Yes.Essentially it’s the same unblockable but probably a little easier to execute.
Also vega can just crouch both of these unblockables and escape it.
Yet another unblockable after neckbreaker: slight walk whiff crlp jlk is an unblockable on balrog,guile,c.viper,rufus and vega.Doesn’t seem to work on gief,sth i mentioned on an above post.But all of them can escape it by crouching so i don’t think that it’s worth making a video for it.
More unblockalols, the better. Nobody except Daigo making an epic read is going to wakeup crouching against Ibuki jumping in at you. And if they are then you simply need to do more other setups, like safe jumps, to get dat free damage.
Especially having an unblockalol against Boxer, since we don’t have anything on him yet.
Ok i got you…I’ll record it soon
Unblockable for Boxer, Rufus and Guile.
Neckbreaker, walk forward f+LK, j.MK
[media=youtube]j3DSMu4YEo8[/media]
Boxer: Crouching escapes, FA escapes, Reversal Super (any version) whiffs, non-reversal Ultra 1 hits, Reversal Ultra 2 (lol) hits, all Headbutts whiff and are punishable.
Guile: Crouching escapes, FA escapes, Reversal Flash Kicks whiff, Reversal and non-reversal Super hits once in back but then whiffs, Reversal Ultra 1 whiffs, Reversal Ultra 2 whiffs, non-reversal Ultra 2 is blockable, Reversal and non-reversal Sonic Boom (lol) whiffs.
Rufus: Crouching escapes, FA escapes, EX Messiah Kick whiffs, Reversal Ultra 1 whiffs, Non-EX Snake Strikes air reset, EX Snake Strike whiffs, Reversal Galactic Tornados whiff, Reversal Ultra 2 is blockable, Reversal LP/MP Supers whiff, Reversal HP Super gets stuffed, non-reversal Super gets stuffed.
Seems to be similar to hypersonic’s version but whiffs/not unblockable on Claw and Viper due to using j.MK instead.
Finaaaaally got them recorded. Took me forever to make sure I timed them correctly with an option select. And also that I recorded them with each worthwhile wakeup option without fucking up. A friendly reminder that if you want to master unblockalols, you’ll need to practice them as well as option selects.
Neckbreaker , walk forward , f+LK , TC3 or j.MK
[media=youtube]twSRJGx2DW0[/media]
Sagat
-Cross up by default (if he doesn’t press anything).
-Reversal TU all whiff; reversal super/ultras whiff.
-Reversal TKnees get him out; can/should be easily option selected with Neckbreaker
-Generally cannot crouch to make your jumpin whiff; if it whiffs it means you timed your jumpin too early. Not a big deal if you don’t perfect the j.LK timing since nobody is going to crouch block on a jumpin anyways. If he crouches and you do TC3, you won’t get the full TC3, so be careful.
-Both dashes with/without FA get pwned by air target combo + option select.
-TC3 (j.LK xx f+MK air target combo) preferred for true blockstring and easy link into st.MP for double Tsumuji loop starter. Many Sagats (hello Weaksauce) will mash dp immediately after the jumpin, whether it hits or get blocked; an “option select” of sorts.
Claw
-Cross up by default.
-All Barcelonas get stuffed.
-EX SHC can get him out, but simply block and punish for the lulz.
-All STerrors get reset (use j.MK to maximize the damage off this).
-LP Roll gets him out; easily option select-able with Neckbreaker (not sweep!). MP/HP Roll gets stuffed.
-Reversal U1 stuffed. U2 whiffs.
-Super gets him out, but you should have plenty of time to avoid it. If you option selected Neckbreaker, your Neckbreaker will make you a very very hard target.
-Delayed reversals and ultras can catch you.
-Backdashes into you. Forward dash gets stuffed. FA forward dash gets him out, but can still get caught with option select sweep (if you did TC3). FA backdash gets pwned by TC3.
