u’ll get hit regardless of any char when chun does her last kick on sa2 when ur too close =\
I got a question Ive always been confused about…
Sometimes, when fighting a human or computer, and Im using SAII, I hit them with the first hit of the super art and than all of a sudden they either parry or block the second hit!!! WTF?? It usually happens when Ive played against the computer Hugo or a human playing Urien, and I think once against chun-li. AND sometimes I even link it with the standing fierce punch, it sais 2 hits (or 3 if I did a karakusa) and than they block the rest of the super art…
Even the humans I played against were like, “how did I block that?” I always thought it was probably because (for instance) I used light kick for the super art and only caught the tip of their feet, and they were far enough to block the rest. But sometimes it was happening when I hit them right in the gut, when I do the distance just perfect…
Anyone know why or how this happens?
The other one you mentioned only happens on tall characters (Q, hugo, urien)
It usually happens when you use rh abare at a range fk should of been used
What happens is the hit stun is less than the time it takes for makoto to land
(OTG) and start the second hit
This only happens on them because with the shorter characters your longer abare would of whiffed completely or you would of only caught them with the first hit then went over
For a general rule of thumb to avoid this when in doubt of which abare to use, do the shorter one
i dont know if this was posted already but I have an easy way to help practice/confirm a kara-mp.fukiage after the saII connects without having to do alot of guesswork:
basically pick ryu to train against, not for him specifically but his stage. if have to be in player 1 position because at the end of player 2’s position, “his” side of the stage, there is a girdle attached to the roof.
activate saII when is says “Fight!” and attempt to kara fukiage. if you did it correctly, makoto’s foot position will be right next to the girdle. if you did it wrong her foot position will be 1-2 tiles away from the girdle.
now just wash rinse repeat !
You could do that for practice but for confirming you can watch the edges of the screen when you go for it. If you get it you will see the screen shift slightly.
This allows you to confirm the kara and if you didn’t see the screen shift you can easy substitute the dash back fukiage with a sj/j rh/fp/rh tsurugi
I can finally do the 100% pretty good. I notice (against Ken) the easiest times are almost cornered - mk sa2, or non-max range rh sa2. It’s probably a positioning thing, but those seem easier for some reason.
Weird shit happened: I was Ryu, threw an EX fireball, friend was Makoto and completely ducked the fireball with low short. Passed right over her. Tried to replicate it, and Mak kept getting hit in the back of the head. This was about 3/4 screen, on ps2.
To add to weird shit…it’s probably happened to many others, I’ve dashed thru Chun a bunch of times, and I think it’s usually/always when she dashes as well. Guessing it’s her airborn dash frames + Mak’s ducking.
Hi, my biggest problem is still the dash timing after the kara-dp. Can someone give me a hint plz.
thx
You should test out the different timings of dashing after abare-super. Basically the earlier you do your kara-dp, the easier the timing is for the second dash. For me, i usually start dashing around the 3rd kick of the abare on the ground.
Random note: Standing Rh will cleanly beat Yun wakeup ex kicks. Maybe I’m the last to know.
c.lk beats that shit a lot of times, too, somehow.
:wonder: I’m not sure if this has been covered yet but I’ve got a question. But first it bears some explanation:
Okay, a while ago SRK held a contest where they showed a 3S vid with random combos and matches and we were supposed to find how many things in the video were not legal moves (i.e. influenced by the System direction). Well the second match in the video was one where Makoto basically raped Ryu with a really screwed up looking combo. Now even though I don’t know EXACTLY how it was done, here’s the play by play of what it lookedlike:
SA2 -> SA2 (1st, 3rd, and 4th hit connects) -> jump-> tsurugi (Ryu gets stunned) -> dash-> s.lp-> UOH-> dash-> s.lp-> UOH -> dash-> s.lp -> lp Oroshi
Now what threw me for a loop was that the contest results said that match was 100% LEGAL. :wow:
Now to the actual Question(s): Does anyone know/remember what it was that allowed her to juggle that many times (specifically those last 6 hits)? Can it be used in other situations with SA2?
I’m asking this because I’ve been trying think of all the different ways to combo with SA2, but for whatever reason I can only get so many hits in before the moves no longer connect (usually 2-3). I’m not sure if it’s my timing or some other limitation with juggling that I need to know about. :looney:
the six normals will hit if they get stunned by the tsurugi (or earlier)… if they’re not cornered, you can do like… tsurugi, [dash, lp]x5, lp. oroshi or fukiage or some other stupid things… im pretty sure that 2 hayates does the same amount of damage.
Yeah if someone gets stunned during a juggle you can juggle them a bunch with all kinds of stuff.
Helloooo ya’ll.
This is my first post, so plz no flamming… I have been playing third strike for 6 months and now im getting teh hang of parrying (sorta). I used to play with Ken, Yun, Yang. I just started to play with Makoto. IMO, shes kinda hard to play with. I noticed teh 100% stun combo. Im having trouble connecting SA 2 after linking HP with Karakusa. Any ideas. I think teh Dreamcast controller sux. specially the HP and Hk buttons. Is it just me or teh controller?
Well “behindthefreezR”. When I first started out with Makoto I was getting discouraged and frustated cause I couldnt do all her links and such. You will make very slow progress, Im still learning new things just be playin cpus. I thought I could never get consistant at the timings, but after about 6 months of play im pretty consistant.
And partly playin with the dreamcast controller/dreamcast game will make it a bit tougher to do some things, even some links arent possible unless you play on the arcades.
**
“Oh, well I can’t do the kara-fukiage. How do you do it consitantly?”**
So… After SA2 I key in :r: :r: , :dp: (:hk: + :mp:) ???
you’ll do the DP motion in the opposite direction, since you’ve dashed under them
Ya if u make the first 2 arrows go left it would be right, along with adding a right at the end after the down-right. I think some people dont notice they have inputed it, ive tested it with a turbo controller (programmable).
Thanks for the opposite DP part, so thats why I have been doing Oroshi…
Now I cant link the 2nd Fukikage. Also the dummy Ryu tends to bounce in the other direction some times; any way to predict that?
I think you may not be doing the kara fukiage right. In my experinces he always went the same way if I was doing the kara fukiage right.