see nucka! told you dat was some new shit.
all bow down to dime :china:
lol i kid i kid hahah
-dime
see nucka! told you dat was some new shit.
all bow down to dime :china:
lol i kid i kid hahah
-dime
Why was this thread not stickied while a bunch of other threads got stickied?
When I Pm’ed sosage I forgot to mention this thread :sad:
I’ve been messing around with a mixup that’s given really excellent results so far. Granted I only play ranked unless I go to a tourny, so it’s not the highest level of play here, so my test group isn’t so grand. Because of that, I’d like some thoughts from you guys.
Neckbreaker knockdown:
b.mp kara throw whiff-> j.lk ->combo
or.
mk kara throw whiff -> j.lk ->combo
b.mp throw sets you up for a normal jump in. mk sets you up for a crossup.
I say it’s a mixup because it’s really hard for your opponent to tell which kara you’ve done, and depending on what you jump in with can change your hitbox and still place you in front of them (more on that if I ever look into it).
Just another tool to utilize. I thought this up because I wanted a reliable way to pick which side I land on without telegraphing it to my opponent. Because if I were to instead tap forward before I jump, they’d know I was crossing up, and that’s no good.
Tap forward before you jump but then throw a kunai instead? Surely you won’t crossup in that case.
True, but what I was going for was to make them guess which way to block more so than which way I land. So they’d see kunai and block it. If I was going for kunai I would just vortex instead haha.
I don’t think anybody can react fast enough to a kunai toss in the small time frame of a possible j.LK crossup. Think of it like Cammy’s j.LK/CStrike options on an opponent’s wakeup.
Fair enough. Just another thing to add to her options then. Keep them guessing haha. Thanks for the info.
Some interesting corner mixups…I try not to use neckbreaker since its damage and stun was nerfed in ae.So all the mixups below are going to do the same damage and stun in ae(well kunai damage was a bit nerfed too…but lol).
1)jhp>cl st hk(can also be sjc’d into lk cd to hit cr hp,but since you’re in the corner there’s no need to)>cr hp>j mk>tc4>kazegiri fadc>sthk>sjc lk cd> cr hp>whatever(kunai,sjc cd,jump super jump,etc).
Those mixups do 974 stun and 648 total damage,but it’s the stun that is important here.If you don’t have 2 bars to kazegiri fadc you can end with a raida for 952 stun or kazegiri for 904 stun.You could also sjc kunai instead of jmk after cr hp to mix things up.
2)j hp>cr hp>sjc kunai>tc4(full)>lk tsumuji>st lp>st mk>ex tsumuji>kazegiri fadc>cr hp>sjc kunai>cl sthk>sjc lk cd>cr hp>whatever.
Those mixups do aprox. 1121 stun and total 706 damage.
tc4(full)>lk tsumuji>st lp>st mk work on certain characters(see tsumuji loop thread)
Excellent ideas for a corner mixup but landing a j.HP will be pretty rare. I think most of Ibuki’s pressure will start as okizeme (eg: kunai, crossup j.LK/j.MK, cd mixup, etc.).
Also, you can save a lot of meter if you memorize what characters EX tsumuji , cr.HP doesn’t work on: http://shoryuken.com/f336/ibuki-combos-glitches-231815/index15.html#post10172606
I do stuff like this all the time and people eat it up. Your first combo I don’t get though. Are you just assuming they’re going to eat the crossup mk? And I don’t know about cross up MK. It pushes people too far back especially if you’re gonna be going for the LK loop. I’d say use LK instead.
Mix up 2 is also very specific. I wouldn’t get too greedy and just end it after the TC4 after Kunai since they might be outta range already. Unless you learn how to do em where you land in front of em and stuff like that. To be honest, I wouldn’t even bother with your first mix up when this is one is around. You can kill people in one shot with this lol.
Oh ya, if you somehow to manage to land in the jump in HP, I would do ST. MP before doing her RH Launcher. It’s pretty easy and it adds about 70dmg/100stun.
Yeah i understand what you mean littlesushi ,because this is how i play too.This not only theory fighter.It does work(not all the time but it does).I used to win like that NEW ibuki ,that you’ve discussed in the video section, with those close sthk sjc resets for months now,lol.You can replace the st lk with st mk,but depending on the character they both may whiff,or you can jump really late to make them not to whiff.In the mixup 2 the chars that can be looped like that aren’t going to get out of range.I don’t know that for sure though,only tested that on chun and bipson…Also mixup 1 is much easier to do and only requires two meters or none.Mixup 2 is better but more difficult to land.Also after jhp, crhp>sjc kunai is not the same for every character due to their hitboxes and probably you can’t do it on all of them or you must have a specific distance when you’re cancelling the cr hp to a kunai.Haven’t searched it thoroughly.
