Updated: 6-20-2010
Minor update: 2-11-2011
**AE Update: **6-24-2011
What is a tsumuji loop?
The tsumuji loop is a character specific combo typically consisting of lk.tsumuji , st.LP. Thanks to lk.tsumuji’s hitstun, Ibuki has just enough frame advantage to link a st.LP, and then add to the combo. The most common follow up is st.LP , st.MK xx Neckbreaker. mk.tsumuji can sometimes be used instead of lk.tsumuji, but it’s far more character specific due to the greater pushback.
Why tsumuji loop?
- more damage
- more stun
- more meter gain
- more mixup potential
To give you an idea of how much of a damage/stun increase to expect (in AE): a typical vortex combo would be:
kunai , TC4 xx Neckbreaker (250dmg, 352stun)
To up the ante, you can instead do
kunai , TC4 , st.LP , st.MK xx Neckbreaker (276dmg, 392stun)
for a 10.4% increase. Once you introduce a basic tsumuji loop,
kunai , TC4 xx lk.Tsumuji , st.LP , st.MK xx Neckbreaker (315dmg, 423stun)
you up your damage/stun by 26%. If you instead go for st.MP , st.MK starter, such as
kunai , st.MP , st.MK xx lk.Tsumuji , st.LP , st.MK xx Neckbreaker (324dmg, 477stun)
this goes up to 29.6%. And finally if you go for double loops on applicable characters:
kunai , st.MP , st.MK xx lk.Tsumuji , st.LP , st.MK xx lk.Tsumuji , st.LP , st.MK xx Neckbreaker (350/496)
Ibuki’s damage/stun output increases a whopping 40% from her standard kunai , TC4 xx Neckbreaker bnb. Going by this, it’s possible to almost stun most characters after just two mixups. And if you go for a reset just before stunning them, you can most likely win the round right there.
By “more mixup potential” I mean that since your combo is greatly extended, you have more places where you can purposely drop the combo and go for a reset, or otherwise do something unsuspected. A primary example of this would be doing two tsumuji loops on Abel, but instead of ending with a neckbreaker, you SJC your st.MK and crossup with j.LK or j.MK. Another example might be ending the tsumuji loop with a command dash to get right back into your opponent’s face, instead of ending with a neckbreaker.
So why not always tsumuji loop?
lk.tsumuji , st.LP is a 1frame link, which cannot be plinked unless you plink (or blink) with the back/select button. If you happen to drop the link, you lose a lot of precious momentum that Ibuki relies on. Tsumuji loops are also character specific.
Dodeka’s explanation of tsumuji loops:
Ok so I wanna master Ibuki and do some tsumuji loops, where do I start?
Pick any loop listed in the chart and use that in place of your usual TC4 combo.
Character specific testing
Methodology:
I’m 99% sure these results thus far are correct. I first did the loop on Abel, which appears to be the character with the largest hitbox/least pushback, or something special that let’s him eat ridiculously long tsumuji loops. Then I recorded it and played it back against the rest of the cast.
Results:
Notes:
Usually if the loop doesn’t work, the st.LP 1 frame link would whiff, signaling that the character is too far for the st.LP to link. There were a few exceptions, at least that I remember:
Abel: If you’re going full tsumuji loops, your last st.MK may have to be done slightly earlier. I’m not sure but doing the last st.LP , st.MK feels more like a 2 frame link than 3 frame link. Other people can try loop 1 on him and see what they think.
Blanka: On certain loops, he would block the st.LP, which got me thinking maybe I’m just not timing the st.LP correctly. After 5 minutes of attempting the loop and I don’t get it at least once, I am 99% sure the loop doesn’t work.
DeeJay: The last st.MK would whiff, but the st.LP would hit. I have concluded that it must be due to the pushback on the last st.LP that he’s too far to link a st.MK. Also normally when you’re in range for a st.LP, you’re also in range for st.MK, but after a tsumuji, it must have shoved his top hitbox (his face or something) forward for the st.LP to link but the rest of his hitbox is too far for st.MK to hit.
E.Honda: Same as Blanka.
Guy: something about this character changes the timing of the tsumuji , st.LP 1 frame link, such that the st.LP has to be done slightly, fraction of a second later than usual. If you stick to your normal loop timing, the st.LP will be too early and won’t come out.
There were more characters blocking the st.LP instead of it whiffing, especially on loop 8 (cl.st.MK xx lk.tsumuji , st.LP , st.MK xx Special (opponent crouching)). This could mean possibly that the opponent recovers faster or something. If you were doing a tsumuji loop and banking on the fact that lk.tsumuji , st.LP acts like a frame trap (against like mash jab or something) in case you mess up, then maybe they actually have enough frame advantage to counter hit your st.LP. Not 100% sure about this. Someone with better knowledge of game mechanics can correct me if I’m wrong.