I wrote a rough FAQ for myself on the resets, EX Fukiage followups, and hitting grounded opponents with normal fukiages without a parry or them attacking a couple months back. There was a lot of shit to remember, so I’m gonna try to copy/paste it from the paper and clear it up some.
EX and Normal Fukiage Setups and Resets, and making the Normal Fukiage hit grounded opponents without an attack or parry:
Random notes for all of this…
ex fukiage, juggle with slightly early f+mp (resets), dash, reverse jab fukiage (quickly)
-Makoto is on 1p side, hits the opponents attack with EX Fukiage, f+strong to reset them, dash to 2p side, and then do a reverse Jab Fukiage, and it should hit them right as they land. If done correctly Makoto should be back on the 1p side, and the other character should be on 2p side, with the fist Makoto used to Fukiage being her front fist. In this instance the Fukiage executes on the 2p side (while the character is still on the 1p side flipping out from the reset), and the character being reset then finishes flipping out and lands on the 2p side, hence Makoto’s front fist hitting them. I do the Fukiage with Jab because it’s quicker. I know this normal setup works on Elena, Ryu, Ken, Akuma, and probably others. If the opponent tries to do anything other than block, parry, Hugo 360 (I assume), or super, they will get hit by the Fukiage. But, the opponent also has to react to the side Makoto is on, since it looks like she is crossing under, but in actuality is not. Since Ken cannot Jab Dp the normal Fukiage when setup like this, and it looks like characters are “landing” on the uppercut, I also refer to it as a meaty attack. This is where the high success rate of landing the normal Fukiage on a non-attacking, grounded opponent comes into play.
-The timing isn’t too bad to get used to. You want to be hitting the opponent when they’re at about Makoto’s fist level when doing the f+strong. You want it to look like they’re almost landing on the stong, but not quite. Then, dash as soon as possible, immediately let the stick go to neutral, and then immediately the the normal fukiage as if you were on the other side.
-Things to troubleshoot: if you’re getting a hayate, the stick isn’t going to neutral (at least this is what happens on my stick). If done too early you will get a fukiage that comes out the right way, but the character being reset doesn’t fall past you next to the fist. If you’re getting a normal fukiage that’s coming out as if you were on the same side Makoto dashed from, you’re doing it too late. You want to hit the punch button for the normal fukiage as the character flipping from the reset is just about to pass over Makoto’s head:
M=Makoto, K=Ken, ~ = the air
Step 1: Ex Fukiage hits
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
Ken attacks: _____MK_____ -> Ken hit by EX Fukiage: _____M^_____
**Step 2: Reset**
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~K
~~~~~~~~~~~~K~~~~~~~~~~~~~~~~~~~~~~~~/
Ken reset: _____M______ -> Ken bounces out: _____M^_____
**Step 3: Dash & Fukiage**
~~~~~~~~~~~~~~K
~~~~~~~~~~~~~~~ \~~~~~~~~~~~~~~~~~~~~~~~.K
Mak dashes: _________M\___ -> Does Fukiage: __________ M___ ->
Ken lands into Fukiage: __________MK___ -> Normal Fukiage hits:
~~~~~~~~K
_________M^___
-This is the basic string to know in order to be able to hit grounded opponents with a normal fukiage. If you're fairly used to doing this when you see the EX Fukiage hit then it's really easy to land in actual play. Just takes some practice.
-On the resets remember that in most situations f+strong allows the normal fukiages to hit, can successfully get to the other side of the character (w/ tight timing and specific attacks), and if timing is wrong will have Makoto attacking the wrong way from the opponent. Normal st.strong to reset usually allows you to determing what side you want to be on from how early or late you dash, and f+jab to reset will always get you to the other side.
-Some of the Shoto stuff can be applied generally, at the very least to help with ideas as far as how you need to time something, or why the different resets work the way they do in different situations.
**VS. Shotos
I. Blocked Jab Shoryuken** (These setups (I. and II.) work with Makoto's position being where she is when the round starts. Of course, if more into the opponents corner, you can always reset with jabs or f+jab and do other trickery. There's some weird issues with when the attacks after dashes that cross under are timed, so for this info always assume Makoto begins from 1p side, and the first EX Fukiage crosses her under to 2p side.)
****A.** ex fukiage (passes under them), juggle with slightly early f+mp (resets), dash, reverse jab fukiage (quickly), juggle with st.mk (resets), dash, cr.sh xx jab hayate (stuns).**
---notes:
-jab fukiage hits as a meaty, and hits Ken while he is grounded.
-tested: cannot be jab dragon punched from Ken, or jumped away from by any of the shotos, or thrown.
