Another vortex idea using of all things, Ibuki’s Sazan (DF+MK slide). I haven’t scoured SRK or the vortex thread but I’m fairly sure this is the first video about it. This one is more of a tutorial than my original LP CD Okizeme video from way back. Just something else to add to your arsenal of tricks
If you look closely at your video you will see that your Neckbreaker didn’t actually combo at the end. You dropped the combo and got a counterhit neckbreaker.
Your neckbreaker was an unscaled CH neckbreaker.
That is really interesting. can they autocorrect at all? I feel like that would be particularly useful in the DJ match-up as he escapes basic vortex for free with his up kicks. I’m gonna have to mess with that for sure.The only issue is that this set-up might not work with the neckbreaker positioning changes in AE so you would have to change the timings possibly. Then again, who knows when that is gonna be released. I never would have though to use the invincibility frames like that.
Interesting Leggo, I’ll have to remember that. Shame it doesn’t work with the slide or something slow, reducing the input of moves (and failure points) down to two from three.
Yeah with the AE changes this wont work at all. It could be interesting to whiff a cr.hp -> lk cd and then something offensive like a throw, to get into their mind, then next time use this to bait something.
Also Seedy,ROM i’m gonna try to find a diff move to use this with, get the timing a little easier. I’ll keep you guys posted.
I made a thread with what works and what doesnt. I’ll update it
this could still work in AE in if the invincibility frames are still there just that u might have to use mk cd instead of lk or something. just that the timing and set-up would be different, concept should still work.
I hope to get some AE time in this weekend so I can mess with that neckbreaker landing change. I have a feeling the Sazan okizeme will still work with a timing change, which might make it a bit easier actually. If I get an empty cab (yeah right) I’ll try out some CD invincibility stuff too.
I’m pretty sure Ibuki’s command dashes don’t have any invincibility, and that you’re simply timing your cd such that your hitbox is right inside theirs as they do their reversal. Ken’s lp.dp hitting you is probably a hitbox thing.
Anywho I do like the setups in terms of baiting something, but how would it fare against: ?
-wakeup throw
-reversals faster than 3frame dp, such as Ibuki U1, Guy U2, or Gief/THawk U1
-mashed cr.lp (preferably Boxer’s)
My reasoning about the cr.LP is that you may or may not be fast enough to avoid the hitbox, whereas most reversals such as dp’s will move their hitbox forward, making you reach the other side faster.
I’ve done something similar when Chun tries to catch you with her U2 for chip and you don’t have meter or U2 to get out, if you’re quick/close enough, you can hk.cd to the other side before her U2 starts up.
I tried it out. You can auto-correct rather easily if you know it is coming. It is a similar mix up to Blanka’s cross up ball into electricity as far as countering it goes. Also delaying isn’t hard to do considering it is a necessary skill if you are going to use auto-correct. Also if they do nothing you just wasted a wake up opportunity.
It may work once or twice as a unexpected mix up, but it’s return diminishes.
Not necessarily a wasted wake up, you still have the ability to apply pressure with jabs or a throw if they do nothing, and if they do do something then you get a punish. But yeah, its not really logical to use it alot… I hear what your saying
Hey guys I usually work on my own to get better but I more actively want to become a better ibuki player. Here are some videos I recently played. I admit I got frustrated at the Thawk and normally I would run away with kunai but I am trying to learn a mid range game vs grapplers.
ibuki
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I would greatly appreciate feedback, thanks in advance. I still have a lot to learn.
I appreciate the tips! My trip okizeme is admittedly weak because I only practiced on vortex timing for neckbreaker and tsumuji. Ibuki’s jump is very floaty so I just assumed after a trip and I immediately jump, it wouldn’t be a safe jump. Haha it’s definitely on my to do list of things to practice because I focus so heavily on a strong ground game.
