How does a ninja beat the flying headbutt of a sumo?
vi3t_hugh:
lol hey man. thnx for ur support, but trust me just no need to get urself into these dum arguments…those kids never say no to anything!!so let the geek be a geek and have his own way of fun apparently tis his only life bein online, so why burst his bubble dude?
anyways thnx again man.
Paceyz: S.hk do WONDERS on Honda!! as well as b+mp. from stoping headslams to ass slaping/ ball kickin his huge flying Butt attack
also f+hk works great to and wil beat it clean. Just have to have your reaction up to snuff. Zoning with kunais work to. Punish with U2 on block.
This is not going to do shit against Honda’s headbutt. Not sure how you’re going to time it perfectly either.
This.
cr.MP and st.MK could also work but I have not tried it.
I think we should make a couple of lists to really make life easier for all of us:
List A-Characters (regardless of Ultra) it is safe to always Vortex against (Gen, Guile, Guy, Juri, Chun, Rose, Sagat, etc)
List B-Characters whose ultras (and which one) can stop her Vortex (Bison, Blanka, Rufus, etc)
List C-Characters with an EX Bar it is not safe to Vortex on. (Balrog, Bison, I cant think of anyone else now.)
Or should I just create a separate thread for this? I think it’d be really nice to have.
Guy’s EX version of his spin kick makes your vortex completely useless if I’m not mistaken.
yah dude tis alrdy mentioned in the Vortex thread if u wanted to check em…or atleast info scaterd there somehow
DeusLucas: it depends on ur Meaty kunai, if a far away forward one then u will get punished. beside that then ur safe (depending on ur timing). it is either u gonna land safe and block the kick, or else u will land the other side while him kicking ur kunai and u will be also safe. other than that then u just miss timed it i believe… if guy can EX hurrcican kick u, then Chun guile and all the mentioned can counter ur Kunai (the same thing as guy hurrican kick,applies to them as well), that just means the timing is a little bit off that’s all
in my opinoin all of the mentioned on A-Charecter are safe as long as u time it right
Mingo: Shhh nub
Practicing links —
Should this be done via looking for a visual cue, or just trial and error until you get the proper timing?
In guilty gear, the training mode had a nice feature where the command input window (it was oriented horizontally at the bottom of the screen) would flash during the proper frames for the input for an FRC cancel, and while I understand how to trouble shoot finding links, the problem is that my success rate is so low that I can’t follow the link up with anything. I’m working on the last three trials for Ibuki, and whenever I get the links, I can’t get the follow ups. So I practice just the links, but my success rate never really increases…
1v1 or you stfu.
I’d suggest trial and error until you get the proper timing. Visual cues are best left toward hit confirm practice or something.
shhh nub
lol i still dont fully understand links vs chains, or plinking, or a bunch of SF terms. I’ve seen people try to describe em, but still they make little sense to me
I’ve just picked up Ibuki, I main Fei and wanted a change, I like the quick characters!
How are people playing Ibuki? I’ve found a good percentage of victory’s are coming from being patient and waiting for opening’s as opposed to launching into a 24 hit combo, but the really good players i see just lay waste to guys. I just can’t seem to find good set ups. It’s like I need a fireball for protection or something, with Fei i can CW and close the ground but with ibiki I’m finding it a little harder. Any ideas?
I also find the temptation to “jump in” with ibuki too great, I’m finding myself jumping all over the shop.
Wake up seems to be a non-starter also, I guess I’m just blocking on wake up?
With Ibuki, learn to use command dashes, regular dashes, and varying strengths of neckbreaker, to get close. I also use hien VERY RARELY, even though its incredibly unsafe. Don’t forget you also have slide (down/forward + mk), and f+mk to go over fireballs. You also can just stay away, and throw kunai, until they come to you, and when they hit certain distances, WAM, you hit em with hien or neckbreaker, or just start mind fucking em.
I personally hardly ever jump, even to the point where I sometimes wonder if I ain’t jumping enough. Obviously, I jump for vortex on wakeup, or to throw a kunai, or air throw a dude (sooooooo nice to finally play a character who has an airthrow!), but I really NEVER go for jump in’s. Which is sad, because she has several decent air target combo’s, which I would LOVE to know if they’re as good/useful as Chun Li’s.
yup, basically, learn to block, although her dashes are fucking SEXY as fuck. I backdash or forward dash away from a ton of shit on wakeup, and sometimes catch people with ex upkick, or even lk upkick, oddly enough
Nice info, I’ll take it to the training room tonight and maybe play arcade just to get a feel. I do like the f-mk over fireball, looks awesome in a kind of “fuck you” way!
I tried the DP on wake up a few times (fei habits coming in) but just kept eating hits. Air throw I completely forgot about! …
Whats the use for the backwards dragon punch kick thing (sorry dont know the name) , I’ve caught a few fireballs over the top with it, but not sure if it’s safe and i was just lucky.
Hien. Probably her best way to land her super without ridiculous scaling. Good to add in the middle of your block strings to catch your opponent blocking low (ie: option select crouch teching).
Yeah i landed that super a couple of times, seems like the Hien is mostly safe on block for the characters i played against. I just found out the f-mk beats kens wake up DP or so another thread said?, this is awesome, I feel ashamed when i get beat from a ken! Especially the old DP DP DP trick…so boring.
Hien can be very very unsafe on hit and/or block for some characters in some situations (ie: against Ryu when he has super or ultra, he can punish your hien even on hit unless you cancel hien into super).
f+MK is not the best move to do on someone’s wakeup due to not being able to combo off it unlike in 3S. If you’re worried about reversal happy scrubs, just bait, block, and punish.
I find it’s got it’s uses as a weird AA, or just mind fuck attack to your opponent, or on wakeup. As for fireballs, only if you’re REALLY close.
yeah, i use it more than most people here would tell u to use it. I LOVE it on wakeups, and the ex is a great way to finish a round. But alas, even if it hits, some characters can punish you (unless you are willing to waste ex to Kunai for a bit of safety).
I’m not sure what you’re talking about there… f+MK is even easier to combo off in SSF4.
Try c.LP or f+LK or c.LK…
The reason why it’s not good to do meaty is because it has a long start up - meaning it’s easy to react to and block high or reversal.