Ninjas have high standards! The Tsumuji Loop Thread

Ending with Neckbreaker and then jump back kunai xx super will get you more damage than ending with TC10 xx super. Having your opponent block HK Kazegiri isn’t guaranteed, but if they do block it then that’s even better for chip.

Why does TC10 maintain pressure better than Raida? Raida gets you a safe jump against several characters, and you can still do meaty pressure on the rest of the cast. I think he just uses TC10 for reset pressure. It’s not even much of a good mixup either since unless you combo into it close to your opponent, not even doing SJC HK cd will cross up your opponent. In fact you might not even be close enough to your opponent for a meaty throw if you Tsumuji loop into TC10 into HK cd.

I think in this instance, better pressure is subjective. TC10 has a scarier follow-up. Could you check something since I don’t play anymore? The Safe Jump after Raida, can you do it on Cammy, and can you backdash after it to bait the Cannon Spike without getting hit? You can do this with TC10. It may be why Iyo uses it. He’s so gdlk at baiting DPs.

Looking at the Ibuki charts, Ibuki does not have a (easy) safe jump setup for Cammy after Raida.

You can safe jump people with TC10?

Well Ibuki recovers before Cammy after TC10 SJC. It’d prefer to do that over using Raida anyday. You can go for a throw. You don’t need to kara. Also you can choose to dash with LK. It’s a lot scarier than a knockdown you can’t cross-up after.

You can’t really cross up with TC10 either unless I guess you do sj.LK.

You can if you SJC Command Dash… sj.LK won’t cross-up unless you’re in the corner.

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I don’t understand the point of this video. Why are you doing TC10 j.LK?
Also you can’t take something out of context like -> I prefer TC10 over Raida, and add that to TC4, st.LP before doing TC10.

You can cross-up after TC10, obviously not after that, and I was talking about Iyo doing TC4, st.LP, TC10 SJC Tsumuji if it is blocked, and dash if he does. When I said she recovers before Cammy, I meant TC10 SJC Command Dash. not SJC into nothing. You didn’t even do that you did TC10 JC (not that it matters).

Yeah, I know both would do less damage/stun but I want to have total control over every combo (like Desk/Sako) to build my execution up, and when the time is right I use the tools for style points/variety. Also, I saw an Iyo (IBK) vs Ryu video where Iyo did [combo] xx HK Kazegiri xx Kasumi Suzaku and he got reversal EX DPed as soon as he used his super.
I thought about the using the [combo] > st.LP > TC10 xx SJC Kasumi Suzaku based on the assumption that some characters in the game can’t do anything to truly avoid getting hit by it. I wonder if that’s a correct assumption.

If st.LP > cr.HK isn’t a blockstring, then I could use it as a mix-up if they’re expecting the regular mid/high attack, right? That is, if they’re blocking high.

That’s some neat stuff by Iyo.

I’m sure he cancelled into the Super from the Kazegiri late. It’s a true-blockstring when done properly.

Hmph… that is definitely good to know.

I’ll still be experimenting with other things of course.

I thought you meant TC10 xx j.LK. Obviously if you do TC10 xx SJC cd you’ll recover before your opponent, but I still fail to see how this is any scarier than meaty pressure after a Raida knockdown; it’s a basic reset situation without much possibility of crossing up.

I want to know if you guys actually use the MK Tsumuji to f+LK link. I honestly use it a bunch because I can get some extra damage/extended combo. Would you guys consider it to be unpractical due to the extremely small time frame to press the button? I always use this like this:

opponent closer to corner
MK Tsumuji > f+LK xx EX Tsumuji > corner followup

I started using it when I went to Japan and had pretty consistent execution there. When I came back I only ever used it against Cammy or C.Viper, no one else (you can’t do a normal Tsumuji Loop on them).

I think if I had continued playing I would learn who it works on crouching. I know it works on Makoto and Akuma, and that it doesn’t work on Ibuki. It’s an easier link than the Tsumuji Loop but if you mess up the risk is higher/waste of meter.

The reason why Sako uses it is because he will do st.MP, and if it hits he looks to see if his opponent is crouching or not. If it’s Abel, E.Honda, or Guy – you can do a normal LK Tsumuji Loop, but against anyone else a normal LK Tsumuji Loop will whiff, so he reacts with the MK Tsumuji Loop.

I use it on un Tsumuji loop-able characters, but even then it’s situational for me. I don’t usually look for crouching, though I should.

If I had no life and infinite time to train like Daigo, then I’m sure I would master it and use it a lot.

Unplinkable 1-frame link = I use it only for fun & style points. Unless you’ve rewired your stick, I wouldn’t advise you to use such stuff in tournament conditions unless you’re absolutely sure (which is most likely not the case since you’re going for a 1-framer, in a tournament you should use only stuff that you can do 100% of the time)

I don’t know haha. I’m pretty confident with my 1 framers. For some reason I think the f+LK loop is easier than the st.LP loop O_O

QFT. I can pull off 1-framers all day long in the comfort of my own home, but if I attempt to do that on an Xbox setup with a CRT or lagless Asus, I’m fucked. Too hard to change muscle memory at tournaments :frowning:

That being said, I’m going to attempt this f+lk link more often, just for the fun of it, and seeing whether or not it’s worth doing for bonus dmg+stun. Like it has been stated before, it’s pretty dangerous to use, since if you mess up, you’ll be wasting meter for no reason, and as we all know, meter is super important for Ibuki.

lol troll

Shhh, why you gotta call that shit out loud? It’s not trolling if people figure it out :rock: