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

Mossad Man here.

I just finished updating the How to use Fukiage Post. Man this one thread is on BEAST mode lol. I had no idea it would turn out this way. But i’m so happy to have some organization :slight_smile:

Great stuff, just wanted to add that after corner crumple (to lp fuki for a reset ) forward jump hp also resets and Mak lands in the same positioning as the n.jump hp; looks pretty confusing and it acts like one of those boggling hitbox collision position shift oddities, I haven’t tested against everyone yet to see if she can cross under but why would you want to.

ONLY if you wanted to karakusa an instant back dash. if they mash backdash and you cross, it would come out as a forward dash lol. But yes you are correct… it looks really weird. Only reason I say neutral jump is because jf HP has 200 stun, but nj. HP has 250 stun and just about the same mix up potential. Hmm i’ll see if i can get it to cross under anyone.

Yeah, +50 stun is nice. I was more thinking that once they have seen the n.jump reset a couple times it may need to be altered to stay confusing and the forward jump can be a visual change for nearly the same results, but maybe I am just befuddling the issue.

right now i was in training mode trying to find safe combos from a jab ( i really have a problem finishing with hayate)

I was trying cr.jabx3 into target combo 1 (st.lk->st.mk) and the mk will never come out. It all connects after up until st.lk. I tried it from a jumpin too and the mk doesn’t come out. i even turned on turbo on mk to see if i need to press it faster (which i shouldnt since its a target combo). Does anyone know why?

Yep, you’re chaining the s.LK, and as we all know, chains can’t be canceled into anything. c.LP doesn’t link into s.LK, so you will never get the TC as a combo.

I assume you’re talking about c.LP, c.LP+HP OS, since c.LP, c.LP stinks otherwise. If you’re not using that OS, stick with c.LP, s.LP, or s.MP, s.MP. The only thing you should link after two c.LPs is c.LK xx Hayate at the end, or my new favorite thing, drop the combo and go into s.LK Blockakusa :slight_smile: Works often if they’re not mashing.

Why not just use the good old stand-bys from cr.LP?

cr.LP, LP (standing), MP or cr.LK->Hayate

whichever ending you prefer gives you ample time to hit confirm into Hayate. If you’re trying to get a combo out without linking…well, I don’t know what to recommend. I’m by no means a high level player, but even intermediate play requires decent execution of links. Chains just don’t cut it when it comes to dealing damage.

Just an update on my status for testing clp clp stlp u1/chp. Still refining the list and making sure i didn’t mistime or do it wrong on certain characters (sometimes it connects sometimes it doesnt just making sure im not crazy), the list should be done this week along with another list using V-ryu’s “Backthrow C.hp Unblockable MK Tsurugi” setup. Glad to see the makoto boards still going strong.

I did a bit on U2, and I started a section on post-Hayate setups, AE style. I figured V-Ryu’s sticky from way back when is missing a bit, plus I’m stupid enough to go over every decent setup I can think of. I’m gonna flesh out the LP Hayate section more with hopefully an OS or two.

  • Robo.

What is the difference between the 4 karakusa’s? I’ve always been using hk or ex but I feel like the other 2 may have their purpose to.

Each of the karakusas have a different speed/range. LK is the fastest, but has the shortest range, whereas HK is slow, but has the longest range (hit box is the tip of her knuckles…I think). I believe ex-kk has the same range as MK (?). In my limited experience, LK/MK is best used for those awesome meaty wake-up scenarios or for dashing in real quick for a surprise grab.

Yes, Ex now has .98 range and mk has .99, frames and distance from wiki:
LK- 7f and 0.93
Mk- 8f and 0.99
Hk- 9f and 1.06
EX- 5f and 0.98 (1-6f are armored)- got a huge range buff

Basically, meter is best used for damage now. ex-hayate to fuki to ex-tsurugi is just too damn good to not have meter to do it. So that is reason enough to be a bit stingy with using a bunch of meter for ex-karakusa (I am talking all the time, not when going for post hayate kara kara or blowing up a safejump or anything). Having 4 options means that each has its use in frame specific setups. Like after a blocked focus lv2 mk karakusa will grab where lk karakusa will not anymore. If you are dashing in try using lk karakusa since it is slightly faster than hk etc.

I see. One more question: did EX oroshi, nj.normal, c.lk (meaty) change in AE? The c.lk seems to whiff alot.

Yep. With perfect timing, it whiffs on most of the cast.

Lol that sucks… was it like this in super?

No. It’s one of the few inadvertent nerfs she got due to her dash and backdash messing up some setups.

Ah, I’ll better go with other options then. Thanks.

actually, in Super you had to dash. The setup was EX Oroshi, Dash, j normal (you don’t have to neutral jump), (meaty) c.:lk:

Since the dash is 1 frame less now, it won’t work. so yeah, you will whiff it.

Actually something really interesting just popped into my head. so this same setup is 1 frame off if it hit on the last frame in Super. That means it hit on the 8th frame of c.:lk:. So we just need something that is active 1 frame later than c.:lk: and the same setup would work, right? Well:

s.:hp:
Startup-6 frames
Active-3 frames
Meaty will hit on the 9th frame or the last active frame of s.:hp:
Hayate Cancel - 12 frames

Total stun duration is 21 frames, so a meaty s.:hp:, Hayate Cancel leaves you at +9!

Ideas anyone???

EDIT - meaty s.:hp: Hayate Cancel would be +5 on block :):):):).

EDIT 2 - I’m thinking:

(close to corner)
combo into EX Oroshi
Dash, Neutral jump whiff normal.
(meaty)s.:hp:, HC, s.:hp:, HC, s.:mp:, EX Hayate BnB.

Wonder if i can get another s.:mp: in there lol…

It would only be +2. 3 active frames, frame advantage is based on the 1st frame, which gives 2 extra frames. s.HP xx HC is normally +1 on block, +5 on hit. Thus, s.HP xx HC perfectly meaty would be +3 on block, +7 on hit.

This has alot of useful info for Makoto in AE. Im gonna recommed it to people.