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Strategy - Sonya Blade Sonya's Vortex

Hey everyone,

I'm new to test your might and I've been reading around for some Sonya tech, but I've noticed no one has mentioned her vortex off of an f2b1 ender.

A typical mid screen combo for covert ops would be b332~ military stance 4, jf1, f2b1. After the untechable knockdown you can either slightly walk forward and go into b14~military 4, jf1, f2b1, or you can run in and do it, or you can run in and do a b332 starter, and finally you can do a run jf1 (with proper spacing) and it will cross-up anyone who doesn't backdash and will catch anyone who backdashes.

Since you have to use meter for wakeups, anyone who does a raw wakeup will get blown up. Your opponents can backdash the b332 starter, but they can't backdash the b14. You can do a run, jf 1 against certain character's wake ups if you're fearing hard hitting wake ups.

Landing it twice mid screen should get you to the corner on most maps and three times full screen (I haven't tested it on every map can't confirm). The vortex works in demolitions too, but you have to take a different approach and as long as you use the f2b1 ender. I'm not too certain about special forces as I have not messed around with it much.

I found some other tech out with her too, but I'll need to read around to see if it has already been mentioned before I post. Let me know what you guys think.
 
Reactions: jmt

HugeMcBigLarge

Retirement my ass
What does this offer over ending combos with 21, 2134 instead of the jip, f2b1? Both are a hard knock down and keep you really close. The meaty wake up strat is something that is pretty prevalent in this game because of how wake-ups work.

Pretty core, and you're definitely thinking the same way as most people I've seen play her, but is there an explicit advantage to this method?
 
What does this offer over ending combos with 21, 2134 instead of the jip, f2b1? Both are a hard knock down and keep you really close. The meaty wake up strat is something that is pretty prevalent in this game because of how wake-ups work.

Pretty core, and you're definitely thinking the same way as most people I've seen play her, but is there an explicit advantage to this method?
With the f2b1 you can't roll out of it
 

Slayhawk84

Yup, still a noob.
I usually end my mid screen juggles with 21, 124 for the HKD. 2134 isn't a true HKD, but f2b1 is, as well as 124.

After the 124 they are on the ground next to you. If they have meter, throw out an early whiffed d1 to bait the wakeup, then just block and punish. If they don't use wakeups or have no meter you're free to 5050 them unless they backdash on wakeup, but a few divekick combos will discourage that.
 
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RampaginDragon

Loses to uppercuts
They haven't mentioned it because it's not a vortex. The opponent has many options, not just 2. He could backdash on wake up, armor wake up, normal wake up, stay down, or just block. A vortex is when you're opponent is forced into a situation where they have to guess between high or low, and if they guess wrong they get combo'd and are forced to guess again.
 

tatterbug4

Bug of tater's
If there not stood back up and theirs not a frame for your opponent to armor through. Then it's not a vortex.