Ninjas have high standards! The Tsumuji Loop Thread

Hey guys, is anyone aware that tc4(1 hit), st.lp on Yun & Yang hits when Ibuki is facing right but always whiffs when facing left?
I recorded the combo in training mode and just by switching sides with Yun/Yang it hits or whiffs. Is this a bug or something?

Ya weird. Why would you only do 1 hit anyways?

fair point, just stumbled upon it thought it was weird

Thanks a bunch this helps out a lot. I was looking for some more tsumuji loops and loops for Ibuki period. I had just been relying on the basic TC4 xx Kubi Ori then cross up with the LP Kunai, TC4 xx Kubi Ori and repeat. If I was fighting people who couldn’t resist jumping I would just use the basic Anti Air of Ageman xx MK Kasumi Gake, Raida. I always enjoy learning new tricks to bust out in a battle.

I knew i was doing this wrong -_-

Update: added loop 15: cl.st.MP , st.MP , st.MK xx lk.Tsumuji , st.LP , st.MK xx Special (364dmg, 517stun, 203meter).

After noticing some people using cl.st.MP , st.MP , st.MK xx Neckbreaker to punish things instead of tsumuji loop, I figured, why not add a tsumuji loop to it? After some testing, it seems the ideal punish if you don’t have the execution for double 1f link jabs, or you want to punish a character that isn’t normally double loopable (such as Adon or Guy).

Observations:

  1. On Boxer, the last st.MK whiffs for some reason. Probably a hitbox issue. Maybe cr.MP will work? But you can still loop, just don’t use st.MK. You can end with TC10 or sweep instead.

  2. If your opponent is in a weird animation, such as El Fuerte’s little dance thing, or especially Dudley’s stance when he moves his legs, while you start the combo, the first st.MK might whiff. It seems very rare though, especially since you’ll be using this as a punish (generally) and nobody is just going to stand neutral and get hit for free.

  3. If your opponent (character specific) is walking forward, the same thing happens as in #2. For example, with Evil Ryu, if he’s standing still, st.MK will connect but if he’s walking into you when you start the combo, the st.MK won’t combo (whiff). Strange hitbox magic, but you probably don’t want to try this loop on the shotos anyways, since it doesn’t work on them. Other characters I noticed it on: Rufus, Zangief.

i have a question, since i hv trained my loops well in xbox
ofcoz the most difficult part is the timing of "st.lp"
i did quite well in training mode , around 70%
then i went to acrade, i cant even did it abt 20%…
is there any different between xbox and acrade? if yes, the timing is slower or faster?

Arcade might be a tiny bit faster? But I’m not sure. It’s been a while since I played at the arcade, so don’t take anything I say as solid proof.

Could also be that in training mode the dummy is just there. In the arcade you’re either fighting live people or the CPU is doing it’s own thing, that makes a difference.

Arcade/PC is VERY different from Xbox 360. Tsumuji Loops are much easier at the Arcades and even on PC. It’s like the Xbox 360 is in a different dimension.

As for PS3 if anyone cares, it’s just slightly more laggy.

EDIT: Lol, silly me… The Arcade IS a PC.

i have a question again
i like do the cross up jlk after some knockdowns,
but i found that i cant do Loop2 (TC4 full) combo on some common character , like ryu, ken
coz my cross up lk make a bit far away from them?
and how about when meaty kunai hit? should i always do tc4 (1hit mp) to success the loop?

This is a spacing concern, where if you cross up, you’re farther away from your opponent than if you didn’t cross up. It’s also character specific.

When I find time, I’ll try to experiment and record the data in the Ibuki charts. Unless someone wants to experiment for us.

I’m not sure if TC4 (1hit mp) will always guarantee a loop on loop-able characters. This I will have to test, or you can test if you want.

Here’s an important bit of information:

  • If you’re going for a Tsumuji Loop, and you double-tap, hold back as you do the st.LP. When someone tries to reversal in between your 1-frame links, you can block if it doesn’t come out.

Silly me for not doing this beforehand.

Why is this specific to only double tapping?

Because when you double-tap you press the button before you need to. It either comes out, or not, you never get it to come out late.

Nobody’s timing is perfect. If it were, then we wouldn’t have problems doing 1f links without plinking or double-tapping.

Point is, holding back as an option select works whether you double tap or not.

Okay I guess, but yeah, hold back. I actually didn’t do this until yesterday night when I played my brother.

I love how Guile is the only character you can play the same way in SFIV as you could in ST.

Added two more loops, involving MK tsumuji:
TC4 (full) xx mk.Tsumuji , st.LP , st.MK xx Special
cl.st.MP , cl.st.MK xx mk.Tsumuji , st.LP , st.MK xx Special

Pros:
-slightly more stun than the lk.Tsumuji counterparts (not by much though)
-2frame link jab

Cons:
-less damage
-more character specific shit to memorize

In punish situations, I’d say mk.Tsumuji is the way to go if you are not confident with your 1frame link jabs.

On Boxer, the st.MK whiffs in TC4 xx mk.Tsumuji loop, but the st.LP connects. You can go for TC10 followup instead or something. Other than that, I think TC4 xx mk.Tsumuji is a useless loop if it only works on Abel/Boxer.

Okay so, I did a 30 Double Tsumuji Loop test again (against Abel).
I got a success-rate of about 77%. B Grade, which isn’t good.

It’s easier to learn the timing whilst looking at the buttons I’ve found. If you can get the timing down without visual or audio cues it’s much better.

Just wanted to give thanks to MingoDynasty and the rest of you guys for assembling that badass spreadsheet. Last week I decided to start going for loops in my combos whenever possible, and I was able to land them at Devastation a good few amount of times (on stream, too!). Had the spreadsheet opened on my phone the entire day, was really helpful since I hadn’t had much time to memorize them.

aha, cr.HK st.HK against focus attacks puts you in a great position to do Tsumuji Loops if you SJC the Tsumuji.

another thing, I’ve just had success using st.MK xx LK Kazegiri xx HP Super as a footsie in a few games (Arcade Mode, and vs. mates).