Sorry, Ross, all Tandens do the same stun, just tested. I remembered having tested this when I started playing her, but I tested again just to be sure.
I think you mean c.Strong, because c.Fwd isn’t cancellable. And if you do c.Fwd and by some miracle they get hit or block the Strong afterward, the Short for the kara-kara will hit them and the grab will miss.
Even so it’s still risky, I’d much rather do c.Strong xx Tanden, s.Fierce xx held Hayate.
-When ever u, “hit the opponents attack”, do they have to be doing an air attack only, or is it a wake up attack u can hit; or can just hit a standing or crouching attack?
-Someone plz elborate
this is a mystery to me plz for give the ignorance of a noob. I would love to understand this, but yeah…
That shit is probably more complicated looking than it needs to be. I was just doing that to describe/show what happens to the other character’s body in order to make them hit a fukiage while on the ground and when you need to do it, without them attacking after the reset. It’s ugly and dumb looking, I know. :lol:
The “_____” are the ground, and the “^” is roughly the direction the body flies.
Step 1 is when a character (Ken) does something on the ground that can be ducked under and hit/trade by your EX fukiage, step 2 shows his body after you reset, step 3 shows how he “lands” on the second normal fukiage. Certain situations an ex fukiage hits have to be followed by certain resets in order to properly setup where the character falls in order to make the fist of the fukiage hit. That diagram explains (erm…attempts) at what point you need to execute the fukiage in order for this to happen.
That refers to a ground attack, be it crouching, standing, or wakeup.
Well here’s possibly a noob or more of ignorant question from a scrub makoto like me:
After Abare super, if u go with the basic fukiage combo (e.g. dash strong fukiage, superjump fierce), how do u control which direction your opponets is getting hit when they get hit by the fukiage?
To kind of point out why i ask this is because, for those who saw J’s match from that one Shirube Tournament, he had some dash resets after superjump Roundhouse. I tried messing with late or early timing, fierce or strong fukiage, but i don’t know its properties, to realize what i’m doing.
Just in case this can’t be answered, when u sumpjump towards Roundhouse, do u do it at like the last second or something?
Well thanks if any for answering my stupid questions.
I think you’re right on this. I got destryoed by a couple yuns over the weekend and I was using SAII the whole time. He’s in the air a lot so I guess maybe there arent as many opprotunnities to karakusa him or something.
man, I forgot how annoying his cross up dives were. I was blocking wrong after nearly every one of them:annoy: I think a list of reversal super cues is what we need. As soon as you notice he’s trying to tick command throw you in GJ(repeated walkup lks), reversal super in between one of them i don’t think they combo. After f+hp would work fine i’d think, and even after his mp shoulders, wait a fraction of a second so he sticks something out before you reversal it, though that’d probably only work a few times. Although I think you could give Yun a hard time with SA2 as well. With SA1 you are really restricted with your rushdown. The safety of(and knockdown abilities) of her ex’s are too good against yun.
against Yun SA1 will be your best choice by far. The only way Makoto should be able to land SAII on him is if Yun’s GJ get’s parried…if they are smart won’t get that opportunity. Though you do have a lot of chance to land SAI against him…be it random or confirmed. You need to understand that yun is going to move around…it doesn’t matter what you do to him, so take advantage of that and try to link that SAI. He jumps a lot so you can hit cr.short-> SAI on trip guard…s.strong–> SAI …forward.strong ( the funky backhand) --> SAI (it links)…UOH–> SAI…there are just way too many ways to kill Yun.
I decided to go through all of Final Round 9 w/o using SAI. I usally switch between the two but I needed the SAII practice under pressure. There were a couple matches I missed it but was much more spot on this time than other tourneys. Landed some good ones in casual as well.
I def. think Yun and Chun Li deserve a SAI in the face. Other characters didnt give me any problems when using SA II though.
sa II is usable against the twins but it is only worthwhile if you can do the 100% stun consistantly, due to their poor health 100% pretty much ends their round even moreso than a shoto. Even if you can sa 1 is more consistant via hitconfirm or via punishing after parry.
I made some updates to the faq. added reccomended supers to the character specific section. Looks like its getting too big though becuase i had to move it to the FAQ section. You’re only allowed like 2000 lines/words per post or something like that.
you forgot st strong --> s short/cr shortxxwhatever
usefull link post knockdown and for lockdown. Thrown meating on wakeup gives you plenty of time to determine if its it or blocked and what to cancel into(if anything) accordingly
sa III
also karakusa --> cr strong xx sa III s.fpxxhayate
edit*
also if they parry st strong they can throw you for free assuming they do it as early as possible, canceling into sa 1 will not be possible.
i dont remember the vid, but maybe it was sa2, early (almost as early as possible) mk-tsurugi, land,[no dash] fukiage in the other direction. it’s flashy, but im pretty sure that sa2,dash, fukiage, whatever-hp/hk does equal/more damage/stun, respectively. it’s been too long since i played with all of the options. trainingmode that shit down.
I dunno if this strat has been found but here it is:
karakusa --> s.fp --> Ex Hayate (in corner) --> f+lk (reset) --> s.lk --> Ex oroshi
What happens here is that after they’ve been hit by the f+lk, they’ll be reset like you all know. Now here’s where the mix-up lies. Since they’ve been reset they’ll want to jump outta the corner. So the s.lk will shoot them down and they’ll block low and if done fast enough then the Ex oroshi will knock them back down for more mix-ups.
maybe you should read through the 3+ year-old threads here. :sad:
[though, not discouraging you from experimenting- get a solid base of knowledge first.]
ninjaedit- tried my best to not sound like an asshole. it’s just that 3s is an OLD game, and there’s very little (if anything) left to be “found out”; most everything is documented in this forum (sometimes more than once).
yeah thats is pretty standard. the real mix up though is that the s.lk whiffs so you can kara-kara. If you see they like to jump, then yeah do the ex oroshi. or… DO NOTHING. just want and see what they do.