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

How is the Tsumiji CD tk kunai vortex suppose to work? Whats the timing on it?

Am i suppose to HK Tsumiji into lk CD? And how do i adjust it so that i dont cross over?

You never want to use the HK Tsumuji since the usual setup for the Tsumuji Ender>CD>Jump/SJ Kunai involves using the MK Tsumuji, either LK or MK CD (You have to learn the adjustments of spacing to know weither or not to Super Jump or normal), and finally the Jump/SJ Kunai. The Timing is not really strick, but you dont pause as long as you would during a neckbreaker to SJ kunai after you command dash. It’s pretty much straight forward after the CD, and launching the kunai at the approriate height will determine your success or not. Usually you can gauge this by picking a shoto character, and checking to see if you can cross-over them while either reversaling their DP, or not getting hit out of the air. You can also make yourself land in front of them by launching the kunai earlier then usual (before appex of the jump). Essentially, that’s how I got used to the timing. Other then that it’s kind of hard to explain, although there is a video of it a few pages back. I’ll probably link it after in this post.

Now on another note, I’ve been messing around with the vortex alot more lately, and checking into the Akuma threads here and there on how they go about theirs. Some of this hasn’t been tested too much on other players yet, but a majority of it is easily adapted into play, and can increase Ibuki’s vortex game a little bit more. Here’s what I got so far for some added vortex options:

Links

We all know Ibuki’s easy BnB links that usually go either directly into neckbreaker (on hit), or Tsumuji (Low Ender. High Kicks if blocked). But, all of that distracted me from her other links that I find quite useful now in my mix-up games instead of the same old stale stuff.

cr.LP>cr.LP>cr.HK- Real simple, and easy. Has enough hit confirm like the st.MK combo, and leads directly into a UKD. From there, the sweep actually leaves you in a similar position that ending with MK Tsumuji would have done, and still leads into the same shenanigans.
cr.LP>cr.LP>st.LP>cr.HK- Another real easy one, and can lead to it’s own set of shenanigans as well. It leaves you at a slightly longer distance then the previous combo (closer to ending with a LK Tsumuji), so tactics can vary from there.

OS Tech Throw/cr.LK>cr.LP>cr.LP>cr.HK- very, very nice with a added twist to OS Tech incase they plan to wake-up throw. You can even add a st.LP after the second cr.LP (somewhat hard due to distance) for some extra damage (not much though).

Mix-ups

TC 3> LPxxMP(one hit)xxHP>LK Tsumuji>st.LP>cr.HK- When I actually pulled this off in training mode I practically crapped my pants. It was like watching SF4 Akuma loop the shit out of Sagat. Pretty much what it amounts to. Sure, you could finish off with a MK Tsumuji, but in the case that they aren’t blocking low or you just feel like doing something different, well, this is always an option. Adding another loop in will basically kill the combo in most cases, and ending with the loop just means going for the knockdown form the Tsumuji.

Outside of these combos, I just add in the normal mix-up game seen so far (be it CD mix-ups, Frame-Traps, etc). By far, the combo I’ve been using alot lately is the TC3>LPxxMPxxHP>LK Tsumuji loop>st.LP>cr.HK due to the sheer awesomeness that it can build. It’s even the easiest to implement because of the loop. Now on some characters, you can only loop once on them so the combo may not work on those characters, but I’ll have to try that out later. Sweep is easily a crucial part of Ibuki’s vortex, and needs to be used a bit more IMO. It can do so much more outside of counter poking, and max range sweeping.

“Real simple, and easy.” You know cr.LP , cr.HK is a 1 frame link, right? lol.

I guess I can see if you wanna mix things up by using cr.HK, but remember that st.MK xx neckbreaker/tsumuji does way more damage/stun/meter gain. Plus, tsumuji has a much better recovery than cr.HK. Immediately after doing the ender, you have a small amount of time to move around and change your location before jumping for a crossup or vortex, keeping it totally ambiguous.

Edit: typo

cr.mk? cr.mk combos into specials?

I said " Real simple, and easy" as far as length, and not being real complicated. Most of the BnB’s are 1 framers anyway, so to me, it does see somewhat simple, and easy (I mean shit, Im practically used to doing 1 frame links with her already).

Yes, using the st.MK cancels will definitely push out more stun/damage, but like I said, most of this is for the sake of mix-ups. Ending with cr.HK is simply another option. Also, the recovery time is a good bit more, but you should still be able to have enough time to SJ Kunai, or j.lk cross-up.

You can do the vortex with HK tsumiji and MK tsumiji, they just both have different timings and they both leave you at different distances and I think I demonstrate it fairly well in my videos (I mainly show the HK tsumiji). You can also use both lk dash or mk dash after both, but again one must realize that the timings and distancing changes depending on your initial position, who you are fighting, and which combo you do and which dash you use.

The best way to figure out how to do it is to try it out yourself, and if you’d like, just take a look at my videos so you know what I am talking about.

Good stuff alexlkd, helped me a lot, thx.

Ok the only useful application i’ve found of tsuijigoe (dp + p) is after a neckbreaker, do a lp/mp empty tsuijigoe asap, lp wont cross up but mp will cross up. You are at frame advantage on both sides and still able to attack them on wakeup. This might be particularly useful against charge chars since they lose their charge when you cross up so you dont have to fear their reversals/ex escapes/charge ultras, and its pretty ambiguous, probably hard to tell the difference between the two in the hat of battle. Thoughts?

Why not just vortex them normally? Dunno I guess it would be nice to mix it up as well once ppl figure out how to block the regular or CD vortex.

Cant charge chars with meter (honda, boxer and dic etc) escape the vortex? Or not? Wouldnt their ex charge moves get them out?

yo alexld you’ve got a killer ibuki man!

Similar to Candeisis question above, is there a known list of characters who we should not bother vortexing as it isnt safe? Vs some characters im not sure whether its just my timing or its simply not an option to do it.

charge characters can technically keep their charge, if they delay their button press. They just do the movement, delay the button press, and then hit it after you’ve crossed over.

can someone explain here to me, how can one do her vortex from normal jump? as i saw momochi using a lot.

The same way you do her vortex from a super jump, except with different timing.

Probably sounds stupid… but anybody has tips on doing a superjump? I know you have to press down and then upforward, but somehow it only works like 2 out of 10 times… I don’t want to use down to upforward motion (which works better), because with full superbar, the super will come out if I want to throw out a kunai.

I guess you have go back to neutral first after pressing down?

Superjump is executed just like it says in the move list. Down then up. There’s no trick, you just need to practice.

I finally got my Vortex Down pact now. Will post some videos later tonight or tomorrow

press down, up/forward, then roll to down and press punch

Thank you laxlight. I haven’t been playing SSFIV much recently but ill try to get on some more maybe.

Also just a little update on my vortex for those who care.

  1. It IS possible to do my vortex using neckbreaker… however the followup move after neckbreaker (like which dash to use) depends on the character you are fighting, and how long you have to wait and how high you jump. I haven’t tested on every character so there may be some that you can’t do it on.

  2. I may start testing the close target combo followed by lk tsumiji -> lp -> mk-> w/e combo, as well as the close target combo followed by lp -> mk -> w/e to see if it can be more useful than what I currently use.