so c.HP is linkable after a low enough sj kunai. Any idea if you can link c.HP after a kubiori vortex kunai or after a TC6 launch kunai?
How exactly does the Kunai cross-up function? Since the opponent wakes up facing the wrong way, does the Kunai hit their back so they have to push forward instead of back to block (like those KoF mix-ups); or does the kunai actually hit behind them (i.e their front side as they’re getting up)?
^ The direction they need to block depends on where Ibuki is in reference to them as they are able to be hit by the kunai
Ahh played the perfect match a few hours ago with vortex mixing.
Started the round of by simply neck-break which they didnt expect so fast. Normal jumped in and used kunai. The Kunai landed right at their feet and i landed right behind them. Started my combo string and the sagat was stunned within 5 secs. Completed another perfect combo string mix up after and the first round was over in 10 secs :china:
2nd round didnt go quite as well but still finished them in 20 secs
Was very happy, also foudn out normal neck break goes under Sagats hadouken, very easy to get close to him once i figured that one out, not sure if this is the place to be posting that though.
For those of us who are new to Ibuki, what is a vortex?
You know, the first post should probably be edited just to include a very quick explanation of what a vortex actually is used for.
But yes, if you read the first post it describes how to do the vortex. It basically sets up a situation where after you get a knock down, you attack them somewhat ambiguously (as in come at them using various attacks, each which has to be defended against differently) If you manage to get the hit in, you can cause a knock down again. Repeating the pattern. Hence, you are sucked into the ‘vortex’.
@first post: You can get a cross up kunai off of a throw, but the timing is very strict.
Also: For the rest of you practicing cross up kunais, the easiest way for you to know whether you’re actually crossing up is grab a regular controller and loop a rubber band around the joysticks. Set your training dummy to human, and now you’ve got a dummy that’s always going to the down-right. Since kunais can be blocked from low, you’ll know which side the kunai landed whether the dummy got hit or blocked it.
what strength of kunai do you use for this? what should i do afterwards? i usually throw it and it hits before i land and i get fucked up:p
Greetings Ibuki fanatics, I come to bring my contribution to this thread. I must admit, I did not thoroughly inspect this thread to see if this has already been posted, however I did quickly skim over it and it seems it was not. My deepest and most heartfelt apologies if it already has been.
This post is about Ibuki’s “command grab” Raida. Now, to my knowledge, all versions of Raida have the same start up and active frames, as well as damage. The differences come through the recovery frames, as well as range. The light version having the shortest range and the fastest recovery (EX version excluded), and the heavy version having the longest range (again, EX excluded) and the longest recovery.
Before we talk about the vortex options out of Raida, let’s talk about ways to land Raida.
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This is the most obvious, is to end a combo with it. Raida isn’t the best for optimal damage, so it’s up to you to calculate your options and decide if the vortex that proceeds Raida is right for the moment. If an enemy is constantly blocking your Kunai tricks, this may be a good option.
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Raida can grab enemies out of the air, as long as they’re about as low as Ibuki’s arm when she does the grab. However, attacks may hit you out of it, if this is happening try the EX version, it seems to either have a greater range, or invincibility, so it’s more effective.
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Dash/command dash/slide under an enemy that’s jumping towards you, or neutral jumping, then Raida from behind before they land. If done fast enough, this is very effective, however you’ll have to be careful against enemies that have attacks that hit on both sides, such as Chun Li, Fei Long, among others.
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Punishing moves. Raida, to my knowledge, has a 6 frame start up, and fairly decent range, at least on the heavy/EX versions.
Now that we’ve got that out of the way, let’s get into the follow up options. Now, due to my terrible execution, not all of these options are 100% guaranteed to work on reversals, though I’m fairly sure they do.
The main follow after a Raida is to weave a combonation of 2 dashes (command or normal) together, then follow up with a normal jump or super jump, into a jumping attack or Kunai. Depending on which dashes you use, and if you use a super jump or not, you will end up on a different side. Now obviously you could just find 1 that lands on the front, and 1 that lands on back and use those, but I think that using the many options is best so the enemy can’t just catch on so easily.
