i’m pretty sure mk / hk tsurugi is -1f if you hit as low to the ground as possible.
man where the hell did u get -8 from u playing too much pc mods?
Ah I always assumed it was + on block and pressured afterwards >.<, no wonder I was CH’ed :L
Hello everyone,
So ive been learning Makoto for a while now and im still having some problems, but what im trying to learn now is the fukiage/karakusa OS. It seems like it only works for me when the opponent neutral jumps or walks back after the hayate, never when they back dash or jump back. The way that I do it is I continue the hcb motion for the OS from the second forward input of the dash.
So it looks like this: MP HAYATE :f::f::df::d::db: HP+MK
Is it because I am doing it like this why it doesnt work against back dashing and jumping back ?
Should it look like this ?: MP HAYATE :f::f::f::df::d::db: HP+MK
I also have no idea how this works , when I try doing it the game ends up doing whatever it likes ,thats why i dont use it … although it IS useful , maybe your question can give me a different answer (since I’ve already asked but it seemed that no one understood me)
the SSIV system considers those inputs the same if you’re holding the second :f:. both of them work. you have to wait maybe 2 frames after the dash to hit the button. SSIV saves, i think 12 frames of inputs so you have plenty of time. So its dash, :hcb:, wait two frames, HP+HK.
This is character dependented. It works on 90% of the cast IMO, but some back jumps are harder to hit (like sim) and some backdashes are harder to hit (like Chun or Rose. Back Jump is the toughest one to get consistently, but it does work.
You guys know, vryu made a video on this right? Also its in my SUPER tutorial so you can see how it works…
Hey guys I couldn’t see it in the safejump section so I was wondering what she can do after sweep?
Nvm seen it, but isn’t there anything better?
[SIZE=4]Dash > Perfectly meaty HP Oroshi[/SIZE]
Backdash >Meaty EX Hayate; can juggle 2nd EX Hayate
[SIZE=1][FONT=AkzidenzGrotesk-Roman][SIZE=4]Daah>t.MP whiff> Meatie s.MP[/SIZE][/FONT][/SIZE]
[SIZE=1][FONT=AkzidenzGrotesk-Roman][SIZE=1][FONT=AkzidenzGrotesk-Roman][/FONT][/SIZE][/FONT][/SIZE]Dashx2> Meatie s.HK
[SIZE=1][FONT=AkzidenzGrotesk-Roman][SIZE=1][FONT=AkzidenzGrotesk-Roman][/FONT][/SIZE][/FONT][/SIZE]Epmpty Jump forward> Meatie c.LK
[SIZE=1][FONT=AkzidenzGrotesk-Roman][SIZE=1][FONT=AkzidenzGrotesk-Roman][/FONT][/SIZE][/FONT][/SIZE]It doesn’t seem like there are any Safe jumps.
you have enough time to safe jump off a sweep, but you have to just wait (~4-5f?) -> jump. there aren’t any moves that whiff fast enough to have a canned setup.
Ahhh I c so it’s just a matter of tapping back then jumping forward?
I would just hold forward and time it. I tried to find a way to fill in those 5 frames consistently with left, right, or down, but I didn’t have any luck.
Tell me how to beat a thawk.
I’m having a tough time with adon…I can stuff his off the wall dive kick thing…but the thing that’s killing me is the front flip move. I can’t stuff it unless I happen to have a mp already out. If I block it then I’m free for his pressure which usually ends in another flip. Any tips?
I was wondering, what’s your opinion on finishing a Hayate with FADC > lp Karakusa
Waste of meter in my opinion , 2 bars give you max damage in the corner , i dont see why you would want to give them for a karakusa , not to mention that every person who mashes light punch/kick/shoryuken will beat you … maybe ex karakusa can beat the light attacks, but not the shoryuken , and on top of that if you use ex karakusa you’ll be wasting not 2 , but 3 meters , think about it , why not just wait for him to whiff that shoryuken/light attack and punish him with anything , unless you are about to get chipped , I dont know … overall for me its a waste of meter
Hi, a few quick questions.
When I do a jump in or cross up with j.hp/j.mk, I’m normally following with s.mp and mixing up from there. But invul moves seem to be able to be mashed after the blocked jump in attack or blocked s.mp? Should I be doing c.lp, s.lp or something - what’s a block string I can use, if any?
Tsurugi on wakeup makes srk whiff and punishes backdashes, but when I do it and they just block, tsurugi whiffs over them and they can grab/punish?
As far as I know, there aren’t any block strings off of a jump in attack. Invul attacks beat everything. You’re just going to have to pay close attention to your opponent’s tendencies and punish accordingly.
Once again, this goes back to making reads on your opponent. IMO, this is what makes Mak so hard to play since any one of her options leaves her open to something else. You have to switch up your attacks regularly. If you caught your opponent with tsurugi a couple of times, then you need to switch it up to something else, like a meaty or throw. After you’ve thrown those out a couple of times, switch back to tsurugi. But in all cases, the decision to shift between your various options should be based on how you think your opponent will react. You’ve got to stay one step ahead on them or you’re going to lose (easier said than done).
She has full block strings, but they’re worthless. c.LP, c.LP, c.LP, s.LK works. s.MP is generally the right choice after a jump-in, that or s.HP xx HC. c.LP, s.LP’s main benefit is pushing your opponent out of throw range so baiting an SRK is a little less risky.
Just winging Tsurugi on their wake-up will usually miss backdashes unless the backdash sucks and/or their hitbox is huge.
Kinda makoto specific question…what do you guys listen to when you play her? I have a kinda big tournament coming up, northwest majors, and i tend to deal with nerves better if i can just ignore all the distractions and everything else going on behind me with music. I’ve been experimenting with different genres during online matches, but its hard to find something thats the right pace. It’s either wayyy too fast, or too mellow, which, i found for me at lest, leads to playing over offensively or defensively. And I’m sure one of those two work for some of cast, but makoto,well mine at least, is more a on or off as far as offense and defense goes which kinda leads to my problem.
TL;DR
What do you listen to when you play makoto?
What would you suggest?
I usually just have her theme on repeat while I play. It’s pretty fats paced, but thats kinda what i need. Kinda gets me in the zone and sharpens my reactions and reminds me to keep dashing, feinting, or always doing something and never stand still.