Yeah, I noticed people playing it like SF4. (^.^)’ If they’re just trying to low poke you lots, you can pretty much just do [Karakusa, Fierce xx minimal-held Strong Hayate] till done, heh. If done right there’s not enough space for a low Jab from most characters.
cr.Fwd is an excellent counterpoke to nearly everything, yes, but if you’re trying to stuff things like Ken cr.Fwd on reaction then cr.Short is a better option a lot of the time. His cr.Fwd is just slightly better than yours unless you were both in range to start with.

Question: once I’ve stunned an opponent, is Fukiage almost always the best follow-up if I don’t have SA2 (assuming I’m using SA2, of course)? I see J Fukiage stunned opponents, and I have to wonder if he’s just being flashy to kill a very low health character.

If it is optimal, how character specific is it?

Very specific. You can only hit Q from behind, for example, and you can only hit shotos at very specific points in the stun animation, plus you can’t hit most of the cast at all. It’s viable on Hugo, Alex, Dudley, Elena annnnnd…that’s really about it. The rest are iffy, and most (Twelve, Ibuki, Remy, Oro, Urien, Chun, etc) are impossible.

It’s a good idea to do on those four because you get a lot of stun re-build, a lot of damage, and a good juggle (sj RH axe kick, sj late Jab plus reset, or if you do Jab Fukiage you can cr.RH). However, j.Fierce/RH, s.Fierce xx Hayate, or Fwd axe kick, s.Strong xx Hayate are nearly equivalent and much easier.

Why does EX Hayate in s.HP xx EX Hayate get blocked at times? I don’t feel as I’m canceling it late … I’ve even tried negative edging using HP and MP as my base, and occasionally it gets blocked. Is it merely a strict cancel?

What is the deal with s.HP, anyway? It only has 1 active frame, but it seems like you can cancel it a bit during its recovery frames; that, or the frame data is wrong.

You can cancel things after the hitstop, yes. If they’re blocking the EX Hayate you’re cancelling too late. :^)

Sorry, I figured out my problem. I didn’t realize this until it happened about five times, but in training mode, if your opponent “dies,” the combo is ended and he blocks. That’s what was getting me. Not sure why they made it like that.

Sorry for being a pest :wink:

In s.HP xx SA2, should MK SA2 always be used if in range? Or are there certain ranges where HK SA2 will hit earlier than MK, due to an opponent being tall enough or close enough that HK’s arc hits them sooner than MK’s near-end point in its arc?

this is kinda tricky, but you are smart for noticing this. if in range for mk, you should use rh against taller and bigger characters due to rh hitting earlier. vs shotos too, use rh if possible. vs urien in particular rh sa2 hits almost everywhere lol.

vs some shorter characters (yun, yang, elena, chun, mak?) its best to do mk rather than rh.

vs yun and yang if your back is to the corner, you must do lk sa2. vs other characters ill use mk when my backs to the corner as youll have less chance of randomly whiffing.

learning all the correct distances and what button to use is gonna take some trial and error. good luck.

I’d just like to thank you guys for the help. Expect more questions, if you don’t mind.

So post EX Hayate in the corner, is this the priority?

s.HP on Alex and Hugo
LP Hayate on big characters (Urien, Q, Gill?) and Alex and Hugo when s.HP won’t miss
s.MK on EVERYONE else

Is this correct?

Off the top of my head…

twds short: the twins

st fwd/cr strong: everyone but the twins

jab hayate-> *akuma, chun, elena, *oro, remy, Q, makoto, ibuki (=these characters juggle somewhat funny… is somewhat unreliable)

st fwd kara’ed jab hayate: ken, ryu, 12, sean

cr rh kara’ed jab hayate: dudley

strong hayate: Urien, hugo, alex

st fp: hugo, alex

cr rh: alex

And my I suggest

Provides most basic info has an error or two but its a great starting point and covers most basics of 3s Makoto

Nice, JAK. I deleted my post cause yours is much more accurate/helpful.

