3s: My Style is Unblockable [Redux]

What exactly about unblockables makes you sad? It’s not a magic button on the controller, they’re HARD WORK. Most of them require precise timing and specfiic setups. Even though Urien has a god-like ability to do them in several different ways, there still aren’t a million Urien scrubs out there, because playing Urien is NOT EASY. I know your stance on charge buffering, this most likely causes your Urien play to be stagnant and obvious. Therefore, of course you’d have a stigma against him. But the rest of the 3s community would probably like to know about these things. Would you still be cripplingly depressed if I made a thread about jump-cancelling? I know jump-cancelling supers is cheating and all, but I figure people should know about it.

N - Word 'em up, chilluns

Why don’t we just ignore Goose over there and keep to the thread topic! :slight_smile: .

Hey Thongboy (man it feels weird typing that :lol: ), I’m surprised you didn’t list the ghetto unblockable! You know throw, then the reflector… yada yada.

One question, though is there ANY unblockables we can perform on the DC version of it?

Haha, the only reason I didn’t list the bootleg unblockable is because it’s escapable. All the others I posted are completely wiggle-free. No mashing the Tempest here, kids.

No, on DC they fixed the “problem” that created unblockables, so the only one I can really say is… jumping in deep with fierce on wakeup against the computer, when playing Oro… For some reason the AI never blocks it.

N

You think the standard Urien unblockable is HARD-WORK? Lol. It’s so easy. Gauranteed damage in 90% of cases. Yeah, real skill there! :rolleyes:

Bitch bitch bitch. Poor Geese, did someone own you with an unblockable?

Hi, unblockables are gay, but I’ll admit to using them… wait, look at me, I’m a walking double standard, it’s written on my forehead!

Unless you have something constructive to post, then waste bandwidth somewhere else.

BTW the Ibuki “unblockable” is blockable, but you have to do it almost faster than blocking a low jump rh -> Level 3 Tiger Raid in CvS2. My friend tried it out and he did block it once or twice out of X amount of times.

Don’t know if anyone has posted this one but anyway. Hugo has a good rarely unblockable cross over starting with a deep jumping down and fierce, light kick, into the light closeline. Does about 45% damage and connects about 85% of the time depending on who your up against.

ur so damn retarded…i can do ub’s…but they require little skill and r cheap.

How is this unblockable? Please explain.

Takes one to know one. Maybe you missed the rest of my post that says:

In case you don’t pick it up, it’s mockery utilizing massive sarcasm.

oh ur so cool…stupid idiot.

um, please, geese and mummy, take your bullshit flames somewhere else. Honestly, if you flame him for posting meaningless spam by posting more meaningless spam, you’re doing no better.

so now, to validate my post, and try to keep the rest of this thread on track.

About the ibuki unblockable. Couldn’t your opponent jump back (as in, towards the original slow dagger) take the hit, and flip out thus avoiding the whole thing?

Also, aren’t most of the oro ones escapable by tech rolling? It’s just that, people tend to tech roll less against oro, especially after eating the juggle? or with those setup, do they tech roll into something, I can’t really picture it in my head as of right now.

Yes, if you’re completely obvious about it, one could jump out and only take a few hits from Ibuki. I only posted the technique, not the setup. Throw them first. Do a strong-fierce juggle. Super-jump crossup mk over them a few times, to establish a pattern. I didn’t think I’d need to hold your hands for everything.

The Oro breaks are rollable, but it doesn’t matter. If the enemy rolls, if he doesn’t roll, all you vary is your timing. They still break all the same, and in fact, I feel it helps my timing if they DO roll. If they don’t, just hesitate a sec.

Most reservations people have would be alleviated if they actually tried out the stuff.

N

yo, if you hadn’t notice man, i deleted some of this thread’s previous post. keep the flaming shit to yourself man. read the rules, you’re supposed to be posting information, not shit like “i don’t like unblockables” . point is, if you don’t like it, don’t post in this thread. consider this your first warning.

Hey T-boy :D!

At what point are these strings ‘unblockable’, if you don’t mind me asking? In particular the Urien ones. I take it Necro doesn’t have any either? Ever find out if Tweleve has one or two as well?

dropkick

Sure thing, I’ll note out the whole series in about 15 minutes. Cooking cabbage rolls right now.

