The Vortex Thread

Demon flip throw~SRK owns Abel’s wakeup in my testing. It beats all of his wakeup reversal specials and makes reversal ultra whiff. The only way for him to hurt you seems to be with reversal super. I messed around with it in training mode…[media=youtube]cYsNVBM8vHY[/media]

Kinda getting off topic though sorry ultima. Great vid btw.

what can you do from lp dp?

^ You’re kidding, right? Or am I misunderstanding your question (likely)?

That’s some hot stuff.

This give you vortex-ability after a lk tatsu (say against ryu where lk tatsu->sweep doesn’t work) the short recovery allows you to immediately cross up tatsu without fear of reversal dP (if you cross up tatsu right of course) Of course this knock down is tech-able but you are over their head by that time.

^Also: That Op-sel for abel is hellla useful implementing that in my game now. (what about ex roll? or straight up wake up ultra?)

Not the greatest video showcasing it as it’s a series of very short clips, but here’s essentially what I was referring to Loltima:

[media=youtube]-8KGsaSm_U8[/media]

Noteable parts: 0:08, 0:16, 0:21, 0:26, and 0:30 (those are the most noticeable auto-corrected shoryus. They were all thrown using the same input style, but those particular ones show how frustrating it is to try and cross someone up who can do that).

As described by Siiig (Ryu in the video): “I use input latency to buffer the SRK motion before I get up and then tap punch as late as I can.”

The problem there is those crossups were not even remotely ambiguous.

DP’s don’t always auto correct on ambiguous setups, possible due to the fact that when the DP is started you might actually be on the front, but hit the back just before the DP becomes active.

My understanding of it is that that wouldn’t matter: You’re not tricking a person or confusing a person, you’d have to be attempting to confuse a computer.

A reversal comes out on the first available frame, which would leave you at most 2 frames to go from the front to the back of the person (since the shoryu would need to initiate the frame you were in front of them and whiff by the time it’s active frames started).

Is that the legitimate time-frame we’re looking at here in order to properly execute the vortex on a Ryu? Seems a little f’ed up considering how easy the aforementioned auto-corrected shoryu is to perform in comparison to landing a cross-up tatsu on them that accurately dupes the computer.

No but see, this is wrong. If you do the safe jump properly, it does NOT have the same properties as an empty jump. It has the same properties as a jump-in attack. If they block, you get a jump-in attack that is blocked. If they do an uppercut, you will block. What you showed in the video is not a safe jump in any way.

[media=youtube]t8dD3K2_Pz4[/media]

6:53

I’m not sure if you noticed, but orientation confusion in this game isn’t uncommon.

Easy example happens when Bison headstomps his opponent and you attempt to FA the headsplitter. Sometimes you will just face the wrong way.

Those cross-up tatsu’s are WAYYYYY too early, this is why you’re getting reversal’d.

Hrm, like, I know it’s kind of a hard question to ask but, about where during your descent are you looking to time the crossup? I feel like any later and my foot just whiffs through their body.

Or are you inferring that, in general, the entirety of it is too early, like I should be jumping later than I am (this usually results in my getting shoryu’d so I started attempting to do it just as they wake up).

…blah I apologize, I only meant that I put them in the same category. A safe jump lingers between both an empty jump and a jump-in attack imo, as you can go for things that are possible in both sides with a safe jump. Alas a cross-up air fireball doesn’t have the same properties as a jumping roundhouse, but I still put them in the same category.

Well Akuma’s leg wasn’t even hitting him…Akuma’s leg should be smacking him in the back of the head, it looks like that wouldn’t have even hit based on the first example in that video.

I take what I said back, based on looking here it looks like you jumped too early, AND did the tatsu too late. If you want to test your timing on the tatsu out, do it out of forward throw trick. throw them forward, dash twice, and try to cross-up tatsu as they do a reversal uppercut on wake-up. That should stuff a reversal every time if you dash and jump as soon as possible, provided you do the x-up tatsu correctly.

I did it in the video to Ryu so you can compare and see just exactly what it is you’re doing wrong.

i mean what vortex options are avail after an lk tasu lp srk

ah, having trouble getting the air tatsu out early enough, but even if that does work, its the only srk safe option then, you can’d safely demon flip or normal jump.

theres 3 startup frames, plus the amount of frames it takes for the attacking hit box to get that high in the air, so theres more flex then that. try just jumping over a reversal srk. you can time it pretty easily if you jump right before they get up. should be same window for air tatsu, just have to start at a different time.

Righto, I’ll work on that.

i’ve been working on this too, try jumping as soon as you see akuma stand up after a sweep

No, you’re just going to have to be more careful, and do some baiting with demon palm. When you get them afraid to reversal, that’s when you can really start mixing it up.

Vortex is harder on Ryu anyways. For cross up tatsu to actually avoid a reversal dp you would have to an earlier tatsu, making it less ambiguous.

Actually, I’d kind of like to get other people’s inputs on this: the thread is about his wake-up options and I feel like this is still pretty relevant…

Here’s a far better video showing what’s going on, with 3 runs to point out that it does accurately cross-up, it does stuff wake-up lp.srk reversals, it does stuff wake-up fp.srk reversals, but it still doesn’t stuff an auto-corrected shoryuken. It’s from the perspective of Ryu so that the constant is Akuma’s cross-up tatsu set to playback and a round restart after each scenario.

This way it’s also possible to see the inputs for Ryu and, regardless of whether or not what I’m doing is wrong, it gives a fantastic look at what exactly an auto-corrected DP looks like (which is not only badass for Ryu, but pretty badass for Akuma).

[media=youtube]iL0a2oaAWQE[/media]

Like, am I just a baddie or what’s goin on?

well that wasn’t a reversal, and has to be timed pretty accurately. if you know the cross up tatsu is coming you can beat it, but had that srk been delayed vs any other option it would lose. people can’t react that fast so they would have to predict it. but i’d say you have it down

Right, no doubt that properly spaced and timed the tatsu crossup (tatsup) absolutely stomps out reversals, but my issue is that it seems unlikely to perfectly space every tatsup.

Specifically someone I play with regularly only throws auto-corrected shoryus on wake-ups that he feels he can connect it. The matter of timing to be like that isn’t necessarily an issue when that’s just how one goes about it naturally (since he’s aware that doing so is safer and more accurate than mashing).

However, the forward throw to tatsup is a great example of being in front of someone as the reversal comes out and connecting the hit after you pass over them, I wasn’t able to connect a reversal auto-corrected shoryu as it kept coming out as the others did.