so i will try to explain some of mo-tempests mixups here. it wont be an all aaround explanation but will serve as a beginning… feeling to lazy to go through them all right now, but he had some tricks that really made me scratch my head as to the fact that they actually worked… note that these arent GO TO tricks necessarily, just stuff that seems to work for whatever reason:
tc4> sjc (wiffed midair attack so that the super jump will have less recovery when it lands) st.mk xx tsumuji.
i have no idea why this worked on me as well as other people… it may have even been a mistake when it was done ( it looks like a mistake when playing against it) but it was making me press buttons or miss my blocking and get hit by the st.mk xx tsumuji. a real mindfuck for me.
- bnb> hk kazegiri (opponent quicktechs) hk cd> cr.lk,st.lp,st.mk xx tsumuji
this only works if the opponent techs. i think it works so well in that situation cause if the opponent techs it probably means that they THINK they know which way to block. so the crossup comes as a surprise… for instance i ate this everytime i quickteched against him… i like it as a mixup. also note that if the opponent doesnt quickrise that link usualy did an instant crossup kunai once he got to the other side… so not quickrising doesnt necessarily keep the opponent out of harms way… there is a mixup no matter what.
- backthrow>lk cd>superjump lk (this is jump outable by the opponent (they’ll get air reset), its also srkable. doing a regualr jump here will result in a non crossup lk… this is a VERY EASY mixup to time. however its also very easy to defend against if the opponent suspects that t is coming.
the key is to mixup your mixups… now of course this would be obvious that you should sometimes do non crosup lk or a crossup lk as a mixup… but that isnt what i’m talking about, im talking about mixing up your setups after the backthrow.
the primary mixup after backthrow other than the lk jumpins is to instead do cd mixups:
backthrow>mk cd>hk cd will crossup the opponent.
backthrow>lk cd>hk cd will stay in front.
backthrow> mk cd> lk cd will stay in front.
so after the mk cd ibuki can either crossup on the ground or not. after the lk cd ibuki can stay in front with a command dash or instead do a superjump lk for a crossup or a regualr jump lk for a non crossup… which means that the opponent wont be able to tell what to do just by looking at the first cd, be it an mk cd or an lk cd.
more backthrow mixups:
backthrow> mk or hk cd> super jump> wiff lp or hk in air> land on other side> st.mk xx tsumuji or close hk launcher.
so basically that is a TON of completely different looking mixups for the opponent to deal with as well as similar looking ones… ibuki should be able to always make her opponent guess after a backthrow done at midscreen. of course amixing these up well is the hard part… there is ALOT of muscle memory here to be learned… and its all off of one setup… suffice it to say that most people will only use at most 2 sets of mixups, whichever they find works for there playstyle best.
mixups off of midscreen raida:
pretty much the same as after a bckthrow except with different timing. save for one example that mo-tempest showed me:
raida>mk neckbreaker (these all wiff)> hk cd crossup or mk cd non crossup.
raida> mk cd> superjump mk (this can be done with safe jump timing)
raida> ex neckbreaker > instant crossup kunai or instant non crossup kunai. probably wont see this used much cause it uses an ex meter for no damage plus nothing guaranteed… but it does setup a powerful mixup off of a raida.
so thats pretty much it… i wont go into the juggle reset mixups at this time as they are VAST.
but i want to say that the reason why you dont want to always end your combos in neckbreaker or mk tsumuji is because the mixups from those are known… you want your opponent either thinking about way too much to be able to read your mixup, or to just flatout give up on trying to read them and just guess/ mash there way out, which was where i was at against links ibuki. the more varied you can be with ibukis pokestrings and enders as well as combos, imho will determine how well your vortex does.
well at least thats my opinion at this time.
-dime