Updated again: 4-27-2011 (happy 1st anniversary SSF4!)
I’ve been messing around with far st. lp, cr. mk(2 frame gap) vs. characters with medium to big sized hit boxes.* (Isn’t this supposed to be a 3 frame gap? Not sure.)*
1 and 2 frame gaps almost always get blocked even when the opponent is mashing crouchtechs… they literally have to be mashing HELLA fast in order to be hit by a 1 frame gap.
blocked close st.mp (slight pause) cr.mp is a pretty good frame trap in my experience as a st.mp can be followed by a throw as well.
if the st.mp hits you can continue to combo with far lp> st,mk xx whatever.
s.mp is +2 on block and +6 on hit.
fs.lp is +4 on block and +8 on hit.
bouth are nice to use for frame traps
mk.tsumuji (+4 on hit) , st.MK (6 frame startup). 3-frame frame trap on hit.
Also on most characters close range Cr. LK easily links into TC 6 (but on a few characters, it’s unsafe if they crouch block because MP will whiff). This works on crouching Sakura and will stand her up. It’s important to only do 1-hit MP because the 2nd hit will whiff if she crouch blocks. You can cancel the MP into LK Tsumuji and still link St. LP. So Cr. LK > Cl. LP xx MP (1-hit) xx LK Tsumuji > Far LP > Far MK xx MK Tsumuji is safe to try if you get in that close during footsies. Cr. LK > Cl. LP is a 2-frame frame trap on block. No one can jab out of this.
Option select vs balrog [media=youtube]BD3H6DxwcHY[/media]
Well there’s apparently 3 different neckbreaker OS’ right now.
From a jump-in (j.LK); catches backdash
Pressuring on wake-up with cr.LP; catches backdash
^Not sure how viable this is against characters with good backdashes like Chun. I’m afraid Ibuki’s cr.MP might reset Chun in the air from her backdash.
On Sagat; backthrow -> super jump in with j.HP and OS raida; safe jump:
Option select vs Bison:
Knockdown with Neckbreaker
Jump toward (Or HK Command Dash x 2)
Meaty Cr. MP xx MK Tsumuji
Option Select HP Neckbreaker
Bison is crossed up removing EX Psycho Crusher and EX Knee Press options.
If Bison EX Headstomps, Ibuki Neckbreakers to safety.
If Bison Teleports he gets Neckbreakered.
If Bison Jumps he gets hit with Meaty Cr. MP xx MK Tsumuji.
If Bison Blocks he blocks Meaty Cr. MP xx MK Tsumuji.
If Bison Ultra II, Ibuki freezes in Cr. MP animation. Block Ultra II as a crossup and punish.
If Bison EX DR toward Neckbreaker, Bison will be crossed up by whiffed neckbreaker and will land vulnerable next to Ibuki who recovers first.
If Bison EX DR away from Neckbreaker, Bison ends up full screen away.
About Teleporting behind Ibuki… The recording might be auto-correcting my directions. Worst-case scenario is Ibuki does Raida instead of Neckbreaker. I tested the same set-up with OS Raida instead of Neckbreaker and it grabbed Bison out of his teleport recovery.
Ok so after quite some time in the lab…
Update to Akuma OS:
Neckbreaker -> s.mk -> j.hp -> OS lk cd -> (reaction) EX neckbreaker
Lk cd because it recovers faster, and allows you to punish teleports if you can react with EX neckbreaker. With this, Akuma can only block now unless you have no meter. Oh and j.hp because of damage and all that, as Mingo said. Shout-outs to efficiency ;D
As far as Ryu and Fei go, I couldn’t find anything useful. I found ways to make them miss their dp’s, but there were too many cons instead of pros.
However, against Cammy, she becomes free on wakeup with the Akuma OS modified with an OS sweep instead of lk cd. This is because her only escape from the jump in is forward or back dash, and they both get stuffed by the sweep.
So if you want to try your luck with the OS instead of vortex on Cammy, there are no downsides to it. And hey, it’s bound to work at least once, and will also train the Cammy not to dp after neckbreaker, possibly allowing for more mixups.