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

is the cd SJC’d out of the cl.st.HK? does it just loop twice into ultra?

Yes, you have to do cl.st.HK HJC cd

You can do it twice to Ultra1 with cl.st.HK SJC cd cl.st.HK SJC ultra1 , but it’s completely not practical and shouldn’t be used except for style points

I guess this is a good place to put crazy, character specific setups? My logic is that you should only use this stuff at a super high level, hence the Advanced Play thread.

Found this setup when watching “WSO SSF4 27th November, with Combofiend & Haunts!”, Fword vs Ryan Hart (Sagat).

Neckbreaker , walk forward 7f , b+MP , j.MK
[media=youtube]PybkZTZwUSA[/media]

Going frame by frame, the walk forward is about 7f. For reference, the Neckbreaker , walk forward , f+LK unblockable on Sagat is 8f of walking up. Makes sense since f+LK is faster than b+MP, but this might also mean that there is at least a 2f window of landing the unblockable on Sagat.

Following Fword train of vortex setups, I also found

EX Neckbreaker , MK cd , wait 3f , j.MK
[media=youtube]Lae6tCrDzyo[/media]

which I thought was an unblockable, but actually it’s just a crazy crossup j.HP setup. Dunno why he used j.MK though. Maybe he thought it might whiff or him mess up?

Went frame by frame, and it looks like there is about ~3f pause before jumping. This is about the same as the EX Neckbreaker unblockable on shotos, I think. Also note that this j.HP crossup setup is meaty. Lastly, you cannot TC1 target combo (dunno why you’d need to) because the f+MK will whiff.

Mmm that’s interesting =)
Question: is j.HP crossup - cr.LP still a blockstring ?

However, don’t you think that the crossup is a little bit obvious? Watching the video I can see that Ibuki will go crossup. Or maybe it’s just me lol.

I’ll definitely try this in the training room. Thanks again =)

j.HP , cr.LP is still a blockstring.

Maybe if you see it a bunch of times, but with a little timing change (wait more or less) then you can do noncrossup j.HP.

edit: I should also note that dp’s will whiff, and Tiger Knees will get stuffed, when you go for crossup j.HP. If you go for noncrossup I think you can get hit by jab TUppercut.

Perfect! Nice new stuff to know =)

So basically, he has no way out except blocking, right?

That is correct.

This may be common knowledge or pretty basic, but how do I do Ibuki’s Agamen (b+MP) into kazumi gake (qcf+K) constantly?
Is there any trick to it or am I doing it just wrong? I can easily SCJ Ultra, but I’m still having problem with this at times.

It’s more of a timing problem.
Agemen hits twice.
Only the first hit is cancellable.

If your anti-air timing is off, you’ll only hit the opponent once and you can’t cancel this hit. In some jumpin situations it’s almost impossible to get the first hit anyway, but there is no “special trick” to connect it =)

(and again an example of how to train in the wrong order: learning SJC first and anti-air after)

Do the Agemen a little bit later.

i forget which thread the conversation about comboing into ultra2 was in, so ill just put this here.

I been in the HyperBolic TimeChamber for the last couple days trying to consistently get “combo+ultra2” and this is what i found. this might be common knowledge but maybe it’ll help others as well. this is in regards to the rhythm and timing of the inputs.

In the past i would try to combo into ultra2 from TC4 by

“:lp: > :mp:(1 and 2 hit variations) > :qcf::hp: > :qcf::u: :3k:”

this gave me really inconsistant results at ~ < 25%. sometimes i would get neckbreaker, sometimes i would get command dash (usually), sometimes i would get nothing which usually led to a staring contest between me and the other person. then i remembered something someone had said on these forums about having more consistant results with comboing into ultra by inputing the whole ultra after the :hp:. so ive been practicing that.

“:lp: > :mp:(1 and 2 hit variations) > :hp: > :qcf::qcf::u: :3k:”

i will say, this was initially more difficult for me. and i could rarely get this to work. however, once i got my own personal feel for this down, i can proudly say i get a vastly higher rate of consistancy “~>75%”. its still not perfect but now, if the ultra does not come out, i get EX kazigiri instead which is still a knockdown so im not stressing.
*note, i usually go for the full TC4 as it gives me a little bit more time to get ready for ultra.

the rhythm that i found that works well for me is to think of the inputs in chunks. so i break the combo down like this.

