What do you have against throwing out a sweep at the point when you know this guy is gonna get up? One of the main ways to land a sweep is by outsmarting your opponent, and if you’re getting a good read you might as well push your offense appropriately.
If you have trouble tic throwing him, maybe he’s combining cr. tech with standing tech, which explains why he gets up like that and is hard to throw. You could check him by walking up and doing cr. lk xx ex tsumuji when the time is right.
If you wanna be stingy with meter, walk close enough to do cr. lk > far lp > st. mk xx neckbreaker.
Edit: Or just cancel st. MK into neckbreaker and watch it work cuz he’s predictible. haha
cr.MK is gdlk. I wish I could have said more. I’ll edit this post later.
EDIT:
HK/MK Tsumuji is safe and irreversible when you do the high ender (QCB+K, K). On block it’s smarter to do the high ender for more chips unless you see them standing.
Off crumples:
Ultras
cl.HK SJC Super
LP, MP (2 hits), HP xx NB/Tsumuji/loop/EX/anything flashy
Meaty Kunai Vortex w/ HK Tsumuji sweep:
Non-crossup Kunai: Normal jump immediately, throw kunai before peak of jump, with choice of landing on same/other side.
Crossup Kunai: Super jump immediately, throw kunai before peak of jump.
-Tested and guaranteed so you guys don’t have to worry about timing much from a neckbreaker.
How do I keep my kunais from being punishable? to often does it get blocked and THEY have a frame advantage. And sometimes it does hit and they still have the Frame advantage. wth?
I read the thread about plinking but didnt quite understand. WHat would the buttton inputs be if I wanted to plink this combo; Cr.lp,Cr.lp,St.Mkxx Neck breaker? Or should i be able to do this without plinking?
Your input would be lp, lp, lk + mk (pressing mk momentarily before), neckbreaker. If you did it correctly, you should see an extra single input for MK before the LK + MK.
Tsumuji loop is doing the qcb+kick move with LK or MK, and comboing after it with a standing jab. So a combo like qcb+mk, st.lp, st.mk, qcb+mk is possible. But it only works for the medium and light versions, and it doesn’t work if you make it kick three times instead of just two.
Thanks for the answear stabby ill go try it out. Also which normals can u sjc into commad dash and can u tell me the button input? Sorry in advance if this was answeared somewhere else i couldnt find it.
You can sjc into dash any move that you can cancel into a jump. So, close standing HK, cr HP, and the target combos that end with sweep into the launcher kick. Look around for the inputs anywhere, but the gist of it you do a FAST d, df, f, uf motion, and the moment that you would leave the ground press whatever kick you want.
Can anyone figure out what Ibuki’s advantage is on block after Cl. HK sjc LK Dash?
She is at best -3 and worst case scenario -7… if anyone could test it against reversal srk (-3) flash kick (-4) and reversal hp thunderknuckle (-7).
I just wonder if she actually has heavy attack block-stun for this move, or if it’s just another heavy attack with the stun of a medium. If she can block a reversal flash kick, I’ll be happy. If she gets hit by reversal TK, I’ll be sad.
I would do it myself but I’m waiting for funds to get a new disk.
Is Ibukis df mk ever safe? frame data say -11 on block and -5 on hit. So at maximum range its still unsafe? wow bummer. I use it all the time if thats the case
The srk wiki says you should be -10 on block at close range. Going by that, at max distance you are + 5 on hit and 0 on block (- 1 on block according to Prima). Depending on spacing, you can be anywhere between those extremes.
On hit, I suggest comboing into f+lk xx ex kicks. On block, you’re significantly more unsafe (especially since crouching hitboxes are wider, you will hit earlier and be less advantaged) so choose safer or less straight-forward options.
I love using the cmk into ULTRA 2. It can be used as mix up and surprises your opponent. using it get under slow projectile characters when they walk forward like Guile and Chun is good to because it throws them off and makes them think twice about slow fireball pressure.
Okay, I just checked my stats and was surprised about one: I have 0% victory against Cammy. I played then against a good Cammy and I really couldn’t figure out any way of approaching her. Jumping is useless sins her Canon Spike is above all of my moves, and I don’t see any ground way to approach her. I was just waiting, blocking her moves. Cannon Spike looks safe as well, I can only “punish” it with 3MK, I have to find another way…