is it possible to Ex oroshi a shoto during his low forward into fireball? I know it’s not a true block string and a lot of charcters have ways of punishing it. And i also know a certain amount of frames during Mak’s Oroshi are invincible. So is it possible to Oroshi through the fireball? id check myself but im at work : / haha
The EX Oroshi’s invincibility is pretty limited… I think about 12 frames or so… I think the best use for it is in combos and wake-ups. For fireballs, I’d stick to Focus Dashing back or forward, or using the armor of the EX Karakusa if you’re desperate.
Oh combos are def the best use, and it was just something i was thinking about, The ex kara can def get the job done in this situation IF youre in range, But the low forward does a pretty good job of pushing her away
quick question about a corner combo. ex hayate l.fukiage jump into ex tsurugi. I get the fukiage to hit sometimes and the jump just never happens i usually do a karakusa or jump mk and hit nothing. any pointers to getting this down? I have trouble with knowing when to fukiage because I always seem to be too late and when it does hit I’m holding 7 or 9 depending which side of the screen I’m on and it just doesn’t happen
Hold up before Fukiage officially comes out but after you’ve executed it.
I just played octopus on fire. Remember that blanka player from excellent adventures. Well after gootecks and Mike Ross beat him like 6-0 I heard some podcast where this guy defended him saying he was a great player. Well he is definitely better then me (i know that ain’t saying much). He was in complete control using that electricity is a real effective frame trap. I think i only hit him twice in the two rounds
Something I found interesting, I’ve been noticing how much more often Haitani and Shiro have utilized Makoto’s ability to cross under on things nobody else could possibly (like using her f+lk to reset an air juggle and then doing a cross under during the flip out)
Decided to experiment and find out what all Makoto could use her crazy good low to the ground long distance dash for. Most of these are just gimmicky but maybe it will open up the flood games from better players than me to come up with new ideas on how to use it. I’ll just list every character and things you can dash forward under.
Sagat: Every single Tiger Knee can be dashed under while active, the spacing is extremely finicky on EX and LK but it is possible. HK and MK are almost useful in a real situation as they can be done on reaction and are comparitively lenient, but the risk is high because if you mess up you are dashing face first into a knee of pain.
Ryu: All Tatsu’s except EX. Very spacing dependent and frankly useless since any range you could do it you might as well just crouch and have it whiff.
Ken: Same deal as Ryu. However even more difficult since they move so slow. You can also dash under any blocked SRK (even LP) This might actually be useful as a blocked LP SRK recovers to fast for Fukiage to connect on reversal. However you can’t dash under Ryu’s LP SRK on block (not sure if it is caused by frames or pushback)
Ibuki: F+HK (useless, so spacing and timing dependent) F+MK (her overhead) this is sort of useless because it is actually better to just fukiage for massive damage. Blocked upkicks (you can also fukiage these on reversal)
Yun: You can’t dash under his overhead, however you can fukiage it if see it quick enough.
I’ll post more as I find em. Though as I said, it is mostly just gimmicky and unsafe (the only one that seems remotely useful is dashing under Ken’s LP SRK on block.)
I finally found out my problem with the hayate cancel, and I’m getting better at it now. I was actually doing the cancel about 2-5 frames too fast. For proper combos, a rhythm is required! I so essited!
Also: Just found out I could combo a late j.HK into Yamase. Does a shit ton of stun!
Slightly more advanced question:
Does the Karakusa before Hayate Cancel combos affect their input?
For instance, Karakusa > s.HP x HC > Target Combo 1 > EX Hayate x LP Fukiage x EX Tsurugi.
I’ve been doing the Hayate Cancel more consistently lately, and I’ve been having a little trouble doing the HC combos out of Karakusa. Is there a frame-ular reason for this, or is it just something I need to correct in my timing?
I don’t think so. FYI, you should use s.HP xx HC > s.MP for better damage and plinking if you plan to go to EX Hayate and beyond.
Guys, I’ve been using c.LP xx EX Hayate buffers lately … best buffer poke she has at a lot of ranges IMO. The hit-box can even beat FAs For me that’s HUGE, because using c.MP buffers against FAs isn’t always ideal. It’s so convenient, too, LP Fukiage is never easier than after a buffer c.LP.
I go for the Target Combo because it comes out more naturally for me, at least as far as the timing goes.
Some questions, matchup related:
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How are you supposed to know which side guarding Oni demon slashes? EX version is crossup, but the others? I cant tell the difference before it hits me. Nothing to do but inverting guard on reaction? (so in my case, kind of guessing…)
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How to escape a well timed cammy flip-grab (fatal leg twister?) on my wakeup? Only backdash?
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Can cammy crossup with her non-ex cannon strike outside of corner? Its hitbox is so weird, it often appears (at least to me) to be crossup, but the damn thing always hit on front. Should i just guard the normal way or this move is able to crossup?
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After a max distance mk tsurugi on hit, the majority of makoto players go for a cr.mp, whereas s.mk does more damage and has sliiiighly more range. Any reason to do that, other than just the habit of using cr.mp?
thx!
- EX and HK are crossup. Just watch an adjust your guard. You can punish if you guard
- Do any crouching move. It forces you to be crouching and you dont get thrown
- Normally, it doesnt hit crossup. Btw, if you can fukiage her strike/jLK mixup on your wakeup
- because stMK doesnt hit crouching opponent (except some characters)
Does this thing work?
Sometimes I do jump attack, cr. light, forward throw. Works many times but I also get teched many times, so I tried to create a frame trap block string. So far, it appears that the opponent can get trap at two points if they press anything (minus srk of course) I use it on pc online, so I really dont know if it works (offline or v.2012) Also it can be a good or bad thing that if they block all three moves, the stand roundhouse pushes you out of range for follow up attack. Finally, for the roundhouse portion to work, you have to be at a certain distance, so I dont think you can just do strong and then roundhouse. I think you will be too close (which also means that with the new dash, you may have to do two jabs or something) I’ll take the video daown if its really just bullshi…
[media=youtube]CsqCrbVrAkk[/media]
Yeah, it can frame trap twice, though you can get hit between the cr.LP and st.MP by 3 frame moves or thrown. Not really a good string, though I have been ending some strings on block with st.HK to mix things up. Just read the frame trapping section if you want better options to blow up techers.
Would Juri be a good character to pick up as a secondary? Makoto is my main girl but i do have a lot of fun screwing with Juri. Would she cover Maks bad matchups?
If Makoto’s your main “girl” then you dont wanna cheat on her with another.
No homo but 2nd Dudley.
Short Swing Blow, Duck, Overhead into 300 damage meterless
He treat you right
Can I caution AGAINST going to the matchup thread for super and replacing the matchup info with tiny urls to this thread that contains only a few match ups… (assuming you find that post in the thread). I came looking for gief matchup info… checked the old matchup thread… got a tiny url pointing me to this thread that doesn’t contain gief matchup info in the matchup section. While the old super info would certainly prove imperfect in this AE world… it would still be better to have info where a small % could be outdated… than to have nothing at all. Also I guess some people haven’t updated to AE and in those cases I fail to see how leaving the super info up for them would prove some sort of problem. Actually it takes effort to replace the info with a tiny url while NOT doing so takes nothing at all. This seems even more evident when the new matchup section hasn’t been updated in months. Just my 2 cents… flame on srk…
Post #15 has match up info for geif. There are about 20 match ups around that section of the guide, not sure if that is considered only a few, but maybe…