does 301 Dmg.
- (Jump-in) Jumping. :punch-hard: , TC 4 into EX Kazegirl, Air :punch-hard: , St. :kick-medium: into Neckbreaker. Does 423 Dmg.
- (Jump-in) TC 1 into TC 4 into EX Kazegirl, Cr. :punch-medium:, Cr. HP into launcher. Does 406 Dmg.
- (Corner Combo) Jump-in :punch-hard: , TC 4 into EX Tsumuji, St. :kick-medium: , St. :kick-medium: into Raida. Does 409 Dmg.


2 meter:
Spoiler: show
- (Jumping in) Jumping :punch-hard: , TC 4 into Yoroitoshi. Does 443 Dmg.
-(Corner Combo) TC 4 intop EX Kazegirl, Air :punch-hard: , St. :kick-medium: into EX Tsumuji , ST. :kick-medium: into Raida. Does 406 Dmg.
-(Anti-Air) Agemen( :joystick-left: :plus: :punch-medium: ), St. :kick-medium: into Yoroitoshi.
-(Jump-in) Jumping :punch-hard: , TC 6 into JC :kick-light: (Pause) :kick-medium: land into Yoroitoshi. Does 478 Dmg.


3 meter:
Spoiler: show
- TC 4 into Cross Art. Dmg varies
-(Anti-Air) Agemen, St. :kick-medium: into Super Art. Dmg varies
-Cl. Standing :kick-hard: ,Jumping :kick-hard: into Cross Art. Dmg varies
-Cr. :punch-light: ,Cr. :punch-light: , St. :kick-medium: into Cross Art. Dmg varies


Combos Submitted by other ninjas:
Spoiler: show
- (anti-air) Agemen (1st hit) xx :kick-light: Kasumi gake > St. Cl. :kick-hard: -jump cancel > air :kick-hard: (groundbounce) > :kick-hard: kazakiri. (Thanks Envy!) Does 285 dmg.


DQ's Favorite Combos:
Spoiler: show
- Jumping :punch-hard: , TC 4 into :kick-hard: Tsumuji, St. :punch-light: St. :kick-medium: into neck snap. Does 364 Dmg.
-(anti-air) Agemen (1st hit) xx :kick-light: Kasumi gake > St. Cl. :kick-hard: -jump cancel > air :kick-hard: (groundbounce) > :kick-hard: kazakiri. Does 285 dmg.
- (Punish) Jumping :punch-hard: , TC 4 into EX Kazegirl, Air :punch-hard: (Walk forward a bit) St. :kick-medium: into EX Kazegirl, Air :punch-hard: , Cr. :punch-medium: , St.. :punch-hard: into Launcher. Does 442 before launch.
(Punish) Jumping :punch-hard: TC 4 into Ex Kazegirl, Air :punch-hard: (Slightly walk forward) :kick-medium: into TC 8 JC Air. :kick-light: (Pause) :kick-medium: land into Raida. Does 436 Dmg.


*Note- JC= Jump Cancel
Last edited by Keyblade on Thu Aug 23, 2012 3:52 pm, edited 4 times in total.
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby Keyblade » Mon Jun 18, 2012 10:13 am

"Whatever!"
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Team Synergy:
In 2013 Ibuki still remains as a good battery character and doesn't care too much for meter and has become more of a support character and characters who eat up meter can benefit from that. Characters who love meter (Lili, Rufus, Steve, etc.) shouldn't have a problem with her. With the pressure game and now tougher time getting in, Ibuki could use some help with that. Characters who have no problem getting in like Hwo will be great in helping Ibuki set her offensive game up. Speaking of offensive game, Ibuki also has medicore damage so any heavy hitters (Asuka, Kaz, Julia, etc.) could benefit from some of Ibuki's set-ups into some great damaging bnbs.





Gems:
As a girl, Ibuki has below average health. Gems that can help boost her vitality should be placed on her to keep it safe such as defensive and health gems. With those gems, Ibuki will be able to last much longer in battle and make all ninja lovers much more happier. If you want to boost Ibuki's damage output even greater, attack gems are the way to play. Gems to look for are ones that are easy for her to get such hit the opponent with 5 normals, tag cancel, land two specials, etc.
Last edited by Keyblade on Thu Aug 23, 2012 3:35 pm, edited 2 times in total.
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby Keyblade » Mon Jun 18, 2012 10:14 am

"I Could Really Go For Some Chocolate Cake Right Now..."
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Match-Ups 2013 Edition:

