Isn’t the whole the whole point of it is to do it ‘meaty’. Hence stuffing many options, forcing them to block.
But as an aside point, I’m learning to win matches through spacing, and solid FA use, rather than just Vortexing/mixups. I think it helps more with the fundementals for my Ibuki right now.
Hey guys, been following this thread for a while, and I have a quick question. I’ve been practicing the timing on the neckbreaker kunai crossup in the training room (where I record Ibuki on the 2nd player, and block manually on the first), and I’ve noticed that when I set it to playback, the kunai will only crossup when the neckbreaker starts from afar. Basically, I have to hit “restart” to reset the positioning, or throw Ibuki across the screen and have her slide in. If she does a neckbreaker off a target combo at close range, the kunai will never cross up. Anyone know why this is happening? I’m stumped, seeing as how it’s the exact same commands and timing via playback.
There’s probably a timing issue based on when/where you originally recorded the setup. Do the neckbreaker off of a target combo or something to get a consistent timing for the recording.
I still vortex them. The good thing about my vortex if people use a DP type move or a teleport you can put them right back with neckbreaker.
As of now the only characters that are giving me trouble are the grapplers, because they have much different hitbox and its harder for me to get my timing down, which means that if I am just slightly off I get an SPD, whereas other characters I am usually safer.
So I spent about a hour in training trying to figure what I was doing wrong(needed to wait longer after neckbreaker), now i can stuff srks pretty consistently. But sometimes I tend to land a tad too far behind my opponent and the 2nd mp hit of TC4 doesn’t come out so I get a 3 hit combo.
Am I maybe throwing the kunai too fast or too slow?
No you aren’t, i realized on the followup to the crossup kunai after a NB some hitboxes only allow you to hit the first two hits. You can only do the 1 hit lp.mp.hp target combo or the lp.mp.d hk.hk target combo. Dudley is one of them, so is rog.
jeje I am finishing a list on the people you can reliably do the target combo on if they are crouching and standing, and who you have to watch out for. I haven’t done cl hp target combo or the cl lp cl mp hk hk one though.
I am going to probably add the other two later on, and I am also making another chart on the distances and stuff for my vortex on all the types of knockdowns.
Yeah if you ultra 1 then u can create a whole new set of shenanigans against Gouken during vortex. You can just go for regular cross ups and bait counters and if he does anything other than jump he gets Ultra 1’d. I’m definitely going to messing around with some Ultra 1 stuff vs. Gouken.
@the skout- aww someone did it already, can I get a link so I know if I should post mine or not?
In any case these are a few videos showing off how I do some of my vortex options in a match up.
Ibuki vs. Cody 3
[media=youtube]_ezfyLw0eqY[/media]
Ibuki vs. Ibuki
[media=youtube]1Gd_aJPndCQ[/media]
Ibuki vs. Cody 2 (This one shows my vortex from grabs alot better)
[media=youtube]FLin9Pc1ZSM&feature=related[/media]
I plan on making a video showing how to use my vortex using all the types of knockdowns, on several characters, so you can see the difference in spacing, on different size characters.
Also I realize that I make a ton of mistakes but I am still experimenting and still trying to get the timing down, which is difficult.
For most of the characters you can actually change the combo that I did to an extended version which will give you plenty of time to hit confirm into neckbreaker and does significantly more dmg than my current combo.
(TC) lp -> mp -> hp -> far lp -> mk -> (combo ender such as mk tsumiji, neckbreaker, ultra 2, and super)
For the combo above if you use mk tsumiji and mk dash it leaves you in the perfect spacing to use the vortex I found. If you use just the normal TC then I forgot which setup is best. In my videos the vortex isnt as strong due to me still testing at the time they were made. Now it is a ton better, if the cross up works as I predict it does. I am going to test that next
For the neckbreaker I use HK dash into vortex. For forward throw I use mk dash now which can be followed by hk dash or another mk dash or a jump kunai, although I may test hk dash a little more.
Nevermind, after more testing it appears that HK dash after forward throw is the best in terms of spacing and timing. It leaves spacing and timing to be much tighter and I feel that it is more effective.
As for Tsumiji… I think the reason why I am getting varied results is because of the distancing and timing of the different tsumijis. Since I am trying to make the kunai throw so ambiguos I am getting to a point where I can’t consistently execute one way or another. I just do it and sometimes I get one side and sometimes I get another. However that is if you use HK tsumiji into lk dash.
If you do HK tsumiji into mk dash though… then you have to be an expert at throwing the kunai extremely fast, and make the kunai throw much tighter. This one appears to be the most unsafe, unless… I could get the timing for a cross kunai where a reversal would never auto correct like in this video where I do it at 1:10.
If you use MK tsumiji and MK dash though, then its timing is the most leniant, but you have the same problem with the hk tsumiji into lk dash. Depending on where you start the combo your distancing and timing my need adjusting to get the desired direction.
Mk Tsumiji into lk dash allows you to use the crossup kunai from a higher height kind of like in the neckbreaker crossup video by seedyrom. This may be the easiest one to do, and may be safest at that height. I am unsure.
Well those are four different types of vortex distances and timings right there. Which one seems to be the most effective?