Some examples are (and these may vary by character unfortunately. I tested VS Ryu)
2x Light command dash > Super Jump = hits in front
1x Light 1x Medium command dash > Normal jump = hits in front
1x Light 1x Medium command dash > Super Jump = hits in back
2x Medium command dash > normal jump = hits in back
So there you have both a super jump and a normal jump hitting both front and back. You can try different things for yourself, using a normal dash or a heavy version, and so on, just find out what works.
Another followup that I haven’t tested very much but it seems like it may be a valid option is to land the Raida, then do a normal dash, heavy command dash and then you have the option to either follow it up with a heavy command dash which will make you go behind them, or a light/medium command dash which will make you go in front of them.
Well, that’s my findings everyone. I’m fairly excited about this, I have a feeling Raida could become a big part of the mix up game. I’d love to hear what you guys think!
Whats a vortex I don’t see that in her move list…
For those asking what a vortex is, please consult this thread. I’d like to ask that the OP put this first post maybe?
We should probably post up a list of characters who can escape the vortex and how they can escape it.
Hakan: Ultra 2 - Oil Combination Hold
Balrog: Turn Punch
Bison: Psycho Crusher, Teleport
Akuma: Teleport
Dhalshim: Teleport
Seth: Teleport
Blanka: Ultra 1 - Lightning Cannonball
This might be a silly question, but lately I’ve had people escape my cross up Kunai by just mashing uppercut, like Kens and Ryus. Am I doing something wrong or is it just the iframes on srks messing my stuff up?
What’s more, every DP seems to autocorrect. :bluu:
can you just neckbreaker>reg jump>light kunai>combo? or does that not work
You could be getting hit with DP’s for two reasons. One if your timing is off and you?re not placing the Kunai where it needs to be. If you do it correctly it will immediately knock them out of the startup animation for another knockdown. (Not sure about EX versions though) the second reason is maybe you?re not super jumping. With the right timing and height even if they escape, the Vortex attempt should be safe. I had the same problem but this helped me be more successful. Hope that helps.
You must Super jump or you put yourself at serious risk.
So it’s not the actual Kunai that’s the cross-up right? Because no matter how many times I tried I couldn’t get the actual Kunai to cross them up.
I probably got confused because I see people constantly get hit by the Kunai as if they aren’t blocking it right, rather than getting hit by Ibuki herself.
Does that stuff allow for meaty jumping normals? ie if they just hold up after the raida will they get nicked out of the air or will they be standing after your dashes/jump?
I’ll also edit a definition of vortex into the first post. As for the safety of doing the vortex/who can beat it, its pretty easy to figure out who you want to do it against, and who you dont. Of course in the realm of mindgames you can use it on characters that can beat it, after you train them not to expect it, but that is a different idea. This is in the first post too, but I’ll reiterate it here: The people who have invincible command grabs(esp ultras, but ex spd/mexican typhoon/ect), reversals that hit behind them/above them(like ex spinning bird kick or juris reversal, or blankas new aa ultra), counters(gouken/juri), and teleports. All of these options will get people out of the mixup and potentially hit you, but all of them can be baited. Air kunai isn’t the end all be all of Ibuki, and you should design wake up games to counter these options.
For example, I play against a gouken all the time my self. I just jump over him and punish him as he sits there in a missed counter. After you do this a couple times you can start throwing kunai at him because hes going to be second guessing him self(though careful against super high level opponents who will be reversaling on reaction to seeing you throw the kunai).
Also, were some people mentioning kunai setups after cr.hk s.hk launcher?
I can do a good crossup/non crossup kunai after neckbreaker using a normal jump(i know is risky against good reversals)and comboing into it
I can do the superjump kunai setup after neckbreaker like…everyone else i think ,but its always a crossup,there are any tricks to hit the opponent as a non crossup?if not…this setup will become pointless after the end of the week
Um, not sure what you mean but the Kunai does cross up if thrown with proper height and timing. I’ve screwed up a number of times just trying to get the timing right, even if you don’t connect with the follow up a perfectly placed Kunai will do the trick. I’m getting better but it takes time and a few ass kickings to get it right :wgrin: