Make sure the kunai isn’t hitting them from the back (ie: timing kunai too late, too meaty, etc.).
Just before reading this I realized I was wasn’t waiting long enough But I’m sure that’ll help too. Thanks.
Dont do Vortex on an Akuma with U2 stocked
k, i keep seeing sorta conflicting reports…when i try the vortex, how far from my opponent should i be jumping over them, should i super jump it, and how fast should i throw out the kunai?
whats the command look like? down, up/forward, then qcf+p as fast as possible, or should i be shortcutting it or what?
also, if they successfully block it, should i attempt to keep attacking, or is it too risky?
I get countered alot or just plain owned, when i land and try to throw out a target combo right away
How far from your opponent depends on your setup. You can vortex right next to them, after a forward throw, after a regular neckbreaker, or some distance in between.
You can super jump or not. The difference is only in the timing, so practice it if you want to mix jumps and super jumps to further confuse your opponent.
The command looks like: :d::uf: :qcf::lp:
You shouldn’t be shortcutting it unless you’re doing a TK (tiger knee?) kunai, which is basically a really really low kunai almost like using it to combo (ie: c.HP xx SJC , TK kunai , target combo , etc.).
If they successfully block it, you need to know what kind of frame advantage you have and what you wanna do from there. If you still have the advantage, go for a block string and continue pressuring. If you don’t have the advantage (ie: your opponent can mash jab before you start a block string), go for a tech throw. It’ll take experience to know what frame advantage you have and what to do with it. If you’re unsure whether or not you have an advantage, you can always just play it safe and just throw.
Does the kunai hit them before you begin your target combo? Chances are you’re just not timing your jump or kunai correctly.
You can still vortex him, but you have to throw a couple of options out the window. His U2 is ridiculously slow for an Ultra so use options that aren’t as “committing” so you can duck or get out of the way if he uses it. Also playing as Akuma I haven’t been able to hit the neckbreaker consistently with U2 from teleport. So it seems like neck breaker punish still works so long as it isn’t done super early.
Can you land lk mk ex triple kick after the kunai in a vortex? I haven’t tried I always do lp
mp hk hk into whatver
I hear ya, but if you try to Kunai his wake up after an UK, you are fucking toast
I vortex Akumas who try and ultra two out of it all the time. Are you talking about super jump or reg. jump kunai?
And for those having trouble with vortex, try neckbreaker then without moving backwards or forwards from your starting position super jump and immediately throw the kunai. As if you were trying to throw it while rising. This will place it meaty and put you on the other side safely. Once you feel comfortable then start adjusting the timing to whatever you like. If your having trouble with target combo after landing your probably doing it to fast, let her recover from the landing before mashing out your combo of choice
Vs Charge char like Bison. i think crossup dash + meaty tsumuji might be the answer Ibuki’s looking for. He has downcharge for headstomp, but she moves out of the way since tsumuji pushes her forward. then she can punish reversal headstomps and reversal teleports.
Except Bison’s cr.LK is going to stuff your command dash and tsumuji.
lol cr.lk wont “stuff” any meaty… thats the point of meatys… they cant be normaled out of and force a fifty fifty mixup between block and reversal… in the oldschool it was really hard to reversal so blocking on wakeup was the most important thing, but blocking on wakeup put you in a really bad guessing game between throw or a frame trap… which was why knockdowns were so important in the oldschool…
its really hard to force someone to block on wakeup in sf4 in general… unless the person has no meter… in which case almost all characters are at a huge disadvantage minus the srk’rs that still have a significant threat… like chun has basically zero options besides block and backdash if she has no meter, bison is the same way only having teleport and backdash… if you ever knock down a character that has no invincible reversals besides backdash… you could basically end the round… with any character, if you have good options for beating crouchtech.
-dime
hey guys. here is a small vid i made, pretty much every possible basic Kunai meaty/ Okizeme/ traps…etc.
i believe tis like the basic essential stuff for Ibuki. some of u might find it interesting, while others will find it alrdy known. pretty much tis just basic or maybe even Slightly advanced stuff that might get u on ur feet with Ibuki if ur completely not familiar with her play style.
[media=youtube]MzY7zL68snk[/media]
01-cr.lp, cr.lp, s.lp, cr.FK / Meaty Kunai With LP , CT lp,mp,d+fk,fk~ SJC fk dash / Forward throw
02-fk / Jump cross over with Kunai LP , CT lp,mp,d+fk,fk ~ sjc FK dash / Forward throw into Meaty LP kunai in different Positions
03-cr.lp, s.lk,s.mk ~ f,d,f/d+lp , into Kunai LP ~ Ibuki Super (Cross over)
04-(in corner) jump with lp,f+hp, CT s.lp,mp,fp, f+lp, s.mk~ ex Tsumuji kick , Kazegiri LK~ focus cancel, d+fp / Jump deep with LK(cross over) into Ultra 1 (trap combo)
05-Example chains of Tsumuji kick with MK and not LK. mk, Tsumuji kick MK, f+lp, s.mk, Kazegiri LK~focus cancel, fk, d+fp (into wutever Meaty Kunai or trap u want)
06-Raida into Kunai Meaty traps/Vortex
07-Ultra 1 Trap after EX Tsumuji Kick, followed by option for Kunai meaty after ultra 1 ends
08-weird link of f+lp into EX raida, folllowed by another Kunai Meaty/vortex. this time tis an easy chain ultra
09-Penguin kick Cross over simple examples
10-EX Neck breaker Okizeme/vortex
11-Tsumuji kick ex into d+fp corner Okizeme
12-SJC Dash’s trap into ultra 1
13-simple CT Okizeme. usefull against people that doesnt have DP
14-Tsumuji kick Meaty Kunais
15-fk ~ sjc dash into d+fp traps
16-f+mk traps. also chain link form combo target or hits into a super (not usually used by people…and i dont know why cause i find it very usefull)
17-linking stuff after f/d+mk
If u wanted any question then please feel free to ask. hope u like this small vid.
I have been playing with Ibuki for the past few days. I am having some trouble with the vortex…After lading a un tech knock down, I cross up and hit a lp Kunai but I CAN NOT hit the TC to follow up the Kunai. Is there any specific timing to this?
There’s a specific timing for the jump/superjump and kunai toss such that
- the kunai is “inside” your opponent on his/her wakeup
- you have a clear frame advantage to start a TC if the kunai hits your opponent
Just messed about in training mode for about an hour and nailed the timing. Thanks for the tips guys.
Its a good feeling once you figure it out, now go abuse it until it doesn’t work anymore then adjust accordingly.
what ar you guys doing to beat OS throw techers?
Are you getting thrown out of your kunai set up?
Frame trapping them, usually with f+MK (overhead) or st.LP or st.MK.