EX NB, LK CD, sj.lk only works on Vega(Claw) and Seth. Already tested every cast.
I thought we had already tested this awhile back? Don’t we have a non-meter version of this unblockable at least on Vega? I remember seeing one posted here awhile back.
Mingo asked me to test on all of them to fill up the chart I guess.
OS HK cd will loose to wakeup shoryu, and probably even his command throw. Given the fact that every good Seth has to add a random part in his game, that’s definitely gonna happen
But well… This is Seth guys. Random matchup with no reliable thing to do there. Every OS you use is a risk against this character
Please test before assuming.
[media=youtube]v7P3rf8ibBA[/media]
Although HK cd is the safest option, I’d still prefer Neckbreaker because Seths will be doing wakeup Teleport a lot more than wake up EX Hyaku.
Double post: more testing.
So I wanted to see what the order of f+LK unblockalol timing is like. To do this, I took 60fps footage (I already had 3 of them saved; I just needed to record the Boxer one) and went frame by frame to see exactly how much Ibuki walks forward.
For reference, I went by Ibuki’s first standing frame animation, which I counted as frame 0. It looks like this:
http://img36.imageshack.us/img36/3250/standingjg.png
Immediately after this frame, Ibuki noticeably begins moving forward.
Then I counted up to the frame before where Ibuki puts her dukes at the ready (moves her arms). It looks like this:
http://img40.imageshack.us/img40/8302/dukesready.png
Which is noticeably different from her walking and standing animations.
In my experiment the Shoto unblockable came out to be the fastest at 6 frames walking forward. The Seth unblockable came next at 7 frames. The Boxer unblockable came next at 8 frames. Finally the **Sagat **unblockable came last at 9 frames. Seems kind of convenient that they are all 1f apart.
tl,dr:
Shoto - 6f walk forward
Seth - 7f
Boxer - 8f
Sagat - 9f
edit: also the Gief unblockalol I recorded has about +/- 9f walking forward before the cr.LK.
edit2: Maybe we can find a new unblockalol with 10f of walking forward? lol this shit is like Chemistry, discovering new elements based off the Periodic Table. Except we’re discovering new unblockalols based off the Ibuki Charts.
Triple post: recorded myself trying Neckbreaker , walk forward 10f , f+LK , j.LK. Couldn’t get an unblockalol on any character. I guess we’ve hit the limits of Neckbreaker , f+LK unblockalols?
At this point, it seems like that setup crosses up pretty much the entire cast.
It’s a pretty solid setup to use across a variety of characters, since even though certain setups may not be unblockable, it’s still visually ambiguous as to whether or not it will cross up. I just need to find a way to land the air TC with the j.f+mk to make it safe, since anybody with a good reversal can just mash their out out of j.lk ~ cr.lp, which apparently isn’t a true blockstring if you hit the jump attack too high.
So I tested the Sagat unblockable ( Neckbreaker , walk forward 9f , f+LK , j.LK/j.MK ) on everybody. Seems to basically cross up everybody besides Sagat, Seth, Claw… and THawk? In fact, it might be an unblockalol on THawk. Can whoever found the Sagat unblockalol confirm?
By default, it does not seem to cross up on THawk.
Neckbreaker can’t punish forward teleport anyway, right?
Judging from your video, you can reach him if he does a back teleport, but can you punish it, or would you arrive too late?
I tested this, j.MK did not work on T.Hawk (he could block normal and block the jumpin, but blocking crossup would get him hit and land behind him).
TC3 on the other hand is an unblockable with the Sagat timing.
so noob question here, but is there an easier way to judge when to hit f+lk after an ukd? other than just feeling when its right i mean. the difference between 6 frames and 9 frames is so minimal to me, i usually mess up and eat dp’s or something. Im still practicing for the feel of it, just inquiring about another way to judge timing.
I just try to visualize how far Ibuki walks before I press f+LK. Not really sure if there’s anything else you can really do unless you can count frames on the fly.
You can punish it, and the video shows it. Although I did forget to block after the teleport, I assure you that it works.
This brings me to my research I just did. So I tried to see if there was a guaranteed way for Neckbreaker to punish all teleports. As you guys may already know (whether from watching unblockalol videos or from experience), option select Neckbreaker usually only catches 2 out of 4 possible teleports. This is primarily because the option select comes out too soon before it has a chance to autocorrect.
To fix this, you would use TC3 or some air target combo that can hit twice on both crossup and non crossup. Here’s an example with the EX Neckbreaker unblockalol:
[media=youtube]YRlexCzKwtg[/media]
It’s simply TC3 + option select Neckbreaker. You might want to use EX Neckbreaker for dat 250 stun. The TC3 is there to get more input/hits in before the option select so you’re still comboing Seth if he tries to block, and the option select gets delayed if he does anything else (like teleport). Note that option select Neckbreaker will lose to wakeup EX Hyaku though.
In my experimentation, I was looking for a TC3 solution off the regular Neckbreaker setup. While TC3 works if you stay on the same side, for some reason the second hit will whiff if it crosses up, making your option select come out even though you hit Seth. Then I figured I’d try j.HP xx f+MK for the lols. And it turns out to be an unblockalol!
Neckbreaker , walk forward , f+LK , j.HP
[media=youtube]68mQJaCDWJI[/media]
Exact same setup as the Sagat unblockalol except you use j.HP. Only works on Seth. Whiffs on Sagat. Whiffs on Claw unless he blocks non crossup. Crosses up on THawk and hits him if he tries to block crossup (lol), but stays on the same side if he blocks regular.