-the ex fukiage crosses under shotos right before they land.
-******why the jab fukiage hits******: Makoto is on 1p side, the ex fukiage takes her to 2p side, she dashes towards the 1p side and does a reverse dp while Ken is flipping out, you need the move to activate when Makoto is on 1p side and Ken is still technically on 2p side in the air (hence the need for rdp), then he lands on 1p side and hits her fist.
-the f+strong reset and the jab fukiage need to be timed pretty tight, or else you'll end up on the wrong side and a jab hayate will come out, or you'll be on the correct side and your fukiage will come out as if you were on the side, not the other way around like it's supposed to. If the f+strong hits too late, you won't be able to cross under Ken while he's flipping out and you'll get the hayate. If the f+strong hits too early, Ken won't flip out onto her fist because even though you're executing the move as if you were on 1p side, it will come out as if it was done on 2p side.
-st.mk can be replaced with cr.hk (tight timing), or a sjc towards and fp (if so, no dash needed).
-if you juggle after the jab fukiage with f+strong again and then do the low short xx hayete followup, they will not be stunned, but you will be able to dash and connect low short xx hayate where ever on the screen you are. If choosing to juggle with this, you can always dash up karakusa xx followups, and they will be stunned.
-after the f+mp, they must not fall into the corner to get the reverse jab fukiage
-the shoto will land on the reverse jab fukiage as a meaty, and the attack hits them grounded.
-after the second dash, karakusa is another option, or low short tick (or whatever tick) -> karakusa.
****B.** ex fukiage (passes under them), juggle with slightly early f+mp (resets), dash, reverse strong fukiage (quickly), juggle with cr.hk (stuns).**
---notes:
-the cr.hk basically gives you enough time to complete a taunt right as the shoto rises from dizzy since its recovery is so quick and they're floating from the stun.
-if you don't taunt, considering the situation, after the stun a couple st.strongs will probably give you enough meter to super while they're still in dizzy, plus your back will already be close to the corner. Either way, you can build meter with the strongs instead of taunt, and then just jump in fierce, fierce xx ex hayate.
-after the reverse strong fukiage, cr.hk can be replaced by [f+mp to reset, dash, low short xx jab hayate], which stuns.
-I'm pretty sure if you do the taunt, and then combo with jumping fierce, standing fierce xx ex hayate, juggle with t+short, they're dead.
-the strong fukiage can be dragon punched since it's a *bit* slower, but they'll need to be quick about it. fairly sure it'll still catch jumps though. not sure about throws.
****C.** ex fukiage, juggle with slightly early f+mp (resets), dash, *slight delay* standing fierce xx mk sa2 (stuns), sjc late mk tsurugi, jump forward with an early fierce, juggle again with a crouching roundhouse.**
---notes:
-just in case it's not clear, all of the super followups are juggles since they're stunned.
-depending on positioning, juggling with the jumping fierce will either take them to the corner (allowing for the crouching rh) or you'll be juggling them in the corner already when the jumping fierce hits. This juggle string after the mk tsurugi will almost take them from one corner to the other from when you start the sa2, so positioning is easier overall.
-sound cr.rh followups as B. apply.
-after the dash, instead of standing fierce...st.strong to tick into a mk karakusa -> st.fierce xx mk sa2, continue.
-why this one works and the reason for the *slight delay*: Say you're on 2p side and dash, if after the dash, you hit either the st.fierce or the st.strong too quickly, Makoto will attack facing the wrong way, as if she is on the 1p side, but will remain on the 2p side, and the shoto will land behind her. However, in doing either the strong or fierce with a slight delay, Makoto seems to push her sprite back far enough that the shoto will land right in front of her, with Makoto on 1p side and the shoto on 2p side. If you delay too long, Makoto will remain on 2p side and the move may or may not come out the wrong way, depending upon the length of the delay.
-karakusa after the dash also works, but must be done *very* quickly. Say you're on 2p side, you dash, karakusa must be done as if you were on 1p side, and done fast. Otherwise, the same problem as above happens, and you karakusa facing the wrong way. Sometimes however, if you do the karakusa slow enough, Makoto will remain on 2p side but the karakusa will come out the right way, even though you did the motion as if you were on the other side.
-those are the only 3 attacks that I've gotten to consistently work properly for this reset to get behind the opponent. Low short will always seem to come out with Makoto facing the wrong way. It can be done, but to get the low short to come out with Makoto on the other side you have to have a long delay before, and I can't get it consistent at all. Risky.
****D.** after the jab shoryuken is blocked, hit the shoto with a jab, and while they're flipping out, kara ex fukiage to pass under them right before they land, and continue with A./B./C. followups.**
---notes:
-consistent, but remember to hit the shoto with the jab at a high point of their dp.
