like in this video
[media=youtube]U189l2iEECY#t=02m20s[/media]
LOL you can just mash kick and hold down and it’ll sweep low
To make the last hit of tsumuji hit low just mash on down and any kick button repeatedly as soon as the 2nd kick hits. Should come out everytime.
Yeah, you just gotta make sure you’re properly holding down and not downback.
lol someguy i feel mad stupid now lol
To get any hit to combo after ibukis kunai, do you have to hit the kunai on the opponents wakeup, or is it possible at all times just that the timing is mad strict?
Aim for the feet
Thanks man, I got it first time I tried it. I guess you wont be landing a lot of combos from a random kunai but its good to know. Anyway, thanks for clearing it up.
Anyone got info/link on Ibuki’s new alt?
You can also Super Jump two or three character spaces away and aim the weakest kunai towards your opponent’s shoulders(back), works on the average character(tried and tested in training mode against auto block standing dummy).
Aside from playing around with timing(strength) and distance of the vortex on untechable wake ups, does anyone make the forward kunai into TC work effectively? By forward kunai, I mean super jumping from one end of the screen and throwing a hard/mid kunai towards their feet resulting in time for you to do a combo/target combo? Shotos usually just dp to deflect my kunai and sometimes I get hit as well…not very useful unless it’s the super jump instant hard kunai which isn’t something I would do unless I could connect the cr.hp before that…
No real info on anything on it yet.
Aw.
Another Q, what’s Ibuki’s best BnB/combo that will often allow a tsumuji loop?
And can anyone explain how I was able to link cr.MK -> cr. HK? Or is that norm stuff.
Ques and Answer thread 6/21 UPDATE DONT MAKE ONE QUESTION TOPICS PLZ!!!
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It depends on the character really check the tsumiji loop thread theres a very helpful chart UN there.
Cr. Mk links into sweep on counter hit
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how many frames is that counter-hit link?^^
C.mk does 3 frames of hit stun and any medium or hard normal attack landed on counter hit gains 3 more frames of hit stun. So counter hit c.mk is plus 6. Sweep takes 6 frames to become active so u have to get the sweep to connect on the very first frame.
Basically its a 1 framer.
Thanks for that info DJ I didn’t understand how many frames a counter hit would gain. I guess u learn a little everyday.
Also, U mind if I add u on xbox live? Just got it recently.
Only did this once, and it was lulz. On CH fs.lp, you can combo into u2.
Thanks guys.
I’ve always been wondering this since I never really use it but how safe is it after doing the target combo launcher(lp, mp, cr.hk, hk) against shotos and other special anti air characters?
I think super jump or hk command dash is applicable since a normal jump right after seems to be too slow…
Situation 1: TC followed by super jump with a low kunai(hp) aimed towards the feet of my opponent.
- Will this have the same stun time as a successfully timed kunai(hit or blocked so it gives me enough time to do something)?
Situation 2: TC followed by super jump with a in air TC. - will I get hit by a dp or any other anti air special moves? I assume that if I get the super jump right, the I will be doing a cross up if the opponent mashes out dp.
Situation 3: TC followed by a SJC hk command dash. - will I get hit by an auto corrected dp or other anti air special moves? I suppose it’s a guessing game varying with the different distances of the command dash(hk = crossup, mk = infront, lk = dp fake).
I haven’t attempted much of this specific TC because I haven’t been able to fluently pull it off(have a strange habit of mashing the HKs) and my Vortex has been enough at the moment.
Is Ryu getting nerfed? That DP trade to Ultra is imba shit. Safe jump to fail jump all day.