Like vitriol said it just comes down to practicing it. The worst thing you could do imo is creating a shortcut. P-linking you still need to know the timing but it creates some leniency. Don’t just practice it failing 9 times, getting it once, then doing something else. It’s been said before. If you want to learn practice IT don’t practice learning it.
Hey frame guys what is makoto on mp hayate fadc. I think I’ve gotten lp after it but it hasn’t been consistent enough for me to tell. It would be nice if she was plus 4 lol.
There are way too many sections, so I’ll just ask now in hopes that it hasn’t been asked already. But why is it that EX Hayate > FADC > EX Fukiage takes 4 bars instead of 3?
Ex= 1 bar. Fadc= 2 bars. 2 ex moves+ fadc= 4 bars
Repost here:
Guys,can’t deal against the cr.lk-tatsu Sakura pressure,specially on my wake up after a Sakura’s j.HK safe jump. Even the cr.mk into sho OS is a pain,sometimes i can deal with f+mp,but when i mistimed that…You all know. Little find,if Sakura try to AA you directly with her U2, you can Tsurugi EX that shit. If you’re close Sak get hit,from far the Shinku Hadouken surpass Makoto completely.
already started using the st hk setup on shotos…
[media=youtube]1tySBDS0FBg[/media]
This is a very odd setup.
Can I get a dialpad notation for the st.lk cancelled into karakusa?
And I use this when? Resets? When I am standing close?
I would just like clarification on the inputs on the kara cancels.
The only one i have down is mini karakusa
St.hp>hp.hayete>(6,3,2,1,4,6+HK) hk.karakusa
You can use stand lk, karakusa after a landed hayate. Or after something blocked like a safe jump.
You can use it as a reset, after a hayate canceled stand hp.
You have this option :
[media=youtube]EIOpo3Lj9Ww[/media]
Also after a backthrow, neutral jump attack wiff, stand lk (meaty), mk karakusa.
I dont understand your input. Do you do a karakusa after a landed hp hayate ?
Try the Rindoukan Bible, it’s good.
I stand by my earlier statement that karakarakusa is not a priority to learn when trying to play makoto.
But to clarify a little more, the thing you’re doing isn’t a kara per se, it’s just a slight extension on the range because the backwards input is done during the recovery of hayate so that the second forwards input puts you a couple pixels further forward
St.LK karakarakusa is weird because you can actually cancel a whiffed LK into command grab after the active frames, so you just do a standing short and do a karakusa reasonably fast afterwards and you should get it after a little experimentation with the timing. It’s actually pretty easy to do but it’s very hard to set up because of the fact that you’re cancelling after the active, which means if the LK comes into contact with them (block or hit) you will whiff the grab because the game will file it under “you can’t grab during hit/block stun”
I think what I had been doing is trying to use the st.lk karakarakusa after a hit/block, and I was also whiffing it with the lk.karakusa
(I knew the hit/blockstun would make it whiff, but I just havent seen enough of it being used with inputs or in matches to wrap my head around it.)
I have a lot of trouble with combo’s that leave the joystick in the neutral position. Marvel is a prime example, but I also have trouble doing Dudleys cr.lp>st.hk>ex.mcb as well.
The people I play with say my Makoto’s great, but in reality, I have all of the bnb’s down and I have very good yomi and zoning with my characters, but I don’t have hayete cancelling down or some of the karakusa setups.
And I do have the Rindokan bible on my phone, its very nice. They show a directional notation for the F.lk>karakusa so I was confused by the st.lk canceled into karakusa.
I’m back mofos.
What have we learned? I’m going to evo but not participating in the tournament. Would like to blast some mofos in casuals WIT DAT RINDOUKAN MAGIC.
Oh yeah anyone else going to Evo??? PM ME!!!
Gonna read around a bit and see what’s been up.
I have problems hayate canceling my cmp.
I am ok when i want to cancel stand mp or stand hp. MP, 236 MP+LK or HP, 236 HP+MK
But when i want to hayate cancel after a cmp, i have to put a fake input CMP 1236 MP+LK and the startup of the move is a little bit slower.
By the way i dont really know why i fail, but i do fail.
You can and will grab an opponent with st.LK xx HK Karakusa on block, you just wait a split second. It also works on hit or even counter-hit, you just have to really delay it. If you whiff the grab, you’ve done it too early, or did the st.LK from too far away against a weird throw hitbox like Balrog.
Try LP+LK, or just hold LK before you even Hayate, or make sure you’re not negative edging the MP Hayate by releasing it.
That help me out alot I just picked her up a week ago and Im loving Makoto. i just couldn’t get the cancel down on pad.
Do i have the same amount of frames if i hayate cancel a hp hayate instead of a lp hayate ?
I used to dislike them too. I played Ryu for a long time and switched to Sakura. She needs those neutral positions to perform her loop. Her stand hp and stand lk are amazing. Give it a try, this is funny.
[media=youtube]2UJMrMKClp0[/media]
has anyone been able to get kara karakusa down no issues? ive been playing against thie great cody/ken player and he is continuing to murder me. i will see if i can put up a vid soon
Hey guys, just a question. What’s the matchup for Makoto against Gouki? I have a hard time winning a good Gouki, no reversal to vortex. Any tips?