**II. Parried Jab Shoryuken**
****A.** ex fukiage,...[same followups as above]... **
---notes:
I put this here because if using C. from above and going for a karakusa, to make the karakusa easier to land, you can do the reset with st.strong instead of f+strong. If on 2p side after the ex fukiage, dash, and then execute the move as if you were on 1p side, but do it really slowly - otherwise you'll get a random kick. Much more consistency on this one since the timing isn't as strict.
****B.** For a parried jab dragon from Ken only (works somewhat on Ryu and Akuma but with NO consistency AT ALL)...
...as soon as you parry the jab dragon, immediate ex fukiage, then reset with a very early f+strong*, quick kara ex fukiage (goes behind), continue from A.**
---notes:
-*if everything goes correctly (the immediate ex fukiage and the really early f+strong), Ken will flip out in the opposite direction, and then the kara ex fukiage will cross under him right before he lands.
-this then sets up the characters' position as if you had just blocked the jab dragon and then fukiage'd under, with the benefit of landing an ex fukiage and f+strong before, meaning the character stuns faster, and you don't have to worry as much about being near the corners.
-you can still dash under after Ken flips out, but since he is flipping out a little closer relative to Makoto, you don't have to worry about maybe still being in front of him and will always end up behind after the dash, allowing for whatever setups you want.
**III. Versus Jumps...**
(I'm putting this in simply because if someone doesn't know, but timings and positionings on all of these are really tricky and are just kind of trial and error based on sight and where you aa the opponent jumping at you.)
****A.** When the opponent is at the level of Makoto's hand when she would be doing a jab: aa jab, dash, reverse ex fukiage.**
---notes:
-Makoto AA's from 1p side, dashes to 2p side, EX Fukiage brings her back to 1p side for the hit.
-this actually works on a couple of characters, but thoroughly tested on Ken.
****B.** When the opponent is slightly over Makoto's head, but still in front of her: aa jab, kara ex fukiage.**
---notes:
-again, works on a number of characters.
-Makoto jabs from 1p side, and then Kara EX Fukiage to 2p side.
***When simply aa-ing with ex fukiage, st.strong to reset will take you to the other side. However, if the character is low to the ground when hit with the ex fukiage, you can use f+strong to reset. In very specific distance and hieght instances, if you reset with the st.strong after ex fukiage, and then dash and reverse ex fukiage, the ex fukiage will cross under them for a hit. The reason this needs to be executed as a reverse ex fukiage, is the same as described in I.A.
**IV. After SA2**
****A.** sjc a late mk tsurugi, dash, st.strong to reset, dash, reverse jab fukiage.**
---notes:
-if done after karakusa, fierce xx sa2, the jab fukiage will stun.
-if just randomly landing the super, the jab fukiage will not stun, but a cr.rh after it probably will (have to test to make sure).
-after the jab fukiage the same followups work from above.
****B.** When following up a sa2 with a sjc late mk tsurugi...
...dash, jab to reset, dash, reverse ex fukiage.**
---notes:
-Credit: taken from RX vids.
-Makoto on 1p side does the tsurugi, dashes from 1p side to 2p side, jab to reset, dash back to 1p, ex fukiage and will cross under the character, moving her to the 2p side.
-can sjc fierce after.
-Problems: ex fukiage here has a tendency to be thrown and if the positioning is not correct will move Makoto too far away from the opponent and the fukiage will whiff.
-I think this always catches jumpers and specials don't seem to work against the ex fukiage because of the late cross under. not 100% sure though.
-after the jab reset you can also just kara-karakusa and they'll fall right into it (works on most if not all characters I believe).
**C. When following up a sa2 with a late strong fukiage...
...walk towards the falling character a little bit and juggle (and reset) with f+jab, dash under, standing fierce xx sa2 (stuns), random followups.**
---notes:
-doing the strong fukiage late adds consistency and also makes the cross under seem quicker.
-the second sa2 can be replaced by fierce or ex hayate and still stun.
-iirc the shotos stun at the standing fierce.
-after the f+jab reset:
-you don't have to worry about attacking the wrong way here, dash from 1p side to 2p side and attack will always take you to 2p side.
-karakusa works really after the cross under, as does st.strong tick, low short tick, and low short xx hayate.
-I've had the most success in using this one.
-instead of the f+jab reset, if you reset with standing strong or f+strong, Makoto will usually be in front of them, on the 1p side, after the dash.