Street Fighter:
Abel:
Spoiler: show
*Coming Soon*


Akuma:
Spoiler: show
*Coming Soon*


Balrog:
Spoiler: show
*Coming Soon*


Blanka:
Spoiler: show
*Coming Soon*


Cammy:
Spoiler: show
*Coming Soon*


Chun-Li:
Spoiler: show
*Coming Soon*


Cody:
Spoiler: show
*Coming Soon*


Dhalism:
Spoiler: show
*Coming Soon*


Dudley:
Spoiler: show
*Coming Soon*


Elena:
Spoiler: show
*Coming Soon*


Guile:
Spoiler: show
*Coming Soon*


Guy:
Spoiler: show
*Coming Soon*


Hugo:
Spoiler: show
*Coming Soon*


Ibuki:
Spoiler: show
*Coming Soon*


Juri:
Spoiler: show
*Coming Soon*


Ken:
Spoiler: show
*Coming Soon*


M. Bison:
Spoiler: show
*Coming Soon*


Poison:
Spoiler: show
*Coming Soon*


Rolento:
Spoiler: show
*Coming Soon*


Rufus:
Spoiler: show
*Coming Soon*


Ryu:
Spoiler: show
*Coming Soon*


Sagat:
Spoiler: show
*Coming Soon*


Sakura:
Spoiler: show
*Coming Soon*


Vega:
Spoiler: show
*Coming Soon*


Zangief:
Spoiler: show
*Coming Soon*



Tekken:
Alisa:
Spoiler: show
*Coming Soon*


Asuka:
Spoiler: show
*Coming Soon*


Bob:
Spoiler: show
*Coming Soon*


Bryan:
Spoiler: show
*Coming Soon*


Christie:
Spoiler: show
*Coming Soon*


Heihachi:
Spoiler: show
*Coming Soon*


Jack-X:
Spoiler: show
*Coming Soon*


Hwoarang:
Spoiler: show
*Coming Soon*


Jin:
Spoiler: show
*Coming Soon*


Julia:
Spoiler: show
*Coming Soon*


Kazuya:
Spoiler: show
*Coming Soon*


King:
Spoiler: show
*Coming Soon*


Kuma:
Spoiler: show
*Coming Soon*


Lars:
Spoiler: show
*Coming Soon*


Law:
Spoiler: show
*Coming Soon*


Lei:
Spoiler: show
*Coming Soon*


Lili:
Spoiler: show
*Coming Soon*


Marduk:
Spoiler: show
*Coming Soon*


Nina:
Spoiler: show
*Coming Soon


Ogre:
Spoiler: show
*Coming Soon*


Paul:
Spoiler: show
*Coming Soon*


Raven:
Spoiler: show
*Coming Soon*


Steve:
Spoiler: show
*Coming Soon*


Xiaoyu:
Spoiler: show
*Coming Soon*


Yoshimitsu:
Spoiler: show
*Coming Soon*
Last edited by Keyblade on Thu Aug 23, 2012 3:40 pm, edited 2 times in total.
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby Keyblade » Mon Jun 18, 2012 10:16 am

"Chocolate Cake is The Breakfest of Champions!"
Image

Credits:
- Shoutout to BradyGames for the frame data!
- Thanks to Capcom for throwing the fantastic ninja in the roster!

Tips and Tricks:
-Jump Canceling:
-Jump canceling is something not every character in the game can do, making Ibuki a unique character. The concept behind jump canceling is to net more damage (by following up after non special chains or making resets) as well as creating big combos by special cancelling strings that can't be special cancelled such as her Target Combo 6. Players who have used Ibuki in AE 2012 will be familiar with the process so it's nothing new to them but could possibly find the process to be easier (at least I do). To jump cancel, you must first throw out the input for the special attack but it will be altered a tad bit. So for instance it would look like this: (If on the left side of the stage) :joystick-down: :joystick-down-right: :joystick-right: :joystick-up-right: :plus: :kick: =Jump Cancelled Command Dash. The game will register the input as a jump but once adding the attack button will cancel the jump motion and give the special move instead. Throwing a :joystick-up-right: (if facing right) or :joystick-up-left: (if facing left) is also called a "tiger knee". Being able to jump cancel will take your Ibuki play to the next level, making her even more deadly. This technique will require much practice, but will be worth the time invested. Here's some examples of how jumping cancelled special moves would look if performed right:
-Kazegirl: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :joystick-up-right:
-Raida(Same goes for Super Art): :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :joystick-up-left:
-Tsumuji: :joystick-down: :joystick-down-left: :joystick-left: :joystick-up-left:

-Ibuki maxamizes her damage off knockdowns, so that's the goal with her.

-Kazegirl is a good trade off move to tag cancel while raida is good for ending combos.

Videos:
SFxT Ibuki 2013 Patch Notes
Last edited by Keyblade on Tue Jul 03, 2012 10:06 pm, edited 1 time in total.
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby StellarSTLR » Mon Jun 25, 2012 4:23 pm

So far the guide is looking good. Keep em coming :geek:
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Re: Way of The Ninja, DQ's Ibuki Guide!

Postby Keyblade » Mon Jun 25, 2012 6:09 pm

StellarSTLR wrote:So far the guide is looking good. Keep em coming :geek:

Thanks and I should be updating it more soon, by Friday you'll see more info.
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