“:lp: > :mp:(2 hits)” and then “:hp::qcf:” and finally “:qcf::u: :3k:”

the “:lp: > :mp:(2 hits)” is pretty much the same as always, however the “:hp::qcf:” is the crucial part. i was always trying to input the U2 commands after hit confirming the :hp:. But then i realized, you dont have to hit confirm the :hp: because its in a target combo, so it will come out regardless. with that knowledge you can gain vital time to input the :qcf: command.

you’ll want to input :qcf: as soon as you tap :hp:, and i found that tapping :hp: immediately upon seeing the second hit of :mp: works well instead of waiting for the second hit to finish. so its better if you think of “:hp::qcf:” as one input instead of 2 separate inputs. then input “:qcf::u: :3k:” as you normally would a SJC and it should be ultra city population your opponent.

This also works well with 3 hit TC4 (crouching shoto’s) although you have to have presence of mind to know you will hit your combo and be ready to input the command. *if you have shitty execution like me you might input “:hp::db::qcf:”, you will have to watch for the negative edge of :hp: or else you will get neckbreaker at the end of your combo.

I was also able to apply this to “S.:mk::qcf:” > “:qcf::u::3k:” although this is more highly inconsistant for me right now because i believe the time to input the commands is a lot shorter, but i can now get this about 5% of the time vs 0% of the time before :slight_smile:

TLDR;
think of the combo as “:hp::qcf:” > ":qcf::u: :3k: instead of “:hp:” > “:qcf::qcf::u: :3k:”

Hope this helps some of you ninjas.

Since I am a pad player using on analog, I’m used to doing the input of :d::df::f::uf: then finishing it with :d::df::f: :lk::mk::hk:

I have very messy inputs, it’s not as clean as I would like it to be because I haven’t trained myself to get perfect executions every time. I recommend doing it this way especially if you’re a pad person- if you mess up the input, you get a second chance of fixing it (doesn’t matter if it lands in :uf: twice). The quarter circle motion :d::df::f: is easier to end with the tiger knee. So when you finish the motion, you have higher chances of landing the ultra.

On a side note, I’ve also tested to see if it’s possible to land mk x ultra 2 on pad- and it is. Yes, even analog counts because I’ve done it myself with super messy inputs. I have a pic of it, but I warn you: it’s not pleasent for the above average Ibuki player.

*Edit: actually, internet is terrible on my phone, so I’ll list what it looked like:

Spoiler

:mk::df::d::df::f::uf::u::b::d::f::lk::mk::hk:

With proper care and technique and some long frustrating practice, it’s possible to complete all of Ibuki’s moves with just a pad. You don’t really need to plink unless you’re so dedicated of not dropping combo’s and actually finishing them correctly every single time with the exception of ocassions if you happen to accidently miss.

It’s a lot easier on pad, or rather, Sako’s super Hori stick. If you’re on a stick, you have to realise that the less fingers you have between the stick and towards the direction you’re moving, the slower you will be and the harder it is to SJC.

I have just one finger (pinky) on the right side of the stick, so I can’t TK on the right as well, but it makes me able to do Cr.LK SJC on the other side easily.

Daigo uses two fingers (pinky and ring) which is very uncomfortable at first, but will make your execution more equal on both sides. Kuroda uses the stick as a baby (whole hand gripping it) but surprisingly he has some of the best execution ever.

I have no idea about Sako.

Personally it’s all about how you are used to moving the stick. SJC is just as easy as QCF once you get the muscle memory right.

Back when I started using a stick, I remember watching this Daigo video in which he shows how he handles the stick and explains how he thinks that this is the best way to handle it for Street fighter.
So I immediately played like that. Now I still have trouble when it comes to doing some kind of quarter circle to the right “__”

Somewhere on these forums I mentioned the setup
EX Neckbreaker , MK cd , (some pause?) , j.HP crossup

on Sagat, with reference to Fword vs Ryan Hart at some WSO October 2012? It’s basically the same as the shoto EX neckbreaker unblockable, but instead just a crazy j.HP crossup on Sagat.

I never tested it vs other characters, and honestly at this point I’m too lazy lol, but if anybody has a bunch of free time, would you like to test for us?