About the neutral jump i was talking about after he blocks a kunai during kunai vortex u dont want to neutral jump or forward jump because lariat will catch you on the way down for free. Neutral jump MK or jump forward air throw are great air to airs vs. him but Ibuki’s floaty jump is death if you jump neutral or forward and he’s on the ground. U should only neutral jump or forward jump gief generally if he’s in the air. The only time i ever jump forward at gief is if i get the gief player into a pattern of throwing footsies and lariats and figure its worth the risk. Mainly because if u do catch them off guard and land a jump in that’s free 300 damage. Though of course i only do that like once in a blue moon when im on my Japanese shit.
i am monitoring this thread
good shit dj, thanks for the info and keep up the good work
Cooscoos that safe jump is awesome. I just took it in training mode and I was able to safe jump blanka’s up ball and rose’s ultra 2!
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I was testing those setups, and the neck, wiff cr.lp, normal jump mk vs 4 and 5 frame reversals just work like wonders, perfectly since the first try, easy as hell, and really useful
I only wanted to thank you, and to pump up this thread a little.
…I can’t seem to make the other setups to work… but it might be just me and my execution.
But I like being a FreeBuki
didn’t finish reading this thread but i found the back dash thing interesting 0.0
btw zangief can back dash out of vortex pretty easily. My friend mains gief and whenever i got for any vortex shenanigans he back dashes out and punishes me with spd
right now im using jab jab sweep to start my vortex. i go jab mk tsumuji most of the time, and tc neckbreaker, but i rarely get that opportunity so i gotta work on that.
Thanks for the info Devil!
<<<< Would like to see Tempest’s complete rolodex!
Just wanted to note Abel can EX tornado throw safe jumps.
Yeah I’ve started to realize that as of recent. I guess its something about the way they are airborne during it or something. By they i mean both T.Hawk and Gief seem to have this property with their backdash that can scoot them out. At first i thought it was just due to online play but since u brought it up its probably a bigger issue. If that’s the case then it may not be worth it to use kunai vortex on them once they have ultra.
Wouldn’t option select throw beat his EX TT?
Any tips on what to do after a forward throw? I have back throws covered but I’m just trying to shore up my Ibuki game and I realized that I never really have anything planned to follow up forward throw except the incredibly weak answer of jump back kunai on wake up.
My problem is that her forward throw leaves them so close to you. I messed around with immediately backdashing and trying things from there but it seems really hit and miss.
Any tips would be great. thanx
Walk back a few frames and then jump forward with kunai. Almost like the standard vortex if you can master this.
or walk back a frame and HK CD through them…or instant HK CD, instant kunai…read dime_x’s posts in blockstrings and mix-ups thread
I’m not sure where to put all this unblockable info but I guess it’s advanced play so I’ll post it here. I found this one while searching for safe jump setups after EX neckbreaker. I noticed that when I did mk.cd followed by j.LK, sometimes I would crossup and sometimes not, leading me to think an unblockable might be possible.
I believe I have found yet another unblockable (vs shotos).
EX neckbreaker , mk.cd , walk up a tiny bit (by tiny I mean like 1-2 frames) , j.LK or j.MK
The usual unblockable properties: block regular and Ibuki crosses up. Block crossup and Ibuki lands in front. Makes dp’s either whiff or get stuffed. This time around, not even reversal tatsu can get Ryu out.
I’ll post a video on it later.
Edit: Upon further testing, it seems that j.LK will stuff reversal tatsus, while j.MK will not. The downside is that j.LK does much less damage than j.MK, and if your opponent is Ryu or someone that likes to purposely take a small amount of damage to get out of the setup (eg: doing lp.shoryu and getting reset) then j.MK would be best used here to make your setup more damaging.
On the other hand if you’re predicting a mash dp you could just empty jump and then punish.
Edit2: Video posted - [media=youtube]mwZebPk8Cig[/media]
Again I dunno where to put this info so I guess I’ll put it here (and then DevilJin can add it to his guide or whatever). Apparently some guy found a fake corner crossup on Chun thanks to her hitboxes or whatever.
[media=youtube]Jq66E_I6scI[/media]
Skip to 1:20 unless you don’t know what a frame trap is.
Been a while since I’ve logged into SRK but great info up there CoosCoos!
I’m not sure if the vortex thread has covered the use of Sazan (slide) or not but I made a little video tonight showing its uses. Just something else to add to your arsenal of tricks so if it’s already been posted before, go easy on me :karate:
[media=youtube]AQsUyRwhxg0[/media]
^ looks fancy but also looks like the timing is really strict. ie: many times the kunai would hit, but you either don’t recover fast enough to link a combo, or you’re too slow to link a combo?
I been using the slide in my mix ups for awhile, its really not that hard to time. Great video tho, I dont know about the ultra 1 set up tho, there is still quite a bit of recovery there.
It certainly is strict but after playing around in the lab for an hour I’m pretty solid at it. Though admittedly this is in offline play. I’m not sure I’d risk it on anything but a same region, 5-bar online game and even then it might be rough.
Excellent! I knew I wouldn’t be the only one but I just hadn’t seen it anywhere else nor in any stream matches so I thought I’d make a vid.
As for the Ultra, you’re spot on. It’s more of a works-only-once gimmick to catch people off guard or to catch jab/normal mashers which are pretty common. At least it seems what way whenever I get close with Ibu.