Like TC3, the second hit of TC1 will whiff if you cross up (ie: if Seth blocks non crossup). So now you have four options:
Air target combo + option select - whiffs if you crossup, cannot punish whiffed dp’s (I don’t think?), will punish any and every teleport.
Air target combo + no option select - whiffs if you crossup, can punish whiffed dp’s for huge damage, will not punish any teleports.
Regular jumpin + option select - will always hit when it should, cannot punish whiffed dp’s, will punish 2 out of 4 teleports.
Regular jumpin + no option select - will always hit when it should, can punish whiffed dp’s for huge damage, will not punish any teleports.
tl,dr: option select when you expect a teleport. Recommended air target combo if you option select, depending how sure you are that Seth will try wakeup teleport. Don’t option select if you expect wakeup DP or wakeup EX Hyaku.
And always go for EX Neckbreaker knockdowns so you can combine the best of both worlds (air target combo + option select to guarantee Neckbreaker punish on all teleports).
Double post: I did some more research to see if option select HP neckbreaker was really necessary. It turns out, LP Neckbreaker is good enough to punish all of Seth’s teleports. Plus, you combine the best of all worlds in that you can still punish HP/EX DPs, except maybe MP dp (although you’ll certainly stay on his ass). Except of course you’ll still lose to wakeup EX Hyaku, and maybe wakeup crouching or delay dp.
I was in the middle of Frapsing when SSF4 crashed. Great programming job Crapcom. Too lazy to do it again so you’ll just have to believe me.
edit: found a way to replicate the EX Neckbreaker unblockalol without meter!
Neckbreaker , walk back , sj.LK xx f+MK xx LP Neckbreaker
This setup is similar to the EX Neckbreaker setup in that you can do TC3 and have it still work if it crosses up, and since you’re doing an air target combo, if you option select LP Neckbreaker it’ll catch all 4 teleports.
There’s most likely a pause between the walk back and sj.LK input, as my execution is not perfect. Will be recording a video later. So far I only tested it on Seth.
edit2: And there’s probably some normal we can use to help time that setup.
Remember I was telling you about this setup a couple of months ago with Ryu and you said you couldn’t get it to work? Come to think about you can probably substitute all of our unblockable setups with walk back sj as long as you have the right timing.
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I don’t remember. Can you find the exact post(s)?
Going back to the Seth unblockable with walk back , sj.LK, it seems like st.LK is an okay normal for timing?
Neckbreaker , walk back , st.LK , sj.LK
I think all super jump setups are tricky because I don’t think it’s as automatic as simply holding up forward for the perfect 1f jump timing. Unless someone with lots of free time on their hands can test (hopefully not me lol).
edit: it seems like the EX Neckbreaker unblockalol vs Seth does not work when Seth is in the corner? Can someone confirm.
Double post:
So I was trying to see what the walk back , st.LK , sj.LK timing looked like. ie: how many frames am I walking back and if there are any accidental pauses in there. To test this, I recorded myself doing the unblockalol several times and then played it back in MPC frame by frame. Didn’t quite get to the timing thing yet, as something else interested me.
It looks like the Seth unblockalol has at least 3f window.
Proof:
Here’s attempt 1:
http://img706.imageshack.us/img706/6264/27310083.png
And #2:
http://img823.imageshack.us/img823/4921/41668297.png
And #3:
http://img88.imageshack.us/img88/3546/58613790.png
Notice Ibuki’s face off screen, then on screen, then covered up by her arm. The three pictures are listed in order from jumping earliest to jumping latest. Each one of these is a confirmed unblockalol on Seth, and probably on the same other characters as discovered?
One fact though is that #2 and #3 are off regular neckbreaker, whereas #1 is off EX neckbreaker (hence the 3 hit combo showing up). I don’t believe this makes a difference, as the spacing should be the same regardless, and Seth should have the same wakeup timing since he’s obviously in the same position (facing up, feet away) in both knockdowns.
Triple post:
Hokay, so after some more frame-by-frame analysis, it appears that the setup
Neckbreaker , walk back , st.LK , sj.LK
Requires 5-6 frames of walking back. So it’s actually
Neckbreaker , walk back 5-6f , st.LK , sj.LK
The super jump input actually has some sort of window to it, so long as you input some sort of down (downback, down or downforward) within X frames of you pressing up forward. Also you should have inputted the upforward before st.LK recovers. I’m fairly sure of this, otherwise my shitty execution would not have let me do the unblockalol successfully 2-3 times in a row. Too lazy to test the exact X frames, but
tl,dr just input the super jump fast and you’ll be fine.
Next point of interest, it appears that the setup
Neckbreaker , LK cd , sj.LK
actually has a few waiting frames in there. So it’s actually
Neckbreaker , LK cd , wait 3 frames , sj.LK
I only tested it once, but I’m sure there’s a 3f leniency window there just like with the regular Neckbreaker setup having about 3f leniency with how far you walk back and when you want to jump. When I get the chance, I’ll see if I can do it with perfect timing and 0 wait frames to see if it still works (probably not; my guess is that you have to have some wait frames in there).
Proof here: https://www.dropbox.com/sh/tavwqhze12nkkl7/OeK7CaKmDG
If I feel really bored, I think I should record every Ibuki move to confirm frame data and take screenshots of each move frame by frame. Helps to differentiate wtf Ibuki is doing when going frame by frame.
Also is there any way we can get programmable controllers? That would really help in our unblockalol research.
Theory fighter stuff here!
If you’re playing on PC, I assume you can find some sort of… “controller emulator”, and program it.
Or even recording a keyboard macro, which would be easy, and execute it in the game with keyboard as a controller