-Command backdashes should be slow enough to reaction punish. If not, keep practicing.
-Wakeup crouching can make your jumpin whiff.
Seth
-ALWAYS crosses up (if you do TC3) unless he doesn’t press anything (lol).
-Reversal DP/ultra 1/ultra 2 all whiff.
-SPDs all stuffed.
-EX Hyaku (one thousand kicks) gets him out, but you land in time to block (can catch your option select!).
-Super gets him out, but you land in time to block.
-Teleports gets him out; generally pwned by option select Neckbreaker, unless he teleports next to you. In that case if you didn’t option select anything, free combo for you.
-Generally cannot crouch, unless you time your j.LK wrong. Crouching makes second hit of TC3 whiff.
-Backdash gets option selected. Forward dash gets stuffed. FA forward dash gets stuffed. FA backdash gets option selected (if you did TC3).
-Can wakeup cr.LK to make your jumpin whiff.
-Option select HK command dash might be a decent option to help maximize punishes on teleports, as well as getting rid of the risk of getting hit by wakeup EX Hyaku One Thousands Kicks.
Double post:
Neckbreaker , walk forward , cr.LK , TC3 or j.MK
[media=youtube]S_XcuHVMofw[/media]
NOTE: in my experiments, I’ve come to the conclusion that there must be at least two unblockalols for Gief/Rufus/etc. My reason being is that I was able to get a setup where Ibuki would not always crossup on these characters no matter what. I believe it has to be with some sort of delay between the cr.LK and the jumpin. More specifically, when Ibuki jumps in, each of these characters are very obviously in a block animation which you can see. In another setup with a frame or two different timing, you can’t see this block animation. With my gdlk execution and hours of trying, I couldn’t wakeup U2 with Gief or crouch Lariat (always stuffed). In fact, I’m fairly sure your opponent cannot hold up to simply put themselves in an air reset (which implies that the timing window is at least 4 frames, since jumping has 4f startup??). It may require some very very extensive, frame by frame proof, but I’m fairly certain the window for this unblockalol is huge. So huge you can probably get it on your first try.
Also, the delayed part is the reason why each character can generally get out by simply crouching or dashing. If you timed it perfectly (meaty jumpin), then those dash options go out the window. Regardless, I wouldn’t expect my opponent to try such risky options. If you expect them to try anything like that, then you should just toss a kunai and get dat free combo. Or unless you just want to abuse your unblockalols with frame perfect timing. Whatever floats your boat.
Gief
-ALWAYS crossup (whether he tries to block or not).
-Wakeup backdash/forward dash gets him out and in time to block
-Wakeup FA backdash gets pwned by TC3. Wakeup FA forward dash gets him out (second hit of TC3 whiffs).
-EX SPD/RBG whiff
-Reversal Lariat stuffed, but VERY easy to crouching Lariat and beat your jumpin.
-VERY easy to delay U2 and beat your jumpin.
-EX Greenhand easy Neckbreaker option select. Can also option select Sweep if you’re fast enough but I don’t see a need when option select Neckbreaker is easier, specifically when you’re going for TC3.
-Wakeup crouching can make your jumpin whiff.
-TC3 preferred for true blockstring and combo-ability into st.MP.
-If doing TC3, easy to option select Neckbreaker by doing: j.LK xx hcf MK + HP. Be careful of accidental plinking (lol) else you might get option select MK Kazegiri instead. For good measure, maybe trying plinking HP~MK (press HP first).
Rufus
-ALWAYS crossup, whether he tries to block or not.
-Forward dash gets stuffed. Backdash gets him out in time to block.
-FA forward dash gets pwned by TC3. FA backdash puts him right next to you.
-All regular SStrikes get reset (use raw j.MK instead of TC3 for max damage). EX SStrike punishes you hard.
-Reversal EX Jesus Kick whiffs (easy reaction Neckbreaker, if you didn’t already option select it). U1 whiffs. U2 you land in time to block (on the other side).
