Control of cross-up or not.
Can you practice on PC or only console?
How do I imprison Dee Jay or Adon in the Kunai Vortex? I can only pressure them with Safejumps.
Well, they are free without meter.
Both have a fairly good chance to shoot me out of the sky with their EX Reversals.
I can’t punish Adon on reaction, he’s too far away afterwards.
Is there a Kunai Setup that works against that slow but invincible Reversals?
You don’t.
Learn to reaction Neckbreaker punish.
@Adon: Is there a timing that lets him auto whiff his EX Shoryu? Due to his good hitbox and high startup, his auto correct DPs can hit me (too) often.
Reaction NB punish is hard, but possible, yes. I was just overstating
Aim your kunai vortex as noncrossup, and no amount of autocorrecting will hit you. Just make sure you still super jump or otherwise land on the other side.
The only way Adon can get out is with dp (which should whiff). If you need practicing, record the training dummy mashing dp or randomly mashing dp, then playback and try to vortex.
I kind of like the term “imprison ______ in my kunai vortex”
Also another thing you can try is insta kunai vortex. Not as safe, but also really hard to react to.
on the safejump part of the google.doc why isnt mk tsumuji, st/f+lk mentioned?
Does it work on anybody that MK Tsumuji , forward dash doesn’t work on?
EDIT: i mean it works on everyone with a 4 frame reversal.
Try it against Yun.
So I had this crazy idea that we might be able to do option selects off kunai vortex. First I started with looking at the hitstop/blockstop animation that many option selects are based off of. It turns out… there is no such animation! The same goes true for Akuma’s air fireball. It seems that whether or not the kunai is hit/blocked/absorbed, Ibuki still continues her trajectory to the ground. For comparison, see the j.HP video where Ibuki stays in the air for several frames, signaling the hitstop animation.
Uploaded the proof on my Dropbox (watch it frame by frame): https://www.dropbox.com/sh/2os4ms8zit3lx9y/RySsl59InT
tl,dr: Option selects off kunai vortex are not possible. Stick to jumpins if you need to option select.
???
Why did you go trough the whole trouble of doing that since Ibuki has extra landing frames after a throwing out a kunai even if it hits or whiffs?
Same thing for her super jumps, she has extra landing frames. It’s barely noticeable but still option selectable… I think. Most of my option selects come from regular jumps.
I noticed that when I was trying to empty jump into a c.LK. Its much faster / easier to do with a regular jump-in.
Because option selects (at least most of them) are based on hitstop/blockstop frames, and not the recovery of your move/setup.
Also empty super jumps has noticeably more landing frames (about 11f vs 4f?), but as long as you whiff an air normal then your landing recovery is still the default 4f. That’s why CViper can still do 4f safe jumps with her super jump, and same with Ibuki.
Yeah, that’s what I said, lol. There’s always the same lading frames after any kunai no matter if it hits or whiffs.
Its like saying you want to option select after a fireball with any character. It’s always going to be the same. … Except for Ibuki’s fireball…
I figured Ibuki would have more landing frames when the kunai is hit/blocked than if it whiffs, due to hitstop/blockstop animation. Sorry if I was the only one who thought differently because nobody ever tested it.
I’m not sure what your option select fireball analogy means, but does it have anything to do with Daigo vs Mike Ross @ Evo 2010?
I think you may have miss-read, I don’t mean option selecting a fireball. I mean option selection AFTER a fireball, which isn’t possible. The animation will always be the same on hit or on block (other than FADC but that is not dependent on hit or blocks). The only fireball that will change on hit or block is Ibuki’s Ultra 1. I’m sure you can Option Select SOMETHING from that but its slow enough that I’m sure everyone can react to it hitting, whiffing or getting blocked.
I vaguely remember the match between Mike and Daigo. Not any big option selects that I can recall, other than the Ryu safe jump, Shoryuken Option Select that is a standard in that match up. Oh, and Mike’s crazy ass reads.
You actually can option select after a fireball: http://beingascrub.com/2010/07/22/street-fighter-commentaries-traps-by-ultradavid/
You cannot have more than one of your own fireballs on the screen at any time. In the Daigo vs Mike Ross match, Ryu back throws Honda out of the corner. Then Daigo does meaty jab fireball followed by HP Super, which automatically option selects HP srk.
Nice. Never knew that was possible. I always thought you could have a fire ball and a super fireball out at the same time, but apparently, its only possible if you cancel a fireball into a super. (so you can have two of your own fireballs out at the same time :arazz: )
Not the Option Selects I was referring to with hit stuns and block stuns, but an option select nonetheless.
In my orthopedic shoes, I stand corrected.