it’s previously stated that characters like cammy or sagat and blanka have to substitute with cr.mk in order to do a safe jump.
I mashed DP, everything, didn’t hit of course. But Ultra’s and super’s hit Ibuki. Is this supposed to happen, and why?
Discovered a** safe jump** vs Fei Long. Setup used by Sako vs Mago in TLD3, approx. 3:45. Credits to Sako.
MK Tsumuji xx Low ender (relatively far away from your opponent) , st.MP , sj.HP
An easy way to get a sense of this “far away” spacing is to do st.MP , st.LP , st.LP , st.MK xx MK Tsumuji xx Low ender. The spacing is important since otherwise you’ll crossup and whiff; j.LK nor j.MK helps here.
Just something to keep in mind, but I dunno about mastering since good players won’t really see much ambiguity in it anyways.
So the tsumuji needs to start when the st.mk is done at relatively max range? That’s what it seems like, from your suggested setup to learn the proper spacing of it.
This thread has finally been restored to Damascus. If you want to add my previous information from the Ibuki frame traps and option selects thread (which I’ve now un-merged), you’ll have to edit it into your post yourself. I don’t have the power to just create random posts with random time stamps, apparently.
What normal do you guys use to help time a vortex/fake vortex set up after a Tsumuji? From a neckbreaker, st. LP seems to work I guess, but after doing the Tsumuji loop, I can’t seem to find something that’s reliable. Any help here?
I found another mixup from neckbreaker!
do neckbreaker, mp tsuijigoe and it will end up on the same side and be safe from dps etc. i could do meaty setups with it.
or do tiny step forward and you will land on the other side!
hp tsuijigoe is so easy to see but it seems to be safer than step forward-mp tsuijigoe
That’s how I do it, but I have people I teach who I’d like to give a reference point too. It would be nice to give them somewhere to start as far as timing it goes. I can time it just fine (I’m a musician for a living, timing isn’t a problem for me), but these people need a tool to get used to it. Looking for something to help with the process.
Sako does Tsumuji loop into MK Tsumuji low ender and often goes for forward dash or LK cd into super jump kunai. If you’re not doing a Tsumuji loop combo (different spacing at the end) then you can probably replicate it with a similar speed move, like b+MP.
Does he really use superjump? I’ve seen him using jump.
Anyway the best tool to time a kunai after a MK Tsumuji imho is the LK command dash. BUT, you gotta watch out, you can’t have a blockstring out of it if your MK-Tsumuji was done at a very close range. Anyway this gives you a good timing and a very ambiguous kunai.
is it just me or do the mk tsumuji (low ender) on hit has the same advantage like ex tsumuji?
figured out that after ex tsumuji on hit low ender immediatly whiff st.lp >sj. lk beats clearly all 3f reversals…and it crosses up (depends on spacing) and you can even use lk-mk air target combo for jump in if opponent trys to block!
you can mix it up without whiff lp and do instead of lp an sj kunai!
After neckbreaker do a little step backwards then sj.lk will do an unexpected crossup and beats 3f reversals too!
usual unblockalol on shotos is nb> little step fwd> f+lk> j.lk
after ex neckbreaker> mk cmd>j.lk/j.mk (claw and seth use lk cmd dash)
hk.tsumuji low ender j.kunai vortex starter (sj kunai crosses up but is NOT SAFE against 3f reversals!
even hk tsumuji > very little step fwd whiff lp> j.lk crosses up and seems to be safe too against shotos
hk tsumuji > whiff lp> j.lk doesnt crossup but its a safe jumpin!
thats so far all my options i got with ibuki atm.
good idea is what mingo said…neckbreaker>whiff lp>sj kunai …going to practice that setup 2day!
but having hard time to save jump cammy! only option i know is hk.tsumuji low ender jump kunai! if she try to block i’m in advantage, if she mashes cs kunai whiff and on reaction nb! but thats the only safe option i know against her on neckbreaker / mk tsumuji follow up i always get hit! any recommendations after it?
seems like cammy is the hardest MU for my cuz i don’t know any options for her!
Dude, please add spacings and capital letters to your messages. I really have a hard time reading them. Seriously.
Anyway, no, MK Tsumuji - low ender does not have the exact same advantage (advantage is a bit lower with MK Tsumuji: EX has 12 frame recovery, MK has 15). Try a similar setup with those two and you’ll see different results.
Beware that nothing really “beats” 3f reversals. A shoto good enough will delay his DP and eat you.
Do your unblockalols with j.MK so you can have a blockstring out of this
The EX Neckbreaker - MK cd - j.MK also works with Claw
Not sure Mingo has ever said to practive neckbreaker - st.LP - sj.Kunai cause… I am the one who uses it lol.
Cammy: After a Neckbreaker
cr.MK - j.HP is safe.
slight step fwd - b.MP - j.MK is TEH UNBLOCKALOLZ
b.MP sj.Kunai wil beat anything she has except EX Spiral Arrow (maybe other versions of Spiral arrow), but timing is tight.
After a MK Tsumuji
-st.LP sj.Kunai will stuff whatever she has
After EX tsumuji:
Walk forward - j.MK crosses up in an ambiguous way and lets cannon spikes whiff.