bomb setup removes 50%+ health, one lucky hit can win you a game.
also imo its a bit…counterproductive to play “properly” when nobody knows how to play against your character. you will get away with murder which will give you wrong data about how real is the stuff you use.
setups will stay setups regardless
No one mentioning this but you can charge up and release her shurikens during the LP,MP,HP target combo, for example jump HK, lp (hold), mp, hp, (release lp), hp raida/kazekiri will do 316 damage, or overhead into same thing is 296.
(in order to do it you have to do the target combo slowly with slight delay)
Seems like if you have a bunch of shurikens and just want to do damage she actually does a lot of damage with her charged shots but no one seems to even mention them
one time use +50-80dmg, thats why.
one uncharged kunai does 40dmg by itself, charged - 20 pre-scaling
Hye guys, just wanna share this combo video I’ve just uploaded:
Although that’s a good find, it is far from optimal to spend all the kunai in one go unless it’s the end of the round (which even then you’ll probably have spent most of them up to that point throughout the match).
She has set ups to get more Kunai fam
Can you detonate the bomb faster? How? Or how do her vTrigger bombs work?
Neutral HP+HK detonates quickly, pressing either forward or back while activating it makes it take a tad bit longer.
also you can detonate manually with ex-kunai
Not sure how useful this is, but aerial charged kunai to raida works, and it doesn’t matter how many kunai you have.
Sorry brian, didn’t see you already posted and was posting your video here
These are all that I found:
VTC:
S = Short (throw bomb in neutral)
M = Medium (throw bomb holding left)
L = Long (throw bomb holding right)
Basic combo’s:
- st.lp, st.lp xx LP Raida [137/293]
- st.lp, st.lp xx st.mp xx st.hp xx LP Raida [184/342]
- st.lp, st.lp xx st.mp xx st.hp xx EX LP+MP Kunai, LK Dash xx LP Raida [210/382]
- st.lp, st.lp xx st.mp xx st.hp xx kunai xx vtc(S), st.hp xx MK DP, LK Dash, LP Raida [246/397]
- cr.lp, cr.lp xx kunai (xx vtc, LK Dash, LP Raida) [267/438]
- cr.lp, st.lp xx st.mp xx st.hp xx kunai (xx vtc, LK Dash, LP Raida) [246/397]
---- Don’t know why you would ever use this when the combo above this one is more damage - cr.lk, st.lp xx LP Raida [127/293]
- [Crouching/Corner only] cr.lk, st.lp xx st.mp xx st.hp xx HP Raida [186/342]
- st.mp, st.lp/st.lk xx LP Raida [167/323]
- [crouching/Corner only] st.mp, st.lp xx st.mp xx st.hp xx HP Raida [226/372]
- [crouching/Corner only] st.mp, st.lp xx st.mp xx st.hp xx kunai xx vtc(S), st.hp xx HP Raida, wait, (release Kunai), HP Raida [278/442] (EX Raida adds 3 damage lol)(Kunai’s add 10 damage)
- fwd+mk (OH), st.lp xx LP Raida [177/323]
- fwd+mk (OH), st.lp xx HK DP XX Super [422/243]
- [Corner only] fwd+mk (OH), st.lp xx st.mp xx st.hp xx HP Raida [236/372]
- df+mk (slide), st.lp xx LP Raida [157/323]
Counter-hit frametrap/setup:
- st.lp/cr.lp (CH), st.mp, st.lk xx LP Raida [184/370]
- st.lp/cr.lp (CH), st.mk xx cr.hk xx st.hk, MK Dash
- st.mp (CH), cr.mp xx LP Raida [206/370]
- st.mp (CH), cr.mp xx kunai xx vtc(S), st.hp xx MK DP, LK Dash, (Release Kunai), LP/EX Raida [336/515][351/515] (Kunai’s add 15 damage)
- st.mp (CH), st.mk xx cr.hk xx (vtc or) st.hk [202/300]
- fwd+hk (CC), sweep [198/315]
- fwd+hk (CC), jab/cr.mp reset, Dash forward (stays in front), LK Dash (crossunder)
---- If not done point-blank then cr.mp xx LK Dash will stay in front. - fwd+hk (CC), b+mp xx LK Dash, LP Raida [224/403]
- fwd+hk (CC), HK DP/HP Raida [216/315][216/360]
