About that sa2 followup, is it applicable anywhere? Or does it only work when your opponent flies to their corner?
Is there any way to set up an exhibition combo where Makoto hits someone with SA I then gets hit with something (I’m thinking the last hit of a fading aegis reflector) after she launches them and then you go combo their asses? Would be pretty.
-Sk!
I appologize for being a bit lazy and not wanting to read the past 11 pages or so, but could someone answer me this one question?
Does any of her dashing punches cancel out into her SAI? If so, which one (LP, MP, FP)?
My typical combo is but s.FPxx dash punch xx SAI. Problem is that sometimes I land it and sometimes I don’t, so I just wanted to make sure if it was a fluke or not.
Thanks.
You link the super after the special.
Oh. So I don’t ‘cancel’ her dash punch, I merely link it afterwards?
I see. I’ve got to be quicker then.
Basically Makato can sneeze on her opponent and link SA1.
:lol: :lol: :lol:
That’s a creative way of putting it.
I take it that within the previous pages of this thread I can found out exactly what does and doesn’t link into her SAI then?
Sup John, I always do the best thing that works on that character. If I can do a strong Hayate I do it. If a jab Hayate works I do that. If s.forward works I do it, and for everyone else I do f.short. If I juggled with a Hayate, I’ll proceed with Makoto’s sick wake-up games cuz they’ll be grounded. If I juggled with a normal, I’ll do one of three things: 1) Kara-Karakusa! or dash up Karakusa. 2) Dash up anti-jump move (c.rh, s.fierce, a jumping attack, etc.), if I think they will jump. This is fun because if you guess right and you knock them out of the air, you can go for a grab when they hit the ground unless you think they’ll jump again, then smack em’ again. Repeat until you think they’ll stay on the ground and grab their ass, but of course they can parry any anti-jump moves. 3) If I think they’ll reverse my dash in grab or anti-jump move (with a DP or super, etc.), I love to dash up with parry. You will get there right when they get the chance to attack so stick out parry as soon as your dash finishes, then parry whatever they throw out and own them. Hope I helped. Later.
Ricky
Yeah. Main things to link off of are Hayate, s.strong and c.forward. You should go through the thread because there is a ton of useful info.
OK(hehe, OK ): Thanks for the feedback.
excuse the scrubby question but how do you get out of the hayate-hcb+k trap?
Its just a tick-throw variation. You can easily jump out of it, or reverse it with a fast move. Move jabs and shorts are fast enough. However, its a guess, because the Makoto player doesn’t have to grab. They can act accordingly to what they think you will do. Good luck.
I think backdash works too.
True, I forgot about that.
ok thx, just started 3s and don’t get much time to play it, i have trouble linking fierce into ex hayate or saii after karakashu throw.
not really
KSK used backdash on me all the time after a karakusa clinch. Worked pretty fucking well, if you ask me.
Right now, I’m developing the reflex of standing Short -> Jab Hayate after any parry. I tried doing the same thing with Ibuki and her standing Forward -> Raida, but the range is lacking, and Makoto literally kara-cancels through with the Short.
if someone backdashes, is it possible to tag them with SAII?
pretty sure SAII ain’t fast enough.
you can however tag em with another hayate, but that’s a crap shoot.
I have been using Makoto for awhile now, and I believe that I am ready for the more advanced set-ups of her grab. I know the kara-command throw, but not sure when to use it. If anyone can help, it would be great.
-monkey
You can setup kara-command throw off low strong and her towards+strong move.