Most unblockables are set up using projectiles, and an ABSURDLY fast method of transport (IE, EX chicken-kick, Knee Drop, Raging Demon, etcetera) to get to the opposite side of the opponent. As Necro has neither really (outside of perhaps EX hookpunch or Electric Snake) I can’t think of a logical way to make one with him. Unless maybe one were to create an inescapable method of doing Slam-Dance…

N - I think the reverse crossup dive-kick (Yun) is technically unblockable. Anyone disagree?

Hey thongboy cant necro crossup with drill kicks? I do this sometimes after knock down 2 keep pressure on.

EDIT: I HIGHLY doubt he has any unblockable setups, just saying, that his only option of moving SEMI fast across the screen lol.

Gah, distracted by pornography. Story of my life.

Urien (King of Unblockable!):

  1. (Anywhere outside of corner) low fierce, EX Headbutt, low fierce, strong Reflector, roundhouse knee-drop, [toward+mk as preferred guard break]

Ok, the beginning is just excess combo damage. The second low fierce sets up the mirror, as for some reason it’s extremely hard for people to time a ground-roll after it, especially with the super-pause. The knee-drop is the most expedient way to get over the carcass. When they get up, they’re in the mirror, so you can break with anything you want, really. Toward+mk is generally preferred, because it pushes your sprite into the opponent while the opponent is being pushed off of the mirror. So, since you’re moving toward them, they stay in the mirror, so you can just low fierce them again.

  1. (opponent near corner) [any 4-hit tackle/juggle series], mk tackle xx jab Reflector, back dash, roundhouse tackle (whiff), roundhouse knee-drop [guard breaks]

This is the classic Corner of Love, made famous by our good friend Tokido. You can start a ground-based corner juggle [low fierce, EX tackle, mk tackle xx lp Reflector] or just start the hardcore anti-air juggle [strong/fierce fireball, rh tackle, EX tackle, mk tackle xx lp Reflector] and append it from that. You should only do five hits preceding the mirror, as otherwise you risk angering the gods of the Juggle Quota (being 6 hits). So, being the sixth hit, the opponent can no longer be juggled, so you aim the rh tackle directly at them as though you WERE going to hit them. During that tackle, buffer a knee-drop, and hit them in the back of the neck or knee, meaty as possible. The knee-drop hits one way, the mirror hits another, their block crumples like the French at the first sign of war.

  1. (outside of corner) low fierce, EX Headbutt, low fierce (1-hit) xx strong Reflector, dash forward, (jump away from opponent) jumping roundhouse [breaks the guard], low mk, low mk, standing strong, st. strong, st. jab, st. jab, low fierce

All praise be to Muthasuckin’ Adverse. This time, the beginning is necessary, to properly set the juggle count (the opponent needs to fal THROUGH the mirror). The second (1-hit) low fierce is canceled into the strong reflector, which resets the opponent. You then dash under them while they flip over, then jump backward (away) to set up the distance properly. The opponent then has flipped and fallen through the mirror, at which point you kick them in the back of the head with a roundhouse (youre still jumping, right?). Then they get pushed off of the mirror, still in hitstun. This is the FUN part. The rest of the combo is you bouncing the opponent off of the mirror, chuckling all the while. Timing is imperative on the bouncing [low mk, bounce, low mk, bounce, strong, bounce, strong, bounce, jab, jab, bounce (mirror breaks), low fierce, go to town].

  1. Completely Useless Thongbwai Secret Guard-Break

(With your back as close to YOUR corner as possible) low fierce, standing strong, EX Fireball xx Tyrant Slaughter, low fierce [the fierce guard breaks as the EX Fireball slaps them in the back of the head. This is the best way to waste meter with Urien I know of, except for mirror corner combos. Whoot.

This is a completely junk combo, and if you win with it, your opponent will have no choice but to take up basket weaving. Hes simply not cut out to be a Street Fighter.

Anyhoo, low fierce, standing strong, pause about a tenth of a second, EX Fireball xx Tyrant Slaughter (cancel the fireball at the earliest possible frame). Theyll bounce a few times off of your Tyrant tacklin, then hit the ground. When they get up, the slowbie fireball will amble its way right into the back of their head, at which point you break their guard from the opposite side with anything you want, actually. Low fierce is generally what I use by default, as you can continue comboing from it.