- fwd+hk (CC), b+mp xx vtc(S), LP Raida, MK Dash, LP Raida [324/543]
- fwd+hk (CC), b+mp xx vtc(S), LP Raida, (release kunai), MK Dash, EX Raida [394/583] (Kunai’s add 40 damage)
- fwd+hk (CC), b+mp xx vtc(S), LP Raida, (release kunai), MK Dash, Super [509/503] (Kunai’s add 50 damage)
- fwd+hk (CC), b+mp xx vtc(S), b+mp xx HK Dash, kunai/j.mk mixup (combo’s with the bomb on hit --> LP Raida)
- fwd+hk (CC), b+mp xx vtc(S), EX Raida, Forward Dash, EX Raida [384/543]
Jump-in combo’s (like after stun):
-
j.hp, st.lp, st.lp xx st.mp xx st.hp xx LP Raida [249/446] (or HP Raida/LK DP, 10 damage more)
-
j.hp, cr.hp xx LP Raida [251/445] (or HP Raida/LK DP, 20 damage more)
-
j.hp, cr.hp xx Release Kunai (LP), EX Raida [372/521] (HP Raida connects in the corner)
-
j.hp, st.lp xx st.mp xx st.hp xx Release Kunai (LP), EX Raida [331/474] (HP Raida connects in the corner)
---- The trick is to do the target combo slowly while holding down LP. Not worth, cause it’s less damage, but still cool that it works. -
j.hp, cr.hp xx MK DP xx Super [496/365] (st.hp is 10 damage less, but a lot easier)
-
j.hp, cr.hp xx EX LP+MP Kunai, LK Dash, LP Raida [289/505] (EX Raida adds 30 damage)
-
j.hp, cr.hp xx EX LP+MP Kunai, HK Dash xx Kunai, LP Raida [307/520] (EX Raida adds 30 damage)
-
j.hp, cr.hp xx EX LP+MP Kunai, HK Dash xx HP xx HK (target combo) [312/518] --> Bad setup if they backroll
-
j.hp, cr.hp xx vtc(S), st.hp xx MK DP, LK Dash, (Release Kunai), LP/EX Raida [407/640][427/640] (Release Kunai adds 30 damage)
-
j.hp, cr.hp xx vtc(S), st.hp xx MK DP, HK Dash, air Kunai, LP Raida [395/610] (EX Raida adds 15 damage)
-
j.hp, cr.hp xx vtc(S), st.hp xx MK DP, Forward Dash, (Release LP Kunai), EX Raida [442/638] (Kunai’s add ~30 damage)
-
j.hp, cr.hp xx vtc(S), st.hp xx MK DP, Forward Dash, (Release LP Kunai), Super [568/578] (Kunai’s add ~30 damage)
-
j.hp, cr.hp xx vtc(S), st.hp xx LK DP, MK Dash, b+mp xx VTC into mixup
-
[corner] j.hp, cr.hp xx HP Raida [267/445]
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[Corner] j.hp, cr.hp xx EX LP+MP Kunai, HK Dash Kunai, HP Raida [319/520]
-
[Corner] j.hp, cr.hp xx EX LP+MP Kunai, (Release Kunai (LP)), HP Raida [361/555] (Kunai’s add ~60 damage)
-
[Corner] j.hp, cr.hp xx EX DP, Release Kunai (LK), EX Raida [457/649]
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[Corner] j.hp, cr.hp xx vtc(S), st.hp xx MK DP/HP Raida ---- iffy from here. Air reset in a million ways: jump kunai/button, b+mp into command dash mixups etc
-
[Corner] j.hp, cr.hp xx vtc(S), st.hp xx HP Raida, wait, HP Raida [397/640]
-
[Corner] j.hp, cr.hp xx vtc(S), st.hp xx MK DP, Release LP Kunai, HP Raida/Super [433/638] [568/578]
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[Corner] j.hp, cr.hp xx vtc(S), st.hp xx MK DP, nj.Release Kunai (LK), vskill xx VTC into mixupssszzszsz city
-
[Corner] j.hp, cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, LK DP [417/635]
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[Corner] j.hp, cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, EX DP, Release LK Kunai, EX Raido [462/694]
-
[Corner] j.hp, cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, Super [552/590]
-
[Corner] j.hp, cr.hp xx vtc(S), cr.mp xx fwd.hk (target combo), release HP kunai, EX Raida, wait, HP Raida [414/597]
-
[Corner] j.hp, cr.hp xx release LP Kunai, b+mp xx vtc(S), HP Raida, Vskill charged, Super [590/615]
-
[Corner] j.hp, cr.hp xx kunai xx vtc(S), st.hp xx HK DP, Release Kunai’s (HP), vtc(S), EX DP, wait for bomb to explode, EX Raida [474/678]
---- Very hard and spacing dependent. Have to start the combo midscreen and end in the corner.