About the mixups.Let’s say that you’re not playing against a reversal happy opponent.If they block the jump in the next thing that they’re going to do is to block low.Then you do overhead(f+mk) which is +5 on hit.Then they may try to throw you.Then you can do clst hk which has 6 startup.Supposing that your f+mk hit them your clsthk will beat their throw attempt,even though it doesn’t combo.Plus they are a little out of range to throw i guess.if you know they like to reversal then just block and continue your mixup.If they block after the f+mk they are ok(comboing after f+mk is always a solution,but i’m trying to get the sthk launcher here).I guess that we could use ibuki’s air tcs(e.g tc1) like chun’s air hp tc.They may try to block low after the jhp and then we do fmk,so we have tc1.We can also use cr lp>clsthk in a combo instead of st mk and we could have resets from there.Unfortunately we can’t do f+mk> cr lp>cl st hk because we get the far st hk.I’m not saying something that you may not already know guys.I’m just mentioning it.
Well the first character I tried the jump MK on was Ryu and it pushed him out of range lol.
Mixup 2 is easier for me. Maybe it’s cause I’ve been doing it for so long and found how to cross/not cross up people with Kunai for almost every character now. I was making a video of me running people over with it but got bored lol, sorry.
What do you mean replace ST LK with ST MK. I’m kinda lost on what you’re referring to there.
You can do the second mixup on everyone, just need to cancel into jump later after CR. HP against some people or modify your Kunai a bit. Also have to use different combos depending on the character/etc.
The neckbreaker nerf isn’t even that bad. Might be because I’ve been playing AE since it came out, but I don’t even notice it.
Sorry,my bad.I meant replace j mk with jlk.
Also those mixups could be started from j mk or tc3,etc instead of j hp but for less stun.
As you said you can do the second mixup on everyone with adjustments on timing a jlk or a kunai after cr hp.
@mingo
I don’t think that you can do cr hp after a combo with tsumuji loop ,because it would whiff due to distance,so kazegiri fadc is the way to go.
@Gabe_Art.It’s not that the neckbreaker nerf is tragic but clst hk>sjc cd>cr hp always did more stun compared to tc4>nb.
Here’s a corner mixup after raida:
Raida>lk command dash>whiff cr lk>hk command dash.
So far so good for me in offline play…Tested it on training mode against ryu’s srk.Ibuki manages to block it, so that makes it a safe mixup in the corner for reversal 3 frame dps .So i guess that ibuki is at -2 maximum if timed correctly after the hk cd.Also i was able to block chun’s super which has a 2 frame startup,so ibuki could be at -1(?) after hk command dash.
Haven’t tested it vs grab ultras that have 1+0 startup like gief’s.Another interesting thing is that i tested it vs guy(cpu).Guy’s ultra 2 ,which is a grab with 1+1 startup(just like ibuki’s yoroitoshi), whiffed and ibuki managed to get to the other side.When i recorded her and mashed ultra with guy it got ibuki,but i’m not sure if the cpu couldn’t autocorrect it,or it was the fact that i mashed ultra in the right direction,because i knew that that ibuki would cross up.
Needs more testing.What do you think about it guys?
Seems ok. I’d still prefer my vortex though.
Thats good if you know they are scared or going to mash. Otherwise, get in there with more mixups/vortex/grabs/blockstun, something that makes them stay there. The corner is your friend. It’s the best mindgame every character in the game can use imo.
One Mixup Stun On:
-Akuma and Evil Ryu:
Crmp>hp neckbreaker> [lp kunai vortex] >cr hp>sjc mp kunai (if ibuki crosses up)or lp kunai(if ibuki doesn’t cross up)>stmk>lk tsumuji>stlp>stmk>hp neckbreaker
-Seth:
tc4>hp neckbreaker> [lp kunai vortex] >cr hp>sjc hp kunai (if ibuki crosses up)or mp kunai(if ibuki doesn’t cross up)>stmk>lk tsumuji>stlp>stmk>hp neckbreaker.
Also now that tc4 got nerfed, crhp>sjc hp neckbreaker is a viable option during vortex if someone doesn’t go for tsumuji loops,because it does 400 stun(62 more than tc4 >hp nb) and only 34 less damage than tc4>hp nb.
Why does the lp/mp/hp kunai matter?
I’ve been doing j.HP , cr.HP xx SJC Neckbreaker a lot as my stun combo, to keep the scaling at a minimum, and meter gain at a maximum. But I don’t think it does much more stun or damage than TC4 , st.LP , st.MK xx Neckbreaker.