Oro:

  1. [strong/chicken juggle]x2, standing strong (2-hits) EX Fireball, crossup jumping mk

As the EX fireball starts on one side of the opponent, the game reads it as an attack from that side. When you crossup, the opponent changes directions, but the attack still technically comes from that side. So, since youre attacking (by way of crossup mk) from one side, and your EX boogie (regardless of its present position) comes from the opposite side, the guard breaks right open when and if you attack with them both at the same moment.

  1. Standing strong (2-hits), fierce fireball xx Fierce SA2, EX Chickenman to cross over the corpse, [I use standing mk to break the guard against the floating SA2, then standing strong to continue the pattern.]

The fierce fireball ends the juggleable state, which allows them to fall through the SA. Regardless of if they roll or not, you will hop over their carcass when you use EX chickenman, as they cant stand up before you fly across them. The SA then catches them in the back of the head as they stand, and as aforementioned, you cant block in both directions at once. So, there, then, and yet, anything you throw at them will break the guard. Standing mk is a solid, quick hit, so I use that. The SA has a few hits left in it if youre quick, so you can use standing strong after that to start over, or just to do some chicken-juggles and build more meter.

Ibuki: Lets get COMPLICATED!

Get just inside shoto-sweep distance on your opponent. Super jump toward them, and toss a jab dagger as soon as you hit the crossover point, directly above the opponents head. This is the spot right before your directions reverse and youd have to parry backwards. A quarter-second after you toss the dagger, Ibuki will move forward and cross the crossup axis, thus reversing her directions. So swing the stick a quarter circle backward, back toward the opponent, and hit jab again. Magically, Ibuki will auto-correct her direction and begin raining sexy teenage ninja death upon your opponent. Unlucky for your opponent original dagger is still floating lazily toward their neck, and when it hits, the guard WILL break! Yay!

Ok, pretty self explanatory. You toss the first dagger on one side, then when you cross over to the opposite side of the opponent, you begin the SA. As the first dagger, from Side A, hasnt struck yet, the concerto of daggers from opposite directions pops the guard.

Yang:

  1. (corner the opponent) strong, fierce, back-fierce xx SA3, [opponent wakes] standing strong xx short teleport, low jab x N [The image trails from the standing strong should pop with the low jab, thus Breakin that ish down)
  2. (anywhere) Floor opponent, activate SA3. Roundhouse dive-kick across opponent, standing strong [to guardbreak], low roundhouse. Lather, rinse, repeat.

These arent actually breaks, they just freak out the opponent, causing them to have no idea where the hell theyre blocking from.
As Sei-Enbu gives Yang the gift of multiple hits, his afterimages are still striking the opponent while you wreak havoc from different directions. High-low, left-right, etcetera.

So, err, yeah. Addendum.

Unless explicitly proven otherwise, I believe that Yuns reverse-crossup-divekick IS in fact unblockable. Like so:

Jump across enemy, press the stick in offensive crouch TOWARD the opponent (behind you), and do a short dive kick.

The opponent is forced to switch directions at the exact moment of impact, which makes their block completely null and void. It shares several common properties with the others, so Im listing it. Yeehaw.

N Armed with this new information, Im going back to Necro and Twel(e)ve. Unf.

wouldn’t the Yun one work with Yang since their dive kicks are identical?

That’s flat out one of the best reads I’ve ever had the pleasure of ah, reading Mr. T. Unfortunately my only problem is getting those consecutive tackles, but I’m working on the motions. Hopefully with time it will be but second nature.

Also, just so I’m more knowledgeable on the matter, how many hits do I need to parry if I do come across an Aegis Reflector (whatever the situation may be)?

Thanks a lot, yo.

Da, if you play long enough, eventually you buffer all your charges without thinking about it. Haha, it’s kind of annoying, because you’ll go for a throw and end up tackling all the time. Gah.

Generally, reflectors are six hits, but they also decay with time. It also changes up if you’re in midair, as you’ll be falling through it, and you never know when you’re going to hit the ground, cross through, or fall completely out.

N - Checking Yang kick, post in 2 minutes