Yeah these are all accurate. Most of those kara hayate finishers aren’t worth the trouble imo. Cr. mp is amazing if hayate canceled for the distance is awesome and can be used to setup fun kara karakusa’s, not to mention keeping the pressure on. Make sure to check out Makotos setup to kara karakusa after a ex hayate in the corner: st.fp hayate (reset) ~ kara karakusa. Or just dashup grab if your lazy like me http://www.youtube.com/watch?v=MAvFiAJhAII

—random shit—

yang sa2- (crouch block only iirc) dash back cr rh~jab fuki dash forward cr rh~jab fuki

oro ex upper - n.jump mk tsurugi hayatex2 on block (ex hayate works for second one)

ryu’s ex dp- free n.jump rh combo on block (also works on fp shoryu although ex is easily identified)

sean ex dp- free n.jump fp/rh combo on block

ibuki ex upkicks- free ex fuki on hit if not super cancelled, free n.jump combo on parry

akuma and kens fp shoryu’s (point blank cr block only) - st fuki dash forward cr rh kara jab fuki (meter less 100% stun on akuma although not really practical)

is the “cr rh~jab fukiage” does that mean kara’d with crouch rh?

if so, I assume its done the same way as ken’s kara shoryu? unlike st rh kara where it goes to neutral, you just keep it in the down forward position?

Yep

How do you cancel a Hayate and go for a throw?

Hold the punch button after the QCF and press any kick. Then dashup throw.

More random:
Gouki: Trade with high dive kick or Demon Flip kick using Strong Fukiage, dash Jab Fukiage. Full stun (This can lead into a double stun in one combo haha)

Remy: 1.SA2 ending parry (which is easy since Makoto can go from crouch block to parry without it having to be a red parry)… Fierce Fukiage, dash back, Jab Fukiage. Full stun
2.Beat out RH CBK with Strong Fukiage, dash, cr.RH~Jab Fukiage. THIS IS VERY INCONSISTENT

Dudley: Block Fierce Uppercut midscreen, crouching or standing:
st.RH~Jab Fukiage-> Dash-> Jab Fukiage. The timing on the second Fukiage is very lenient.
You can also st.RH~Fierce Fukiage dash Jab Fukiage for more stun and damage.

Against Strong Upper:
st.Short/Forward~Jab Fukiage-> Dash-> Jab Fukiage.

But the absolute best punish is…
After a Dudley Fierce Upper:

N. J.Fierce -> Fierce-> SA2-> Double Fukiage. FREE STUN!

More random punishes… that can 100% stun

Dudley:
Parry Strong, Fierce or EX Upper:

Strong: n.j.Fierce->st.Fierce->Double Fukiage . The least useful as it’s a single parry upper…

Fierce: n.SJ.Fierce->st.Fierce->Double Fukiage . The super jump is needed, or else Dudley will either land and can’t be j.Fierce’d or his upper will land him on the other side.

Ex: Jump back Fierce->st.Fierce->SA2 . This works anywhere, even when Dudley is cornered… If he isn’t cornered you can double Fukiage at the end for full stun.

Oro:
While you’re cornered, block Fierce/EX upper, jump back Fierce->st.Fierce->Double Fukiage, full stun… but will likely never happen in a real match… Why would Oro upper if he has Mak cornered? lol

other 100% punishes

vs hugo sa3 parry 4th n. super jump fp sfp sa2 into double fuki for stun (you can also jump-in combo after second hit)

vs remy sweep (sa2 between hits) into strong to jab wfukiage (Remy recovers stun faster then Akuma so jab to jab does not stun off of raw abare)

raw double fuki punishes (For style not really practical)

Dud parried ex upper dash back cr rh kara’ed fuki dash (same direction) cr rh kara’ed fuki

Ibuki down pary x2 strong fuki dash forward cr rh fuki

Down parry ex shoryu fuki dash forward cr rh kara jab fuki (Sean)

Elena down parry 3x fuki st short kara fuki

I aways knew that ex orochi made mak sprite very small and made for a good meaty to keep people honest/on there toes when on wakeup. although I never really looked into and tested how many reversal supers it beats clean or causes to whiff because of it.

Things like Alex’s sa2 and Q’s sa2 get beat and things like Dud’s sa3 and Elena’s sa2 can just whiff