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

Thank you. With that, cr.LK is 3 + 7 + 3 =13 frames… wait does that mean cr.LK > Ex Hayate is a 1 frame link???

It’s a 1F cancel, yeah, but it’s not hard like a link. It’s bufferable, basically.

Dunno if anyone has done this but I just ran something through training mode due to boredom:

EX Hayate into corner > neutral jump attack safe jump when the opponent quick rises:
(‘y’ denotes that the jump attack actually hits whereas ‘n’ means the jump attack whiffs)

Ryu - y (3f reversal though)
Ken - y (3f reversal though)
E. Honda - n
Ibuki - y
Makoto - y
Dudley - n
Seth - n
Gouken - n
Akuma - y (3f reversal though)
Gen - y
Dan - y
Sakura - n
Oni - y (3f reversal though)
Yun - y
Juri - y
Chun Li - y
Dhalsim - n
Abel - y
C. Viper - n
M. Bison - y
Sagat - n
Cammy - n
Dee Jay - n
Cody - y
Guy - y
Hakan - y
Yang - y
Evil Ryu - y (3f reversal though)
Guile - n
Blanka - y
Zangief - y
Rufus - y
El Fuerte - y
Vega - n
Balrog - n
Fei Long - n
T. Hawk - n
Adon - n
Rose - n

I noticed that it wasn’t a safe jump some of the time, and always from then on assumed it was just based on if the opponent woke up on the first techable frame (making it whiff). Nice finds!

Therein lies the problem, this is based on the opponent mashing tech recovery, the best thing to do is probably delay tech throw afterwards I guess. I’m going to experiment more when I get back from work this afternoon especially in regards to setups in case they dont tech recover.

EX Hayate -> s.LK whiff -> neutral jump whiff, neutral jump MK. Works on Guy’s EX Tatsu. c.LK (14 frames) can whiff the jump attack. Dash (16 frames) will not safe jump. It’s reasonable thus to assume (on Guy) EX Hayate’s hard knockdown frames are 15 + 44 + 40 = 99 frames … unless something’s wrong with my math/theory.

I think EX Hayate’s knockdown ranges from 40 or 41 frames on some characters (safe jump JUST whiffs) to around 99 frames. Off of another testing period and Japanese setups, it seems 28 frames in the corner is ideal for a cross-up/reversal safe/tricky Tsurugi.

EX Hayate -> f+LP whiff -> MK Tsurugi on quick stand.
EX Hayate -> j.HK whiff -> held f+HK -> MK Tsurugi = cross-up Tsurugi!!! Can be crouched, from my testing, but definitely a cross-up based on timing.

Saw a really nice combo on the front page… Hey can someone check the damage/stun of this combo? Here’s the setup

FA3, Delayed U1 ((no animation) edited for Robo :p), Backdash (into the corner), HP Hayate, FADC LP Fukiage, EX Tsurugi

And if you can, try to get it with **EX **Fukiage (Edit - Not HP…)

Also.

Try to do it from 50% life for damage/stun values too.

If not I’ll try it when i get home. thanks!

You lost me at no animation U1.

lol I meant U2. COME ON MAN I’M TYPING FAST ON THE IPHONE lol

it does 463dmg/440 at full health
at mid health it does 427dmg
at low health it does 370dmg

Doing it with EX Fukiage gives you 478dmg/460 stun at full health, but it’s rather awkward in which direction she performs the fukiage.

FA3 xx backdash > U2 (no delay) > backdash (into the corner) > hp fukiage xx FADC > lp fukiage (easy to do hcb after the FADC because she’ll cross under the opponent) xx jump cancel EX Tsurugi

Tested on Ryu

Excellent! Great info. I really appreciate it

So I just found out from this board that absorbing fireballs gives you ultra gauge… TOTALLY EPIC.

In case anybody doesn’t know… I highlighted that in bold underlined text.

The only reason I made this post was to help young souls… I (being the dumbass that I am) didn’t realize that it did that for 2 years… How sad am I, right?

Hello.
Anyone notice a video on a diferent site (wich also talks about fighting games)?
This video to be more precise:
[media=youtube]9TtWDSrJ7T0[/media]

Near the end, and against Gen (and after drooling over some very cool combos) around 1:50 he does 2 crouchin LP into standing LP, into a FREAKING cr. MP? How can he do that? Doens’t the s.lp gives 5 frames advantage, but the cr. MP starts in 7? What am i missing?
It can’t be a meaty setup since the cr. LP is 4f on hit and the standing lp is 4f startup, so he can’t “meaty” the standing lp or it will fail.

I’ll see you and raise you - it took me 6 months to realize that you can see which Ultra opponent chose :).

Gens cr.mp is 5 frame startup, changed in AE but not on most framedata posts… probably because Gen sucks D*:

Sent from my DROIDX using Tapatalk

Sometimes it’s not as simple as reading straight frame data, it’s also a matter of hit and hurtboxes also.

For example with the combo you mentioned here, each hit forces Gen’s hurtbox to reel back a little due to hit stun animation. So what happens is that the 2nd cr.lp will move Gen’s hurtbox back so much that the start of the s.lp will whiff but Gen’s hurtbox will move back in during the latter st.lp’s active frames whilst still being in the hit stun from the cr.lp, making the hit whilst not meaty in the traditional sense it will have the same effect as performing a meaty s.lp which gives you a great amount of frames to play with. The same thing happens with the s.mp after the super in the same combo.

I hope that explanation is not too confusing.

hmm from the latest topanga matches and something shiro said, i wonder if its common for people to combo st.mk xx hayate off of a tsurugi? haitani was using that pretty effectively vs RF sagat, in cases where the tsurugi landed and i dont think other moves will connect because of the distance…

It’s not the distance of s.MK, it’s the damage. Slightly higher than c.MP or s.MP. s.MK will whiff at ranges where c.MP will still hit, because of the high far-end hit-box (like M. Bison’s s.HK).

Thanks a ton for explaining that to me. I think i got the idea

Not-so-enjoyable fact - safe jump neutral jump HK, c.LP > s.LP whiffs on Gen. Weird old dude.