oh i see! anyway, guess i’m stuck dealing with lp and ex headbutts all day…
Well I guess you could do that with juri’s divekick, but I use the tigerknee motion for it. ( also use/trying to it for makoto)
Tried out the Up forwards, to downback today.
I can’t get it to be as instant or as low as the one where I tigerknee it.
Should I keep practicing it or stick to tigerknee?
I would practice it for practical everyday use. The tk tsurugi IMO is best for the ex so you can get 2 hits on grounded opponents. The normal version tk one doesn’t serve any different purpose than the other ways of doing it that I know of unlike super cammy or juri.
Well, I was just about to make a new thread, until I saw a “stop making new threads” forum by “the mossad man.” I thought it was a little dumb to be requested not to make threads on a forum website. But then he explained how he just wants to keep it organized as possible. So I respect that.
ANYWAAAAY, I need heeeeeeelp!
I can’t find any video or any reference that thoroughly explains this. The f. lk cancel into karakusa. The kara-karakusa on an Xbox 360 controller. Please don’t be quick and just tell me to buy a stick. I will eventually but that will be long from now. Plus those things are expensive. lol
Has anyone here mastered it, and can give me some help? I have done it a few times, but, key phrase: few times. Is there an instructional video that talks all about the kara-karakusa, and someone’s hands explaining it? If so, can someone link it? I don’t care if it’s stick or not, if it is stick, I will try my best to translate it to the controller. I just wanna see the motion, and memorize the sound of the clicks of the inputs. That’s how I mastered C. viper’s feint links.
I’ve been practicing the kara-karakusa but I just seem to not be able to keep it steady. I will get it like 6 times in a row, and then once I take a break, I mess up like 18 times in a row.
So anyway, any tips, any videos? Thanks.
Here’s a video with the motion shown on stick:
[media=youtube]hswSD-2ssQs[/media]
Hope it helps.
I’ve pretty much stopped using f+lk kara-karakusa altogether, only the odd kara-EX karakusa after a mp or hp hayate.
Idk I haven’t really used it in a real match. Try learning Blockakusa cause imo that will come up and be handy more in a match then karakara. On a side note does anyone have an option select for goukens wakeup? Does makoto have enough time after doing an oroshi on his wakeup(to avoid everything except ultra) to do a fuki? I guess lk can serve the same purpose as oroshi to give you the time? Him being able to get out of wakeup pressure with ex flip has been a thorn in my side the past couple of days. I’m pretty sure he has an os for our wakeup too. I kinda just had to block cause if I didnt he would hit me with ex tatsu. Other than that I would say the match up is heavily in makotos favor.
karakara is more “invisible” than blockakusa. LP*2 -> karaka / crLK, is deadly.
For gouken, yes you have time to fuki, but he can FA in the air (in case of EX demon flip).
here is a list of crossup Tsurugi from backthrow, hitting crouching opponent (lot of setup we had was only crossup vs standing opponent):
Dash -> stMP -> High MK Tsurugi:
Seth, Feilong, Abel, Sagat, DJ, Guy, Hakan
=> all the following tsurugi must not be instant air, but a just a bit later
Dash -> 6MP -> MK Tsurugi:
Ryu, Ken, Dudley, Gouki, Dictator, Oni, E.Ryu, Honda, Deejay, chunli, Gen, Yang, Feilong, Abel, Sagat
Dash -> 6LK -> MK Tsurugi:
Blanka, Claw
LP Hayate -> LP Tsurugi (crossup crouching and standing):
Cammy, Sakura
jump up -> HK tsurugi:
Juri, Chunli
f.Jump -> MK tsurugi:
Juri, Chunli, Gouken
crMP -> dash -> MK tsurugi:
Rufus, Hawk
stHK -> dash -> LK tsurugi:
Cody
MP hayate -> MK tsurugi:
Ibuki, Adon
LK karathrow -> stLP -> MK tsurugi:
Sakura, Ibuki, Makoto, Dan, Yun, Yang, Dhalsim, Viper, Cammy, Fuerte, Boxer, Rose
Ah, well I have thought of a great reset and mix up, that requires a kara-karakusa. It goes like this (the black smileys indicate which moves are risky, but rewarding if landed)
[LEFT]FA crumple (delay) H Fukiage
j. HP
dash behind
Karakusa (ex version highly recommended)
HP
EX oroshi
f. HK switch
kara-karakusa
HP
H. Hayate[/LEFT]
[LEFT] [/LEFT]
[LEFT]Without the kara-karakusa after the f. HK switch, a regular karakusa will not reach. A normal s. lk to karakusa would work, but only on a certain number of the cast, as I tested in the lab…[/LEFT]
[LEFT] [/LEFT]
I found something new (i guess).
