AEMAKOTO Guide and Q&A: Ask all your questions here!

Yeah i figured out awhile back that you can pling lk~lp while doing Karakusa to tech throws. I’m pretty sure this is widely known no? Anyway, yeah… This is an extention of that belive.

Ok so basically we have revisited the Fukikusa OS, and we are trying to retool it to make it more useful. There were questions of whether it would come out or not based on what you press. I thought, incorrectly, that you can’t use HP+HK to do it because HK takes priority. So I thought that only Karakusa or s.HK would come out (which happens often). But vryu and robo have confirmed that it does work (i.e. its ME lol). Vryu was working on a new OS that, i suppose, based on the actions of your opponent will determine what you do. From what I can gather, fully constructed, we are expecting:

Dash>:hcb::hcb::ub::3p::3k:

-if your opponent back dashes/Mashes, they eat EX karakusa
-if your opponent attempts a throw you tech
-if your opponent jumps they eat ultra 2 (no animation but GREAT stun from fuki*2+EX Tsurugi)

Is this correct guys?

fuki*2 ? you can do 2 fukis after U2 ? why didnt i know that ? ah you guys started hiding stuff from me huh ? lol
Joking , but really how do you do 2 fukiages after ultra ? Do I need to do kara ex fuki after the first one ? and which side ? any footage or clip that can show me ?

It just has to be HK U2 with no animation. works every time it does a crap load of stun…


Hey vryu you know what I just thought? Better not try this with U1 lol. Only do this when we have U2 or else we’ll cross and no fuki we’ll get U1 whiff :tdown:

No animation U2 has AFAIK a 0 juggle count, as if the opponent hadn’t even been hit yet. Essentially they’re jumping and you can AA with Fukiage or Tsurugi like normal.

Ohhh that explains everything, thanks , man this stuff gets more complicated with each day , dont know how to keep up with my stupidity

Actually you are right, the match up info would be redundant and honestly having match up analysis wasn’t even my original idea. I only included that in the proposal because i thought it would get more supporters. Originally I just wanted the information in order to produce a more accurate makoto-only tier list. One that wouldn’t be based on an individual’s opinion, but based on actual numbers, and we could see clearly how it may change with 2012. But oh well. I’ve proposed 4 of what I thought would be creative threads and only one caught on, so I can take rejection : )

only the HK version of non-animation U2 has 0 juggle. LK/MK has 1 (so only 1 fukiage is allowed).

@mossad man:
if opponent mash after Hayate, you get hit during your dash.

for EX karakusa OS EX fukiage, simple do:
dash -> 632147+KK+PP

what I wanted to say is that pushing “up(back/neutral/forward” cancel throw/taunt/FA priority.
Still havent found any usefulness to it…but still thinking :slight_smile:

@only ash remains
if you read me. I need your “98% new setup” you found before next week, for the tournament!! lol

is it weird that I do the fukikusa OS with HK+MP? FP crosses under and doesn’t hit for me, but then again, i’ve only done it a few times succesfully.

Holy crap, I usually stick to U2 anyways, cause I’m a newb with psychic punishes on normals, but if this new OS works out, capcom is going to release a patch just to nerf us :smiley:

…what is a fukikusa…is it a option select vs ppl who are tryin to netural jump you on wake up? i don’t get its purpose can someone explain it to me?

Ah yes mashing beats 99.999% of makotos options lol

Fukikusa as dubbed by Robo (i think, correct me if i’m wrong) is a Fukiage/Karakuksa post Hayate Option Select. Yes you can use it on wakeup as well, though, but your timing has to be a little more precise. It is half circle back + a kick and a punch. It is an OS to use on people that are trying to escape pressure.

Nah, that was someone else. :wink:

ah well i thought it was you cause you do a lot of dubbing. Makes things easier to remember lol

st.FP > HC > st.MP > EX-Oroshi/MP Hayate/etc

When I do a Hayate cancel I’m releasing LP and then immediately plinking mp~lp. Is this the way you guys are doing it? I’m having trouble consistently landing it (Maybe 70% of the time I can hit it but I want it at 100%). trying to find a visual queue. I think I’m actually holding LP+LK too long maybe. Should I focus on a visual queue? Any advice is welcome thanks.

You just need to cancel the HP as quickly as possible every time. If you cancel it too late it won’t hit.

I recently started practicing double taping but I still find doing 2+frame links easier when I plink.
Should I learn how to double tap 2+frame links no matter what or is it ok if I plink them?
(I use a stick)

just plink , best creation everrr~

so if they jump a fukiage will come out. i see you say post hayate is im assuming its better to do it after i do a hayate right? i tired to do it on wake up all i got was karakuksa lol

After a Hayate is at an ideal distance. It can work on an opponent’s wake-up, but you have to delay it so you dash after they actually wake up, or at the least roughly around the time they’re up. Not an ideal tactic on an opponent’s wake-up, because you’re able to OS to stop backdashes and jumps right then and there; something post-Hayate Makoto lacks due to distance and not enough frame advantage, mostly.

I see.
So I shouldn’t bother trying to double tap?

it depends on which is more handy for you
for double tapping
first
example like linking ex hayate ->fukiage
is easier than plinking (623p plink lk) at my situation
second
less chance of failing punishment (less ex fukiage coming out for UC1)
karakusa -> seichusen
super -> seichusen
tsurugi -> seichusen
wakeup/reversal UC or EX chop or EX karakusa

and plinking is needed for normal links like
2lp 5lp 5mp
5mp x 2-3
hayate cancel 5mp
hope it helps!