-GTornados stuffed.
-Crouching makes your jumpin whiff.
CViper
-non crossup by default.
-Backdash and forward dash gets her out. FA forward gets her out if you did TC3 (second hit whiffs). FA backdash gets pwned by TC3, or simply backdashes into you.
-All regular burn kicks get reset. Use j.MK for max damage. EX burn kick gets her out, but easy to reaction punish (with Neckbreaker, not sweep!).
-HP TKnuckle whiffs. MP Tknuckle stuffed. LP Tknuckle gets her out, but is can be punished on reaction (sweep/necbkreaker). EX Tknuckle gets stuffed.
-Reversal EX Seismo gets stuffed. Delayed EX Seismo recovers in time to block/do whatever.
-Crouching makes your jumpin whiff. HP Tknuckle feint does the same thing.
-Bottom line: don’t use TC3 for unblockalols against CViper.
-U1 whiffs. Instant air U2 impossible for me to do. Nobody picks U2 anyways lol.
Claw
-crossup by default.
-Both dashes gets him out. FA forward dash gets him out. FA backdash puts him right next to you.
-All reversals stuffed or reset. Delayed reversals can catch you.
-Generally the same properties as previous unblockalols on Claw.
Seth/THawk/Sagat/possibly other tall mofos: mindfuck for the lulz
-Not actually an unblockalol (I thought it might work since it works on Claw)
-Crossup by default
-Block regular, blocked, Ibuki stays same side
-Block crossup, hit, Ibuki crosses up anyways (dat midrange mindfuck)
Universal:
-Holding up resets all characters except Gief (due to 6f jump startup).
-Your opponent very visibly blocks (plenty of block animation), due to the delayed setup, but they get hit anyways.
Nic stuff here.
As for Seth, I’d rather advice not option selecting anything. You have no reliable OS in this matchup, OS’ing is always a risk, and given Seth’s low-life and high damage/stun output, I’d rather prefer let him out
Maybe I should mention this, but from recent notes that I’ve seen there are instances where the character you’re facing knows/finds out how to escape the unblockable, but it’s not written in the notes of the charts because it would have too much information? I’m the kind of person that can forget things somtimes. So somthing like the safe jump chart is easy to memorize because it’s a garuntee’d set-up, while some unblockable’s are like: "Ultra escapable, crouching, this set up may whiff if they press ‘X’ " and so forth.
Is there a universal idea of how they can escape, or ‘suck it up and write your own notes and try to remember.’?
Depends on the unblockable and the character. The general basic idea for shoto unblockables as an example is that they can block it by waking up crouching and then blocking crossup.
Timing is pretty hard but as an example I’ve seen Sanford Kelly block very often my unblockalols
That’s a pretty huge risk to crouch-block a jump attack. Now all you have to do is a basic safe-jump setup that looks like an unblockalol, and they eat full damage.
Agh! Took me 2 hours to get the shoto unblockable down (EX nb) 3 times in a row. I tried to find an unblockable for Juri but I give up for today. Also, would understanding frame data help? I don’t know how to read it yet.
That’s exactly what I do. Even easier with those unblockables requiring to walk forward. Just walk a bit less so you hit him non crossup and show him your best troll face.
(Still, people can do that “easily” for the EX necbreaker unblockable!)
Adding onto this, j.LK can definitely be used in place of j.MK. Because of that, you can also use TC3, which I would recommend against Boxer. See below.
Rufus
-ALWAYS crosses up, whether he tries to block or not
Guile
-cross up by default
Claw
-non crossup by default
CViper
-cross up by default
-TC3 doesn’t work (2nd hit whiffs), so just use j.LK or j.MK instead.
Boxer
-ALWAYS crosses up, whether he tries to block or not
-Forward dash get hit by only by j.LK; able to block option select in time. FA forward dash stuffed. Backdash option selected. FA backdash option selected.