In corner:
EX oroshi -> f.jump -> 6MP
If done at the exact moment when makoto lands, she stays in front. You can follow with stHP.
Its strange because any other move (so not 6MP), will be don on the other side.
Strange to explain. Lol
Ohh I see. So they’ll think you jump on the other side, fooling them to block in the wrong direction. Niiice. I’m really getting that kara-karakusa down too. Oh yeah, and I’ve been on your youtube account, and you don’t make much videos anymore I miss you’re fights. sniff.
Nice setup VRYU : )
I need to test the 6MP shenanigan.
Maybe we could play tonight some matches ? on PC or Xbox … you know … just to be sure that my makoto is way far from yours : )
Also, i found something against sagat :
(i think it’s corner only)
ex oroshi > forward dash > 6MP > InstantforwardAir tsurugi => will hit Xup
Uggggh, is there anything I can do on a Ryu that shoryuken’s on wakeup? Is there anything I can do that can keep on pressure, and beat a wakeup shoryuken? It seems all I can do on wake up is stay away from him… I can bait it out, but he only falls for it once. I’m tired of just waiting for his wakeup. All my matches are starting to be just repetition… I want to do something to apply pressure on his wakeup, that beats shoryuken and a grab. What can I do?
You can dahs forward, then backdash … you can backdash, then do a tsurugi (safe, because not on his wakeup, just to bait him) … you can 6HK his body while he his on the ground, then wait (you can’t be thrown a that range) … You have a lot of options … be patient, and try to make him do wrong things …
Makoto has all the tools that make a whiff shoryu … well, a f*cking hard punish =)
Ah… another thing is how do all pro Makoto players make such use of her axe kick? It 80% hits, and gets a pretty rewarding damage after combo’d. When I do it… SHOOOORRRRRRYUKEN.
When I do it, it gets always punished. Especially on block. I just don’t get it. Axe kick is her worst move for me. Pro players, it always ALWAYS hits. I don’t get it.
A bit of an odd question incoming:
I have recently found myself hayate cancelling cr.MP, particularly when playing footsies. I just started it when I saw some people use it in matches, and it kind of stuck on me.
The thing is… I’m not exactly sure why I’m doing it. What advantages does it bring exactly? I appreciate that on block (or hit) it probably gives better frame advantage but other than that I don’t really know why I am doing it. It doesn’t seem especially advantageous.
You want a move that maintains oki, can beat shoryuken, AND can beat grab? There is no such thing my friend.
When are you doing the ax kick? during block strings? during footsies? at what what ranges are you doing it?
And are you just starting off with makoto? If you post a videos of your gameplay (wins and losses), we can better help.
I use it to setup another guessing game during footsies. cMP x HC, fdash, backthrow is the main thing I go for. It’s surprisingly fast and you get all those setup options after backthrow. cMP x HC, fdash, EX kara is very deadly. cMP x HC, fMP/sHK/Ax kick stops people from pressing buttons. These are shenanigans you typically can’t abuse during long sets, but if you pepper them in throughout a match, it’s effective and really keeps the opponent on edge.
I’ve had the pleasure of asking one of these fine people why they throw out shoryu so often. The reply was something along the lines of “so it’s a 50/50 for you”. As much as I think it’s an incredibly retarded thing it works…If it’s blocked they show they are willing to which means they hope to make us second guess ourselves whenever we mix up. If it lands they get the same result BUT they also potentially stop Makotos momentum. I don’t know what I find stupider, the fact that they’ll throw out with such a risk or the fact that it works. The whole risk/reward side of things goes beyond just damage and stun potential.
yes there is
Use tsurugi and jump HP setups.
For example, vs ryu:
backthrow -> dash -> 6MP -> MK tsurugi
- avoid reversal shoryu
- crossup if ryu crouch guard or crouch tech
- hit him if he stand tech
- doesnt whiff if he stands guard
Wow, I didn’t even know. o_o how do you even figure out all this stuff? I will practice… later.
I am really discouraged with streetfighter… It seems blocking is totally ineffective. Any time I am blocking, I get thrown. If I try to mash throw while blocking, I get counter hit and badly punished. If I try to mash back dash, my blocking goes off and I get badly punished. Same with jumping. I… just don’t know what to do. I’ve decreased 1200 PP today. I am so badly frustrated. What do I do? Usually this stuff just makes me pissed, but, this time just feels different. If feels like it’s all hopeless. I wanna be able to face a high level will all my legit skills without being so pressured when ever he attacks me. Is it gonna throw? Block? And I hear teching throws is even harder in this version? wtf. Ugh can someone give me tips on avoiding throws? I’m so down man, I’m on a losing streak. How do I handle pressure? I am good at blocking crossups… it’s the fucking throws that hold me back. Mashing throw while blocking never works. What do you guys do when you’re under blocking pressure?