The hardest part of bringing a character like Ibuki to Volt would be animating her hair. Pay attention to it in SFIV. It's free-flowing and beautiful. They wouldn't be able to capture that in SFIV Volt, but if Capcom is willing to sacrifice that to put Ibuki in (like they sacrificed Makoto's walking frames when she showed up in Volt) then it can work.
Ibuki is a great example of your point, Logiks. Her vortex doesn't rely on having several knockdown moves like Akuma does, but changing the timing of her kunai so you can't tell when or how to block it. Also, if you get caught in enough of them, as long as you can guess how the opponent is going to knock you down next, then you start gaining the skills necessary to work out of a vortex.
Not trying to bitch all the time, but Sakura's otoshi should be an overhead. At the very least, the EX should be.
aw... man! I saved my winning matches out of routine. I wished you saved my 3 other losing matches... I want to review them! GGs! Your Bison is very aggressive and I had to keep running away from you. A turtle Bison wins 7-3 for Dhalsim IMO
Agreed. Snooper knows what he's talking about. Generally, I feel everyone has a "vortex" which is basically the pattern you choose to confuse, reset, and maintain a constant pressure (hitting or being blocked) using your specials, normals, and most critically: your spacing. If you use the same spacing-setups to attack your opponent everyone else uses or simply repeating your own spacing pattern, you've just become predictable and easier to beat. All the terms like "crossup" "safe jumps" is the detailed way of saying unique spacing. So even characters like Blanka, Abel, and Dhalsim have a vortex. And like Snooper mentioned before, most people can start this after a techable knowdown. Then you get into timing. Timing and spacing are everything, you'd be surprised how much this not only applies to SF, but also everything in life. Not to get philosophical, but it's pretty crazy how much that comes into play everywhere when you start paying attention to it.
She has neckbreaker, which is her main combo ender and causes an untechable knockdown and she has her tsumuji which also causes an untechable knockdown.
Snooper is on it. Vance: No and Yes. Untechable knockdowns are huge for ANY character if he can earn one. Because this FORCES your opponent to get up at a determined time (hence: predictable) allowing you to setup your vortex or to back off. This also takes the option away from your enemy to get up quickly or slowly, if he choses. That DOUBLES his options in speed to stand and make him self attackable, right? So thats part of knowing the game mechanics. You are correct about changing the timing of your abilities (fireballs, kunai) to make your enemy recalculate his moves.
From option-select.com: Vortex: A specific Mixup performed as the opponent is Waking Up where the player performing the Mixup has a large number of options that must be defended against differently and are difficult to defend properly. Additionally, most, if not all of the possible options also lead to a Knock Down that allows for the same Mixup to begin again. From iplaywinner.com: The "Vortex" is a term used in Street Fighter 4 to describe having a number of different attack options after landing an untechable knockdown. An example of the vortex is when playing Akuma and after landing a neutral throw, you can dash twice and go for a cross up Hurricane Kick, Jump In Medium Kick, Empty Jump and go for a throw etc etc. Another example is with Ibuki after landing a sweep or Neckbreaker. From here you can go in for a Super Jump Light Kunai, Jump In Light Kick Cross up or empty jump into throw among other things. -- I'm presenting these quotes as a reference to my point of view. Both sites use large number of attack options and knocking the opponent down over and over again as part of the definition. The option-select definition also includes difficult to defend as part of the definition. This is why characters like Dee Jay are not vortex characters because all he is doing is jump kicking you. At most you might have to guess block left or right, which doesn't matter in Volt, and if he times it wrong, you can mash a shoryuken or something to break out of it. Easy to defend. Not a vortex.
Anyone else hope to see Volt utilizing the upcoming iCade Mobile? I think that would be pretty cool, personally. I wonder how it would perform though.
Ah thanks, yeah ive tried to use that backflip knife in third strike before. It looks cool, but i couldnt find a good use for it. Didnt think about that, her hair is unique.. Id rather they not gimp that. Too bad this isnt the LG
If youre going by option-select.com then all the stuff I mentioned is vortexing. Im not going to rewrite it, if you want you can go back a page and read it. With deejay, after a knockdown he can jump and choose to cross up with medium kick or not crossup with d+lk, or empty jump low/throw, all of which cause another knockdown and another mixup, how is that not a vortex? Edit: You cant say if he times it wrong you can mash dp, if akuma times any of his stuff wrong you can mash do as well so thats irrelevant. Obviously we're not talking about volt here because autoblock changes everything.
Exactly. Volt is only a smart part of SF4 AE 2012 (almost perfectly in a nutshell so to speak) that captures the root of its fun. Vance, if you're pulling technical terms from sites like those two, you wouldn't imagine they'd be reffering to volt. What about if/when Dhalsim throws you and spits his ult out (or even a long distance yoga flame) he can: open you low, high, teleport behind/front of you and has many options from the air. Then after your hit or blocked it, sets it up all over again with another yoga fire. Thats all part of the mix-up, vortex game. Granted other characters like Ibuki and Akuma have a stronger and more reliable vortex game, sure. But essentially we're focusing on mechanics of the real game. Edit: Oh and also, Option-Select is using the the best character examples of a Vortex aggressive game to clearly explain this definition. One wouldn't use Dee Jay or Sim to express this definition, but that doesn't mean that other characters cannot make you guess. Besides, even when I know an opponent in will attack high then low, I cannot defend myself quickly enough because of the lag issues.
Let's use the mirror match as an example. Jumping medium kick, crossup lk or crossup empty jump can both be caught by a move like EX upkicks. If the Dee Jay player times a jump early you can forward dash it, and the timing has to be off enough that anyone paying attention can see it. That means the only thing a player would have to anticipate to make that difficult to defend is whether it's a safe jump or not. That's not a vortex.