-ALL reversal options whiff and get caught by option select, EX or not. If EX, the option select still comes out because Boxer absorbs the j.LK, but the f+MK (second hit of TC3) whiffs, letting the option select come out.
-Super/Ultra 1 whiff. Ultra 2 stuffed.
-Can wake up crouching to make your jumpin whiff, and block your option select. Wakeup cr.LK or cr.LP, same thing.
-Generally a good idea to go for TC3 unblockalol + Neckbreaker option select if you expect any wakeup reversal.
-Generally a better idea to go for j.MK + any option select if you don’t expect wakeup reversals, as j.MK has a better chance of hitting a crouching Boxer (more active frames).
-Against Guile or Rufus it doesn’t really matter since they can’t really wake up with anything anyways.
edit: holy fuck SRK fucking forums is dieing. What teh fuck. Good thing I always save my wall of texts in Notepad++.
Double post:
Found a new an efficient version of the (only, so far) backthrow unblockalol vs Honda/Bipson/Sakura:
Back throw (into corner) , slight step back , st.LP , j.LK
This is significantly easier than the original since you’re not guessing the timing twice. Instead you can hold back to auto step back and then all you have to time is the st.LP.
If you don’t option select anything, you’ll never punish his teleports. If you dont’ punish your opponent trying to escape, they’ll just keep doing it. Given Seth’s low-life and insane mixup game, I’d rather take this tiny risk to probably get dat stun and end the round, than risk letting him get away and make a Guile-like comeback.
Anyways, option select HK cd is relatively safe (goes through EX Hyaku when timed properly) and the only thing you have to worry about when option selecting is EX Hyaku, which not many Seths will do (it’s very punishable).
If you do that I’d recommend going for j.HP for dat max damage. Although it’ll probably be a clear sign that you weren’t going for an unblockalol. At least if you do j.LK they’ll still think they simply got hit by another unblockalol.
edit: with the sheer number of unblockalol setups we have now, I split the unblockalol charts into two. One for midrange or almost anywhere setups (usually off Neckbreaker, lol), and another for corner only setups.
edit2: I’ve also started adding “does not work” for characters tested and GUARANTEED not to work. Should help in the long run. If you guys are doing full roster testing, please let me know which characters these setups do not work on. So far I’ve only filled out the ones I know for sure (because I tested them myself). I don’t want to just assume, so make sure everything is thoroughly tested.
Triple post: so in testing the setup vs Seth, to compare vs the unblockalol that only works on Seth/Guile/Claw, it seems to be noncrossup. This must mean that you are walking a little less than the original setup, in order to stay on the same side. Also, if Seth doesn’t press anything, Ibuki stays on the same side. Therefore this setup never crosses up on Seth.
edit: Also vs THawk, he can get mind fucked because you will always crossup, and he has to block regular, even though you’re landing on the other side. If he blocks cross up, he gets hit anyways lol.
Understanding frame data helps, especially if you’re trying to look for specific setups, but it’s not absolutely necessary. You can just experiment with it and see what works, which a lot of people already do.
Also, you might want to practice the shoto unblockable that doesn’t require EX nb. It’s much more meter-efficient.
Random experimenting would take forever and is horribly inefficient. Knowing and using frame data is a must unless you have infinite time on your hands.
Out of curiosity, how would you use frame data to create an unblockable? How do you factor in reversals, auto-corrects, or body position changes as you cross or don’t cross them up?
Whatever unblockables I accidentally stumble across, has just been through experimentation. Various slight pauses and delays between whiffed buttons and the like. It’s not as efficient, but it is possible without being a human frame data calculator.
That is a good point. I’m more thinking along the lines of using the total frames for a move (startup + active + recovery) to help you time stuff, like timing safe jumps.
That is a good point. I’m more thinking along the lines of using the total frames for a move (startup + active + recovery) to help you time stuff, like timing safe jumps.