-taken from RX vids: if you don't want to use the f+jab reset, after the strong fukiage, dont sjc but instead hold up toward the character and hit them with a jumping short at the arc of your jump, and then immediately ex fukiage as you land, crossing under the character at the last second. this is semi-reliable but also has a tendency to be thrown, plus imo the other options are better.
-on Alex: if the strong Fukiage is done really late, and you use f+strong to reset, the timing is tricky but you can dash and reverse jab fukiage, then low rh (hard timing) or walk forward a bit and st.fierce (also hard) to stun him. sjc fierce will whiff, sjc rh may be an option.
***Both III. and IV. are slighly general as far as what characters they work on, especially III. If I remember correctly a lot, if not all, of the non-dp shoto setups work on Dudley. But, because he has a longer stun bar, it may take an extra fierce or low short xx hayate somewhere to stun him.
**V. Versus Chun-Li** (yes, you have to guess she will do this on wakeup...=p)
****A.** if ex fukiage trades with Chun-Li's ex sbk...
...reset with very early standing strong, dash, reverse ex fukiage, juggle and reset with f+strong, dash reverse jab (or strong) fukiage, cr.roundhouse (stuns).**
---notes:
-works better when the first ex fukiage hits closer to chun's body
-strong fukiage may be used since chun falls slower, also makes cr.rh juggle easier.
-if the first ex fukiage doesn't hit close to chun's body, but hits more near her feet, use early f+strong to reset, and then dash and do a reverse normal fukiage.
**Random Note vs Chun-Li:** This is really stupid, but if you expect Chun to do an ex sbk on wakeup, and you are about sweep distance, if Makoto does a low fierce early and timed correctly, Makoto will get sucked in and hit by 3 of the sbk hits, but recover BEHIND chun-li before the 4th hit of the sbk finshes and will recover before she finshes allowing for a free karakusa at the cost of 3 sbk hits. If the low fierce is too early, she will stuff the ex sbk. Stupid and useless! But cool!
**VI. Versus Alex**
****A.** if ex fukiage stuffs Alex's b+fierce...
...juggle and reset with late f+strong, dash, reverse normal jab fukiage -> random followups.**
---notes:
-unreliable since Alex falls so weird.
-if you juggle with a semi-late f+strong and dash quick enough, you can cross back under with a reverse ex fukiage, and then continue followups.
-also after a semi-late f+strong reset, depending on how quick you dash, you can time Makoto to land either behind or infront of Alex, allowing for karakusa, ticks, etc.
****B.** if ex fukiage trades with Alex's fierce overhead...
...dash, standing jab, kara ex fukiage.**
---notes:
-when the ex fukiage trades, it gives Makoto faster recovery time and also pushes her back some, allowing for the dash jab.
-after the jab, instead of kara ex fukiage (which crosses under), you can also kara-karakusa.
-also after the jab, you can also dash back under Alex positioning both characters in a reset situation just like [sa2, sjc tsurugi, dash, jab, dash], meaning good setup for karakusa, low short xx hayate, etc.
**VII. Versus Hugo - 100% String **(This is just dumb. This whole thing works and positions both characters properly using the dummy in training. Can definately be stopped by Gigas and a 360 at one point.)
****A. when ex fukiage hits Hugo's standing strong...**
...f+jab to reset, dash, standing fierce xx sa2, juggle with dash, strong fukiage sjc fierce (stuns) -> super jump toward to get closer to Hugo, dash once or twice to push him while he is getting up depending on how close you are to the corner, strong fukiage to the dizzied Hugo, sjc toward w/ an early jab, as soon as you land (both sprites should be pretty much on top of each other and you need to be landing in the corner), reverse ex fukiage (goes behind Hugo and into the corner), sjc straight up and fierce (stuns). He has 1 point of damage left AND he's dizzy. **
:rofl:
---notes:
-I think after the initial dash before the fierce you can be 360, as well as after the sjc jab, and probably also when going behing him into the corner with the ex fukiage
-looks stupid as hell
__________________________________
As far as versus different characters I only included a few moves in which the EX Fukiage can hit them to get things started. Credit goes to MikeZ for listing a bunch of attacks that the Fukiage's can hit back in the Fukiage thread, with which can be used to start the resets leading to the normal Fukiage's hitting. A few notable attacks I left out are Dudley's standing and f+fierce, Chun's st.fierce, and Ken's st.rh as well as ex fireball. Some of RX's old vids also helped in learning the SA2 followups.
Hope some of this is new to people and helps us all out in learning more of the crazy stupid shit Makoto can do. I never really tried any of this on Yun, just tested what the ex fukiage's hit of his. I tried to make it as clear as possible (I really needed to do a vid, but can't) since this shit can be confusing, so hopefully I can help answer any questions.
:karate: