bruh i thought that was a mixup or maybe a 50/50No it is a combo that ends up in a situation where they are forced to deal with a mixup where if they guess wrong they are looped back into the exact same situation over and over until they die or guess correctly.
A vortex is a situation when, after hitting your opponent with a mixup, you can combo to leave your opponent in the exact same situation, so they have to guess again. It can be repeated indefinitely as long as your opponent doesn't guess right (or you run out of meter, if it's required to perform it).So being a noob and google only providing me with street fighter specific shit vortex as i understand it is a combo that leaves the opponent with little room to do anything? AKA stunlock if you play MOBA? Sorrry if yall dont like comparing to other genres but im tryin to understand this. ALso whatss the deal with the fireball xx run, i cant seem to do it (but i can do something like sub's 242 run 123 ok)
yeah thats real helpful, so to summarize its kind of like a repeatable 50/50? if so, it seems like the rage tactic thats a skillstep up from subzero slide spam. another quick question, why is the firebal cancel even used? isnt it better to just run up to the man and do the vortex thing? anyway thanksA vortex is a situation when, after hitting your opponent with a mixup, you can combo to leave your opponent in the exact same situation, so they have to guess again. It can be repeated indefinitely as long as your opponent doesn't guess right (or you run out of meter, if it's required to perform it).
Because MKX has a block button, vortexes* will start with a high-low mix up, in other games they can be started making your opponent guess whether your jump will crossover or not.
In this case, after the combo starts, you can see Raiden re-stands the opponent with B1,4, he cancels the lighting into run and hits with 2,1. After that the combo ends Raiden is left with enough advantage so the opponent can not do anything but guess whether the next hit will be an overhead or a low attack. If he guesses wrong, then, no matter which option Raiden choose, he can do the combo again, re-stand the opponent and make him guess one more time. Notice that this can not be looped indefinitely even if Raiden guesses right all the times, as it does cost 1 bar of meter to perform.
Now, I don't know the notation for Raiden's fireball, but the way cancels normally work are: you press the inputs, say DB2, and instead of releasing 2 you hold it. Without releasing it still, you dash either forwards or backwards. If it's a forward dash (like in this combo) you can cancel the dash into run by pressing the block button. I'm not 100% sure this is how Raiden's fireball works, but it is the way it works for most things that you can hold and cancel.
I hope this helps, any other question, fell free to ask
* Is "vortexes" the right word?
The fireball cancel allows you to reach the opponent quicker and thus be able to hit the 21 and do the mixup before they can move, jump, etc.yeah thats real helpful, so to summarize its kind of like a repeatable 50/50? if so, it seems like the rage tactic thats a skillstep up from subzero slide spam. another quick question, why is the firebal cancel even used? isnt it better to just run up to the man and do the vortex thing? anyway thanks
After f14 you are at merely +7 frames that are considered a state when your opponent can still block. Raiden's low/oh are 12 frames. Plus you need to run up to opponent. Fireball cancel cancels recovery of f14 and since it's cancelled into special game engine considers opponent's hitstun to be full and "honest", when he doesn't even get to block. That and additional time you get from cancelling recovery of f14 allows you to run up and hit with guaranteed to hit 21 string that in turn allows for guaranteed attempt at mixing opponent with 12 frames normals (which now he can block... if he guesses correctly) since your opponent is at -21 or so.Another quick question, why is the firebal cancel even used?
So its kind of an exploit?After f14 you are at merely +7 frames that are considered a state when your opponent can still block. Raiden's low/oh are 12 frames. Plus you need to run up to opponent. Fireball cancel cancels recovery of f14 and since it's cancelled into special game engine considers opponent's hitstun to be full and "honest", when he doesn't even get to block. That and additional time you get from cancelling recovery of f14 allows you to run up and hit with guaranteed to hit 21 string that in turn allows for guaranteed attempt at mixing opponent with 12 frames normals (which now he can block... if he guesses correctly) since your opponent is at -21 or so.
Also, stunlock is better to be compared with block infinite (currently Liu has one, but it's probably gonna be patched out). Or just infinite
Infinites / block infinites are regarded as such, yes. Although if we are talking about Liu's thing, it's apparently not inescapable, so I was wrong about that. Anyway, this is a bit off-topic.So its kind of an exploit?
MoS and DP only get b33~EX-shocker. TG reportedly can do b3[2], b14~FRC etc. making that meterless with less damage, but I haven't tested that.Guys what do you get off of the low option mid screen? does EN shocker connect?
That was kinda the point thoughFireball run cancel being abbreviated as "FRC" triggers Guilty Gear PTSD in me...
Not sure what you mean by it starting a whole different combo but have you checked your options menu to make sure those button assist features were turned off? You might have that negative edge one enabled causing strangeness to occur. After doing the cancel, you shouldn't be doing anything but running.Am I the only one having trouble with fireball cancel. I feel like I input fast enough but after the cancel it starts a whole other combo, I'm not getting the continuation. Did anyone else have this trouble and if so any good way to solve or is it just poor execution on my part? Thanks in advance.
Thanks I'm going to make sure I have that turned off. I am running after the cancel but when I go for the next input on the combo it doesn't add to the combo tally I already have it starts a new tally, which would give chance for block I believe.Not sure what you mean by it starting a whole different combo but have you checked your options menu to make sure those button assist features were turned off? You might have that negative edge one enabled causing strangeness to occur. After doing the cancel, you shouldn't be doing anything but running.
In Thunder God, B32 is safe on block when you hold 2 down, on hit you can hit confirm F1 MB Shocker into B14 Fireball cancel into a guaranteed 214 string.whats the low option?
The fireball cancel changes the properties of the b1,4 restand, or allows you to move in more quickly is the most likely case. In either case, it allows you to combo the 21 string, whereas normally with b1,4 restands only gives you an advantage where they can block. Frame advantage in this game doesn't always grant you guaranteed hits, sometimes they can block during those disadvantaged states, depending on what the attacker hit them with.yeah thats real helpful, so to summarize its kind of like a repeatable 50/50? if so, it seems like the rage tactic thats a skillstep up from subzero slide spam. another quick question, why is the firebal cancel even used? isnt it better to just run up to the man and do the vortex thing? anyway thanks
Are you saying it's not a vortex because it requires meter? it does loop back into itself and I wasn't in the corner onceClaims midscreen vortex, shows whole video in the corner. lol a vortex is supposed to loop into itself and I'm pretty sure the overhead option will only allow for a follow up superman once you run out of stamina.