After getting knocked down by Yun’s DP, you can beat out his meaty-crossup dive kick by doing a EX Karakusa xx armor cancel xx U1.
You have to input the Kara how you normally would, then input U1 the opposite way once you absorb the dive kick. You will hit Yun while he’s still in the air or after he landed, tagging his recovery.
It’s kind of hard to explain, so I’ll try to get a video up this week demonstrating this.
Ryu’s s.MP beats c.MP and s.MK, so your only real buffer poke that beats it is s.MP. In general c.LK is the best poke against him, with s.MP also doing well. Higher than normal Tsurugi should also beat s.MP.
It’s going to be 3 stick movements. There is probably a way to simplify it to 2 by making the kara input count as the first input for U1, but I haven’t found it yet.
yeah man it fucking beats my tsurugi and i know the guy is teching with it , WHAT THE FUCK ?! who created this ?! what the fuck is up with the stupid hitbox on it ?!
Guys, ive found something interesting.
Versus characters against which you can do stLP -> stMP3 (some can only hit by stMP2)
If you have 2ex+1pixel (a guarded stLP is enough pixel. Lol).
If you do
Karakusa -> stHP -> HP hayate FADC stLP -> stMP*3
will always refill an EX.
To sum up, landing a karakusa mid screen do almost same damage and stun than in corner, and you have knock down (finish with EX oroshi)
In training mode, I noticed that after a st. MP you can do either an LP hayate or an MP hayate. The MP hayate has to be let go as soon has you cancel it off of the st. MP and does 160 damage. The LP hayate can be charged a tiny bit right after an st. MP for 5 more base damage. Is this slight change in timing worth the slight bit of damage? There is also a difference in stun, charged LP hayate gives 235 stun (with s. MP) and MP hayate gives 220 stun. Sorry if someone posted this already. I haven’t bothered reading through all 11 pages of this thread lol.
edit: I would like to add that sometimes I have trouble punishing with Makoto. The best I could think of is cr. lk, LP hayate or a karakusa if they’re close enough but karakusa has pretty long startup even with LP and if it whiffs I get counter-punished.
According to the frame data, all axe kicks have the same recovery (11 frames after landing). However, i can do a meaty HK just fine against sagat/gief and manage to dash/block uppercut/spd.
If i try the same with MK axe kick, i get grabbed/uppercut punished all the time. Can someone explain?
Different arcs mean different positioning after hitting. Higher up Tsurugis and exceptionally low Tsurugis are safe from SPD, everything else is a maybe depending on range and timing.
Your opponent shouldn’t be able to DP you unless your timing is a bit off, or you did a higher one.