more ibuki madness
sandu :
you can cancel after the first hit of a “normal” (s.rh) into a super, but to my knowledge, you cannot do a special move, like the command dash. this is why you can do the far s.rh and super-jump cancel into S.A. #3, or close s.rh and S.A. #2 or 3, but not do a special move like her command dash after.
“As you may already know, super jumps aren’t instant in 3s. There’s a “pre-super jump” animation (whose length differs depending on the character) during which you can be hit by ground moves but cannot be thrown by normal, command and super throws. That pre-super jump animation can be canceled by specials and supers (see twins/Chun/12 super jump super cancels), which is why the Flash Chop will come out even after the super jump has been initiated. Therefore, it adds a short period of time before the Flash Chop starts coming out during which Alex cannot be thrown.” - from the alex thread - thanks billy kane!
as with the kara-flash chop and super-jump flash chop like discussed in the alex thread (great ideas!), that applies to doing that motion for just the flash chop, not doing a normal canceled into these motions. i like the super-jump flash chop idea because that moves alex into super jump frames that are invunarable to throws and and grapplers (hugos gigas) that ends up being whiffed by an oppenents throw, and then the flash chop will punish them. we could use this idea for the raida by itself for ibuki, because throws can beat them out sometimes… have to check it out. but we can not use this method after hitting the s.rh and canceling the second hit.
throwing a dagger after you launch them is also a good mix-up. there are two things that come to mind when you said that at first.
1- if you launch them and super jump forward to them and hit them with a dagger while they are still in the air, it will semi-reset them - meaning it will hit, but then they will land on thier feet ( cannot be hit again in the air to my knowledge, cause i’ve tried itand it doesn’t work!!). you could eat a wake up move, like anyone who has a dragon punch. so be sure to block after. but you could get thrown, so raida also…hmmm…
or better yet, launch, follow up with super-jump and dagger, as soon as you land, dash to other side and mix it up. that seems the best way to get for sure damage on them.
2- launch and super jump after them, and throw a late as possible dagger at them. not sure which side you will land on really depends on character, if they roll as they get up, and how late you toss that dagger. toss it at the last possible second and dash to other side and mix-up from there. that seems like the safest/ most damaging way to get them off gaurd.
which dagger are you guys using? I would probable be using the jab or strong version not sure if it would make a difference though
wow, i am learning a lot of stuff here too!
also, other things you could do with he s.rh launcher, is super jump after them, and do the fierce > toward forward air chain. it can be a toss up where you land, in front or back, but you can then dash through them once you land and do whatever then - (take your pick) - another s.rh launch, s.mk into raida, radia, throw, low attack, whatever. (thanks to alex for this)
you can even do launch and follow up with ex daggers, and mix it from there, again dash, or double dash, raida, throw for turtles.
more stuff later.
cya!