If you’re talking about EX Hayate, Fukiage, jump cancel w/e for the corner; I just mash that fukiage out as soon as I see yellow.
Does anyone have anything cool for after a Fukiage in the corner and the opponent doesn’t quick rise? I almost always jump cancel the Fukiage, then j.HP to keep me on the same side (out of the corner) if the opponent stays down. Beyond that, I pretty much just wing a meaty s.MP or whatever mix-up I want, and if j.HP works on that character, I jump anyway.
There’s gotta be some cross-up Tsurugi or something if I KNOW they’re not gonna quick rise.
I’ve got it to work now, but on Hakan. I couldn’t get it to work on Dan. If you try mashing the Fukiage, you just get her super instead, though. Is it actually possible on all character sizes?
You shouldn’t get super after Ex Hayate, you’ve just used 1 EX bar. Adjust your training settings to be more realistic.
^ this. Either set it to normal meter or spend time dialing in the fuki timing. I don’t know if it is the same in AE as in Super; but in Super it was character specific with DeeJay/T.Hawk being really easy to launch.
Anyone know if it is still “easier” to launch those two even though fuki is universal?
You also shouldn’t get super if you are mashing 2-3 and not 2-3-6. Just keep practicing it, you’ll get it in no time : )
Okay, thanks for the advice. It wasn’t actually my settings for training mode, I was trying to do it in her last trial since I couldn’t do the Hayate cancel combo so just started messing around with other stuff - but I do have to admit it didn’t occur to me that it shouldn’t work like that after an EX since I’d have lost one of the bars.
The trial mode takes you back to Super don’t they? Don’t try to practice it in there, no wonder you aren’t getting it.
Oh my fucking god, I didn’t think about that. Oh man! Thanks for pointing that out to me.
Hey all.
I’ve seen on some movies some Makoto players doing a corner combo, after a focus attack like this:
Focus atack -> dash foward/wait a few frames/whatever -> HP Fukiage jump cancel -> ?j.HP? -> ?MP? Oroshi -> continue with whatever (typicaly c.LK->Hayate)
My questions: When should I do the j.HP? Imidiately after jumping? Or wait a few frames?
When should i use the MP Oroshi? As soon as i land? Or wait for the enemy to land?
Thanks
I do the air fierce a few frames late after jumping then do strong oroshi immediately when landing
Anybody found a use for charged hayate yet? The only thing i could see it being used for is whiff punishing characters without projectiles who mash normals from mid/fullscreen (it happens more online than you people know).
Why are they going to mash normals whilst you’re charging up that lovely buffed Hayate that Capcom gave to Makoto players? You’d have to be a complete simpleton to keep mashing normals whilst she’s doing that.
As for finding out any use for it… nope! I think it’s completely useless to be honest.
No use for the level 5 but would say level 3 be worth the charge. I’m on pc so we don’t have the update yet and I’m not even home to check, but how about this:
Sweep or oroshi, dash, stand short (will this still push back enough after dash changes) to push them, charge hayate hoping they will wake up grab or jab srk and wiff then…POW! Right in the kissed
ive played people online that do that for real.
HP oroshi (and ultra) is the only hard-knockdown which let you charge hayate to lvl5.
So, you can do:
HP oroshi -> hayate lvl5
Beats:
- mash lights
- backdash
- jump
- focus
Loses to:
- reversal
Now, what you have to look is risk&reward. Regular invulnerable moves do ~120dmg. So, it’s in makoto’s favour (i dont take FADC into consideration):
She got hit? => 120
She hits? => 190
And what happens in case of guard?
She guards invulnerable move => mega punish
Opponent guards hayate lvl5 => -2
- Better anti-backdash than meaty stMP (cant really OS it)
- Less useful/damaging than crLP OS
- crLP OS does less damage than meaty stMP in case of hit.
LOL, it’s too complicated xD Infinite loop
So, are there any major changes to her character match-ups in 2012?
Yeah, we lose to everyone now!
Joking. Actually I’d love to hear some new match up analysis myself, but it is a little early
Just some random, no in-depth analysis on matches I think shifted
Got worse:
Zangief
Guile
Honda
Ryu
Matches that got easier:
Yun
Yang
Fei
lol, I’m so bad at this.
I haven’t had much time to toy around on 2012 and my laptop is broken but because I’m somewhere else, I’m getting this chance to post. I personally wasn’t a big fan of the additional frames of recovery on backthrow, but I can see how huge of a buff it is to many Mak players (and the implications it has for others like myself too). The perfect 4 frame+ safe jump is nice, but I did find two little things revolving around the new backthrow. Because of the frames, I decided to find a really quick setup for right now, and I will find a bunch more later on (one of the setups from AE I tried still worked, but it wasn’t unblockable anymore).
Backthrow > Dash > S.MP > MK Tsurugi:
Ryu, Ken, Akuma, E Ryu, Guy, Juri, Bison, Dhalsim
Unblockable On: Viper, Vega,
I didn’t test it on everyone. I only tested it on my usual suspects based on the way the setup looked. I’ll do more tonight.
Backthrow > s.lk > jn.hp
I recorded this a few times, and it safe jumped three frame DPs. I really can’t wait to get home and test out Makoto’s changes on my SDTV. This huge HDTV is really laggy and tough to deal with.
It’s also swell that I didn’t post those XU and Unblockable ultra setups off of B+Throw because most of them won’t work now. All of that is on my laptop and I can’t access it anyway.
Again, I’ll try to post more tonight and maybe cover some requests too.