DP Punish (Counter-hit):
(NOTE: Against Chun-Li you have to walk a bit forward after the st.hk Crush Counter)
(NOTE: These are exactly the same as the jump-in combo’s)
-
st.hk (CC), cr.hp xx LP Raida [269/475] (or HP Raida/LK DP, 15 damage more)
-
st.hk (CC), cr.hp xx Release Kunai (LP), EX Raida [390/551] (HP Raida connects in the corner)
-
st.hk (CC), cr.hp xx LK DP xx Super [514/395] (st.hp is 10 damage less, but a lot easier)
-
st.hk (CC), cr.hp xx EX LP+MP Kunai, LK Dash, LP Raida [307/535] (EX Raida adds 40 damage)
-
st.hk (CC), cr.hp xx EX LP+MP Kunai, HK Dash xx Kunai, LP Raida [325/550] (EX Raida adds 30 damage)
-
st.hk (CC), cr.hp xx EX LP+MP Kunai, HK Dash xx HP xx HK (target combo) [330/548] --> Bad setup if they backroll
-
st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, LK Dash, (Release Kunai), LP/EX Raida [407/640][427/640] (Release Kunai adds 30 damage)
-
st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, HK Dash, air Kunai, LP Raida [413/640]
-
st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, Forward Dash, (Release LP Kunai), EX Raida [460/668] (Kunai’s add ~25 damage)
-
st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, Forward Dash, (Release LP Kunai), Super [586/608] (Kunai’s add ~30 damage)
-
st.hk (CC), cr.hp xx vtc(S), st.hp xx LK DP, MK Dash, b+mp xx VTC into mixup
-
[Special, when st.hk hits from far] - st.hk (CC), st.hp xx kunai xx vtc(S), st.hp xx LK DP, MK Dash, LP Raida [390/620]
-
[corner] st.hk (CC), cr.hp xx HP Raida [285/475]
-
[Corner] st.hk (CC), cr.hp xx EX LP+MP Kunai, HK Dash Kunai, HP Raida [337/585]
-
[Corner] st.hk (CC), cr.hp xx EX LP+MP Kunai, (Release Kunai (LP)), HP Raida [379/585] (Kunai’s add ~55 damage)
-
[Corner] st.hk (CC), cr.hp xx EX DP, Release Kunai (LK), EX Raida [475/679]
-
[Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP/HP Raida ---- iffy from here. Air reset in a million ways: jump kunai/button, b+mp into command dash mixups etc
-
[Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx HP Raida, wait, HP Raida [415/670]
-
[Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, Release LP Kunai, HP Raida/Super [451/668] [586/608]
-
[Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, nj.Release Kunai (LK), vskill xx VTC into mixupssszzszsz city
-
[Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, LK DP [435/665]
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[Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, EX DP, Release LK Kunai, EX Raido [479/724]
-
[Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, Super [570/620]
-
[Corner] st.hk (CC), cr.hp xx vtc(S), cr.mp xx fwd.hk (target combo), release HP kunai, EX Raida, wait, HP Raida [440/635]
-
[Corner] st.hk (CC), cr.hp xx kunai xx vtc(S), st.hp xx HK DP, Release Kunai’s (HP), vtc(S), EX DP, wait for bomb to explode, EX Raida [492/708]
---- Very hard and spacing dependent. Have to start the combo midscreen and end in the corner.
Anti air:
- b+mp xx LK Dash, LP Raida [130/250]
- b+mp xx VTC(S), LP Raida, MK Dash, LP Raida [250/420]
- b+mp xx MK Dash, Super [371/70]
- st.hk (CC), b+mp, LK Dash, (Kunai), LP Raida [246/423] – Kunai adds 20 damage
Best super damage:
- j.hp, cr.hp xx MK DP xx Super [496/365]
^You the man for that shit.
This is exactly what I do when I’m learning a new character:
-
Look at their combo list and do them over and over again until I’m comfortable with the inputs and timing.
-
Then I look at their frame data (sometimes concurrently w/number 1)
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Next I try to find hitbox/hurtbox data for normals and specials, as well as grab ranges.
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Find out the best normals for neutral and footsies.
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Actually play the character.
she’s finally out im so happy time to hit the lab
How do I cancel the HK DP into super? That shit seems to have strict timing. Like Ryu and Cammy’s DP’s are easy to cancel into super but not Ibuki.
Is there any place where I can see her frame data?
I just mash.
I have trouble with the LP+MP kunai, because on pad LP and MP is square and triangle. Trying to press those two together is annoying as shit.
3 punches is for v-reversal so I can’t map that shit. 3 punches defaults to lp+HP when you use it. Might be time to invest in a stick like I was going to originally do.
(3P defaults to MP+HP Kunai actually) What I do is hit both LP and MP with the edges of my thumb, If you press at the space inbetween square and triangle you should be able to push them both down at once. It’s harder than hitting something like LP+LK, but still doable. At least you don’t have to do any LP+MK or LK+MP nonsense, that stuff is super annoying.
Another thing you can do is to map it so you have HP on one side of the controller and 3P on the other (If you don’t already) and then hold down HP as you do the Kunai with 3P.