As for TC4 XX HK Kazekiri XX Super, it isn’t in my toolset yet haha. If a game goes the way I plan it, normally I build up meter til the last round and chip for the win. I don’t normally use meter so often unless a Ryu keeps throwing fireballs or if I am fighting a bison (jump-in MK OS ex kazekiri for ex psycho crusher). I have to get better in using it for damage more when I get the opportunity to win with it .
The thawk advice helps! I didn’t want to upload that match because I know I tilted after he landed his super on me. Ah well. Haha didn’t know you can punish condor dives with U2, I just picked U1 for grapplers since it can beat out grabs. I’ll try the different levels of command dash, I am generally not a fan of using them but it would be good for my arsenal of tools.
As you can tell, these were directly recorded while I was playing so it was a little laggy at times. On a random note, I hate dropping combos.
Pros:
-great spacing in the Ryu match, decent spacing in the THawk match
-very patient
-I like the use of st.LP as a bait, followed by cr.HK as a whiff punish
Cons:
-poor antiairing
-not punishing
-not punishing hard enough
-little to no okizeme game
-little to no pressure game
-at the very least, you should utilize safe jumps when you can
-not many pokes being used
-wasted super in the THawk match
Other:
-Please turn on input display, so we’ll know if you’re dropping links, or simply baiting something.
-You don’t have to record as you play. SSF4 automatically saves replays of your past 30 games. Record those instead.
-I recommend using neckbreaker instead of tsumuji. More dmg, more stun, better. Unless for some reason you absolutely must have the tsumuji knockdown spacing, but I’m sure the variety of okizeme options you get from a neckbreaker should be more than enough.
Ryu:
Not much to say here. Your opponent was downright awful and you won.
THawk:
You know he’s mashing, right? Do you have a gameplan to punish obvious mashers? For starters, I’d recommend not trying to use ground antiairs vs THawk. He can change his jump trajectory much too easily to make it reliable, and most of the time, free jumpin from grappler = Ultra/Super = death. Instead, anytime you see him jump, you should jump as well. A quick reaction air throw, or a nj.MK should be enough to stuff his jumpin attempt. If he starts doing jump with an instant attack (like right when he leaves the ground he presses fierce) then you know you’ve shut down his jumpins. Should he happen to guess wrong, let him eat a big punish on his landing.
About the spacing in this matchup, I’d recommend staying at about his st.HK range. The end goal here is to bait Condor Spires because all scrub grapplers (like the one you just played) love to spam moves like these and then buffer an spd. On block, CSpire is punishable. Hell, even on hit it’s punishable. This is why good THawks will not spam this move but instead play footsies and use THawks’ decent toolset of normals (such as st.LP, st.MP, cr.MK, etc.). But your opponent was clearly scrub (not to insult you or anything) so you don’t have to worry about that for now. If you ever do, just use cr.MP or whiff punish with cr.HK.
If for some reason you cannot punish Condor Spires (ie: lag), consider neutral jumping or backdashing, immediately after getting hit with it, or blocking it. Since 99% of scrub THawks will mash spd (because their typical poor execution prevents them from doing a standing 360), you’ll either
neutral jump, and whiff punish his whiffed spd with nj.MK , st.MK xx Neckbreaker. Followed up by vortex and Ibuki’s trademarked/copyrighted rushdown/pressure game.
neutral jump and get hit by a Tomahawk (unfortunate)
backdash, and whiff punish his whiffed spd with Neckbreaker or U2
backdash and whiff punish his whiffed Tomahawk with the punish of your choice
Actually now that I think about it, I don’t think THawk even has a decent answer to backdashes. He can either Condor Spire or forward dash to get back in your face, but I doubt he’ll be at a frame advantage.
I want to add that if you suspect mashed spd during your pressure game, consider SJC-ing somewhere in there to bait the spd and get a free combo/punish into vortex/pressure. It won’t work if they’re mashing dp, but that’s the price you have to pay for “doing business” as they say, or playing footsies. Mash dp is a serious high risk/low reward tactic anyways, so as long as you’re reading your opponent correctly half the time, it’ll eventually work in your favor.