I really don’t get it. How will I know if I’m not doing it right?
There was an instance where I was able to do the cl.HK > Command Dash 5-7 consecutive times then I wasn’t able to do it anymore until now. Any particular tips?
After a forward throw, I usually vortex or crossup (not very ambiguous though) with j.LK. You can definitely vortex after a forward throw; I do it all the time.
After a cr.HK knockdown, you can do whatever you want. Vortex, crossup, mixup, safe jump, etc. Depends on your opponent and what you wanna do.
You cannot do a vortex after an EX neckbreaker, at least not without first dashing into position I don’t think. Simply jumping or super jumping at your opponent after an ex neckbreaker is going to get you dped.
I dunno about MP/HP uses, but I’d say LP is the way to go due to the much faster startup, and its target combo potential.
There’s definitely a specific timing to SJC command dashing. Too early and you get a regular jump, too late and you get just a command dash. Incorrect inputs and you get nothing or a super jump.
At least for me, I found out that I was doing it too early like it was supposed to cancel the HK instantly. After delaying like a second after the 2nd HK in TC6 now I can get it 100%.
I hate hien. I’d be fine with it if the input was HCF or HCB, but the reverse dp motion + the shortcuts from 4 means it overrides tsumuji inputs if you were holding down back, or moving backward. You can’t follow up with anything from it (unless you have super), the stupid thing isn’t safe on hit. And EX Hien is worse than the normal versions since she does that stupid slow hop while flashing bright yellow, with the only benefit being that it is safe-- but the tracking and jump are so bad she is likely to whiff anyway.
Also stops her from doing anti cross-up DPs because of the input overlap.
Funny you mention this, that is my favorite go to move. I use this from mid range or as a meaty because if I connect, a neckbreaker is sure to follow then I get to vortex. Only problem is that I get too happy with this move so sometimes I do it and follow up with a neckbreaker, even when they block. Need more discipline on that lol
ex Hien is super useful…i’ve hit people in some weird situations with it too. Hien is a somewhat decent AA from a distance too. I wouldn’t rely on it, but it does hit a lot of things. Good to start a round with as well.
I wouldn’t use it in my gameplay tons, but I’ve used it a few times on people’s wakeups. If you ex kunai after, u can avoid a lot of punishes
when doing this as a hitconfirm, do you buffer the motion for neckreaker while doing the move? or do you just wait to see hit and then quickly whip out the command? i ask because i so far have been unale to hit confirm this into neckbreaker.
just straight doing the cancel is of course easy… its the hitconfirmation part that gives me trouble.
When I throw cr.mp out there, I’m already doing the motion for neckbreaker, so as soon as it connects, I just press P and it comes out, which alot of the times I will do even if cr.mp gets blocked. It’s a bad habit, that I know I have to fix but because of this, I tend to do it to punish, instead of a poke.
ahh… ok then… you really arent using it as a hitconfirm if you are doing neckbreaker into block alot…
but as a punish, yeah its good stuff. although right now i’m trying to train myself to do cr.mp xx u2 if i have ultra, as a punish against characters that crossup kunai doesnt work on well.
cr.mp xx u2 is the easiest sjc to ultra that ibuki has.
people shpould probably learn to do it for those problem matchups.
I actually negitive edge it into the neckbreaker personally that way i never fuck it up into a block,the timing’s real lenient to combo as opposed to the s.mk.
Both are good but for fishing trip’s i prefer the d.mp
So I beat this Sakura player and afterwards he sent me a message saying “enjoy Ibuki’s invulnerable frames while it last, Capcom is releasing a downloadable patch that will nerf her. That’s why I stopped using her as my main.” I laughed because as far as I know, it’s only the invulnerable frames on her wake up, which I didn’t even know to begin with so I won’t be affected much. I found that kinda sad and had to share it.
I added earlier via an edit that didnt seem to make it through,but when you do the D.MP into a neg edge neckbreaker,if it’s blocked rather then waste the motion you can use it to sjc command dash for shennagians,an since it’s at such range and you do it off a blocked move,you have a real good chance of catching them trying to reversal you on the other side,not say go for it every time but it’s real good for closing the gap or trying to catch them wiffing by dashing through before the reversal hit’s active frames.
Heres what i am working on atm,what moves have enough hitstun to allow me to try and poke into a command dash and have it be safe,if any,and if so is it a SJC or just canceled normal?