"Stop Being a Freebuki!" (Advanced Play Thread)

Yea people are catching on. Ive had to mix up if it is meaty or not, and which side it hits on to confuse people

Sorry if this is a scrub question but why is a SJC required to pull off this crossup? It seems much easier to just regular jump instead.

Also how early from the SJC do i have to throw the kunai? It keeps wiffing and going over them instead. But if i try and throw it too early then the game reads it as a super.

Is there some method to know that I pulled off a proper crossup? Like having the kunai and s.p combo?

You sjc so you dont get hit by reversal dp’s and stuff :slight_smile:

so much for the “vortex”, which was a 50 50 to begin with.

I did some testing myself on FA’ing through vortex, and even if you do, It will not protect them from it as far as I can see. Basically I tested the kunai height situation, and how that effected the timing to FA the kunai. I seemed to be correct on the fact that you have a easier chance of FA’ing and getting out of the vortex while still being noticable (allowing me to OS myself, or still force myself back into the vortex). Also, not SJC’ing your kunai’s can allow someone to FA through it since the distances between the point that you release, and the point that you land are different from the SJC kunai (which allows for shorter traveling jumps). So then I tested going into a c.LP. low and be hold it did whiff when I would FA through the kunai. Difference being is that i didn’t SJC the kunai.

Alex already posted the safe kunai vortex allowing you CD>SJC Kunai depending on what combo you used and which tsumuji you used. The same applies for neckbreaker in which you have to understand your distances. So, I put my knowledge to the test. I knew that FA’ing through the kunai was possible but by SJC’ing the kunai and going into it as meaty as possible I got the results I was looking for: They still can’t get out of it. Even if they FA then dash afterwards by doing the low early SJC kunai toss Ibuki’s body would never cross-up when I would FA the kunai, thus meaning that when I dashed forward expecting the cross-up from the comp I was caught by the c.LP. In a vice versa sense, now that I knew it wouldn’t cross-up, I tried to back dash it. Still got caught.

So the Vortex has always just had options to get out of with, it’s just that none of them are as reliable as blocking the incoming kunai. Also, timing is always a factor when doing the vortex since it will determine a hit or miss( meaning the difference between kunai heights, and such). Not to say that regular jumping and TK’ing the kunai as soon as possible wont get the same results, it’s just that I didn’t want to test that far. And this doesn’t stop the vortex. See, people keep forgeting how close her vortex is to akuma’s. Even if you could FA one of his incoming attacks, he always has options to put you back in, and so does Ibuki. Bait the FA’s, and sweep, and blah, blah, blah. Just because they can FA through it(like anyone else can FA through Akuma’s) you always have options with the vortex, which is why it’s called a “vortex”. Dont forget that j.lk is also a vortex option.

Would setting playback to standing block be a good way to test if i did the kunai correctly? Its suppose to hit on the other side so if it registers a hit then i should be good right?

A good way to test would be to set to standing no block, and after a knockdown, see if the kunai adds to your (target?) combo.

i know but i want to time it so that the kunai hits behind them and i cant really tell if they’re not blocking. I have a broken controller that sticks to the right. Would setting it to human and letting my controller block do the trick?

Why does it matter that the kunai has to hit behind them? The kunai prevents them from doing reversals. Where Ibuki is in respect to the opponent when the kunai hits their 1st frame on wakeup, is what’s actually crossing them up.

The control stick sticking to the right is actually mad helpful for practice. It’ll register a kunai hit from behind them if you time it right. Setting the playback to guard for some reason always blocks the kunai no matter what.

I want the kunai to hit behind them so that it’ll confuse them on which direction to block. Once i get the timing down then apparently its easier to time it so that the kunai hits them from the front instead. Am i right?

Has anyone been using U1? I was playing around last night and inserted it into my vortex just for fun, and it turned out to be way more effective than I thought, particularly when faking a throw.

I’m getting slammed with SRKs from Shotos when I try to hit a vortex. Where is my timing going wrong? Am I throwing it too early? Too soon? Anyone else have this problem?

@Ntendochamp- I don’t know which vortex you are talking about, but if you are talking about my vortex then if you are getting hit, then you are either doing it too EARLY, OR you were too close when you jumped. Those are the two ways.

@ vi3t_hugh - Yes you have the right idea. In my videos I show it well how I would hit one side and then when they expect the crossup they get hit on the other side.

Also the reason why if you set to playback the CPU will always gaurd it even though you press back is because thats the reason. You set it to press BACK as in AWAY from the target, NOT right or left. When you go on the other side it will continue to hold BACK away from the target thus always blocking.

@ mysteriousm- I love using U1 from either hitting with the slide, and a FA. Using it from the CD looks interesting as well but requires a little bit of practice.

Doesn’t DeeJay get out of vortex pretty free too?

I personally think Gief is kinda free to the vortex. Worse that can happen is that he reverse EX german suplexes u. Which is bad but he has to get a perfect reverse for that to work. EX green hand just moves him away from you. Everything else gets beat.

Im pretty sure Dee Jay needs some ex bar to get out the vortex. Normal crazy kicks wont connect, and aren’t fast enough to give him an easy way out. Ex. is the only one capable of getting him out, and putting him at a slight advantage.

Also, I can’t remember if it’s LK Tsumuji which can link to s.mk or s.LP, or MK Tsumuji. Lately i’ve been using the loop for extreme mix-ups, with one full combo which racks up almost insta-stun afterwards (in regards to how much it does). I think it was 600 something stun or so? Basically doing the c.LPx2>s.MK>MK Tsumuji>s.MK>HP Neckbreaker (So sweet on low stun value characters. I basically get a free vortexes if I land the full thing after a few good combo’s).

alex - to clear up confusion, vortex after a neckbreaker (typically) and always cross up. So target combo, neckbreaker, SJC from where I land from the neckbreaker to kunai cross up. My timing is off, and (Ken’s especially) are not only escaping the vortex, but punishing me with a DP to the face. I do not know if I’m releasing the kunai to early or too late. On most characters (read: ones without a dragon punch) my timing is fine. So I am confused.

Is he shoryukening you while the kunai hits him or after?

My advice is to test this for yourself in training mode.

Either pick Ken as the dummy and record yourself mashing out DPs, or pick Ibuki as the dummy and record yourself doing the target combo into vortex. Then just try the vortex over and over with different timing until you find the right timing to not get DP’d.

That is the best way for sure.

Also a little update to my vortex.

  1. It is possible to do a crossup AND non crossup kunai while ALWAYS landing behind them after a hk and mk tsumiji. This is why it messes people up so bad. It is so ambiguous that I myself find it difficult to control whether I want to crossup or not to crossup, although I am getting better at it.

  2. The way I was doing it from neckbreaker NEVER crosses up although it looks like it does. I am going to change it to how everyone else is doing it when I land a neckbreaker.

  3. From the forward throw you will NEVER cross up if you do a hk dash through first although it looks like it does! HOWEVER from a lk dash after the forward throw you can get both the crossup and noncrossup while ending on the other side, just like the hk/mk tsumiji!

  4. I have been finding it most difficult to do my vortex from a sweep.

Oh and I have very good videos that I will be posting up when I have the time.

I fucking suck at vortex. I wait after the neckbreaker… I throw it meaty… It still gets reversal DP’d. :tdown: