just messed around with Makoto’s SA 2 -> axe kick, uppercut, j.fierce combo.
Little tricks:
The axe kick doesn’t have to be done THAT early, but still early. You have a nice little window of between 1/6th to 1/4th of a second to do it.
The uppercut motion should be done as soon as possible, and the punch (Strong punch) done after a delay. Don’t try to do the uppercut motion too late.
Your opponent will most likely bounce behind you (in the original direction of the super.)
It actually does 2 more points of damage than her normal axe kick -> hayate x2 followup, and more stun than the dash, uppercut -> rh axe kick.
Just so you guys know.
ALSO: Regarding SA 3
It seems that normal moves have a super-cancel delay of 2-3 frames, while special moves have a super-cancel delay of only 1 frame.
Where this comes into play is Makoto’s Strong punch used in conjunction with SA 3. It would be nice, in theory, to be able to make your opponent guess upon wakeup whether or not your Strong punch will lead to a tick throw or not, but it’s certainly very parriable. But if you know your opponent will parry it, then couldn’t you simply cancel into SA 3?
Well, yes and no.
If you’re too far away to be thrown and your opponent has no supers or uber-fast attacks such as EX attacks, Chun Li’s low Jab, etc, your Tanden Renki can be pulled out after your opponent’s parry.
On the other hand, if they do happen to have fast-retaliatory moves, you’re SOL. Alternatively, if you had used a Strong Chop (QCB+P) and cancelled into SA 3, no matter what moves your opponent has, you’re safe.