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

Have fun wit that 1 frame link.

Jaja its not that bad, since you do it off of a hit confirm and its only ONE one frame link. I am a Vega player so I am used to only having 1 frame links anyways lol. And his are actually quite hard since you have to do it off of the first hit…

haven’t re-read the whole thread and just re-read this post. is what bardic is saying true? does it work? sounds interesting at least. maybe not the safest thing though.

It doesn’t sound right to me. You can block all kunai’s whether you are crouching or standing.

I cant, for the life of me, do a single kunai vortex without the computer blocking me my kunai, and if I take the autoblock away, then I can’t do the god damn follow ups. any ideas? :confused: I have been trying this in training for an hour and im going nuts.

Lol dont use autoblock. It blocks the kunai on wakeup no matter what.

Just set it to no block and practise doing the kunai and s.lp followup. If it says 2 hit combo then you did it right. Once you get that timing down just do the full target combo.

Well I had no idea autoblock was wrong. Then I can do this just fine. YAhoo!!! Now I just gotta practice that Ultra 2 thingie. Thanks man!

I would say no block or auto blocks both works almost the same.
Either way you’ll have to watch where the kunai lands, that’s actually the most important part to understand, you want to master your timing so that whenever you opponent gets up, Ibuki’s kunai should be hitting the ankle area. As long as you hit that area, you’ll be able to do whatever you want, I put mine on auto block because I have a bad habit of doing the neck breaker or Raida after my target combo if blocked in a real match.

Well if I put autoblock, he always blocks me. What should I do then? Just cancel my combo into a grab? And that most probably will happen to me always with autoblock.

Well the thing about auto block is that it will block any attack that will not combo and continue to do so unless you wait a couple of seconds. This applies to wake ups as well but the thing about putting constant vortex against a human player is that there is bound to slip up and get hit by a vortex. I only mentioned the reason why I keep auto block on most of the time(timing counts block or no block).
Your best bet against an opponent if they’re blocking logically would either finish your combo when you land with a move that chips then reset or throw them from the time you land or during you combo.
Like I mentioned, I’m still noob with her but my worst habit is constantly using Raida or Neck Breaker when my vortex and target combo gets blocked. Trying to correct it with her spin kicks(can’t remember the special attack name).

This can’t possibly be right. Wouldn’t a shoto just be able to dp his way out?

This is what random block is for. So you can practice hitconfirming and comboing on hit or block string on block.

I’m sure shotos can’t(locally, online maybe?) but I play against my friend who is a hardcore Ryu player, the odd times where he blocks a perfectly timed Kunai, he says he either has to block or try to throw.
It’s much like Ryu’s long block strings in a sense, you’re gonna have to block those 5 hits or so even if it’s another shoto(only way you’re getting out with a dp is hoping that they mess up their timing).

If you time the Kunai correctly only an EX SRK can bust through. At least Akuma’s, but he tends to have the best priority on his SRK so I would imagine Ryu would have the same problem.

I am almost positive that if the kunai is landing on the ankles of Ryu, he can just dp his way out + hit you as well before you land.

I believe Ryu’s mp.dp also gets him out, due to a 4 frame invincibility window. But regardless, he’ll just land straight back into the vortex.

Hmm, I though the kunai works like a well timed cr.lp string on wake up.

Ah yes! I totally forgot about EX dp! Funny thing is that as I started using Ibuki, my friend doesn’t wake up chip EX dp on my anymore nor use it as much unless he needs an anti air that reaches a little further.
For online matches, the best I got were teleports when I lock them into the vortex while other people are try to get outta it(Kunai knocking them back down).

Regardless or not, as long as that kunai is in their hitbox on wake-up (and generally, it’ll be inbetween the waist on down to the ankle in some cases), and Ibuki has safely transitioned even slighty to the other side, she’ll be safe from the DP since it should whiff.

On a real note, front page needs to be updated or something with all the viable vortex options. And maybe even a sticky afterwards so it doesn’t fall behind in the thread listings.

The kunai hits as meaty so you get enough frame advantage to continue with your target combo. They wont be able to DP. Unless they do it before the kunai hits, but the kunai will stuff them regardless.

Generally the lower the kunai hits, the more frame advantage you get cause your hitting them at the very last possible moment.

“On a real note, front page needs to be updated or something with all the viable vortex options. And maybe even a sticky afterwards so it doesn’t fall behind in the thread listings”.

I agree with this and please can a list be compiled of those characters the Vortex doesnt work at all on. Included in this list we need to include those characters where an EX move gets them out of it too. Id compile it myself but im not 100% sure.

If somebody could do this it would help a good few people out as i still do not know fully who can or can not be vortexed.

I haven’t seen OP post in a long ass time, so I wouldn’t expect this thread to be updated anytime soon… but at least we can start the list and hope it goes on some sort of sticky or something. I’ll start, on Sheet 2 of my tsumuji spreadsheet: https://spreadsheets.google.com/ccc?key=tYCwEa2kxGL7MWIChG_oF-A#gid=1

Cheers for this Mingo, great start.