You know what’s a good karakusa set-up? c.lk, qcf + p x k, karakusa… It’s never failed me once…
I’d just like to thank Haunts for writing this guide. I recently got into 3S and it’s been a big help to me. Thanks a ton.
thanks! do as I say, not as I do!
I recently downloaded a video where a Makoto does a pretty strange SAII combo, and I can’t figure out how he does it. The match I saw it in can be found here.
It’s something like this:
SAII xx Instant Air Tsurugi -> Fukiage xx j.HP
I can’t tell:
- What strength Tsurugi he used.
- If he dashed forward and/or kara’d the Fukiage.
- What strength Fukiage it was.
I’m also wondering what advantages and disadvantages this combo has compared to other SAII combos. It’s not 100% stun, but it seems to be better than SAII -> Dash HP Fukiage xx j.HP.
you typically use forward (mk) tsurugi and you don’t dash after just do the first tsurugi early.
Strong or fp for the fukiage
the only catch is you have to catch them with the fp on the way up
advantages it does more damage and stun then the standard ender
disadvantages its quite a bit harder to do
also, Makoto and the opponent will usually be sent to the opposite corners of the screen (jumping fierce hits in a strange way in this combo) so you have to work harder to get in again and get that last bit of stun.
depends on how the fukiage hits, you can always make them land inside the corner if you want. i messed up the timing the first time, but the next couple times I got it right. I think kofiend guessed right on both follow ups though, so i got fucked:sad:. This is truly 99.9% stun, against the twins I’m even sure I got it to 100% just messing with the timings of the combo(ie, how fast in succession everything hits). after the followup into the corner, dash up uoh stuns. I think even cr lk by itself will stun them in this situation. gl everyone trying to do this, the only hard part is learning to wait for the fukiage, there’s a sweet spot a little bit after the twins body passes over your head.
Ah, I get it now. Still working on connecting the HP at the end. (It looks like it goes right through him! xD) I’ll get it eventually.
Let’s forget about stun for a sec… does it do more or less damage than SAII xx MK Tsurugi -> MP Hayate -> HP Hayate?
EDIT: Whoo! Finally did it! But the HP sent him in the opposite direction. =/
EDIT AGAIN: Okay, did it perfect just now.
your probably doing the fukiage to early or sj to late, you want to hit them with it as late/low as possible.
tsurugi --> fukiage sj fp does more damage but now that ive watched the matches he should of just went for the 100% stun instead:sad:
Personally I think the 99.9% stun combo mentioned above is a waste of time and effort… 100% stun is easier once you get used to it. Practice that instead.
i’m confident i can do this 100% of the time when i’m playing well, which is something I can’t really say about the 100% stun on the twins.
For the twins just use jab to jab it makes it much easier on them. Besides for the most part you will only be doing the 100% from karakusa on them the vast majority of the time.
Ive been havin a problem just recently fighting a new Ken. Now Ive played many Ken’s before and never have I had this problem.
Okay, after I block his SA3, Ive always executed a karakusa precicely (or so I thought). Now, this ken is doing a jab shoryuken after he recovers from SA3 and it is punishing me almost every time. After a while of gettin beat down I just decided to use fierce punch and I was timing that easily.
I was also having major problems grabbing him with a karakusa (and even hitting him with fierce punch!) when I blocked/parried a jab shoryuken just regularly in a match. He would hit me with another jab shoryu when I tried to hit him.
Can they escape a karakusa after a jab shoryu no matter what, or is my timing off? Ive never had this problem before so Im a bit confused. I had to do s.lk -->jab hayate to punish his missed jab shoryu’s every time…
And can they escape a karakusa by hitting you with jab shoryu after a blocked SA3? Or have I become slow? I was testing it in training and it seems that ken can escape with a shoryu, but he cant escape by jumping, it seems that a shoryu has strange speed properties here or something, I dunno =0.
its your timing. just practice.
It’s a timing problem. Do the Lk Karakusa just after the last Ken’s kick hits you… if you don’t get the “Reversal”, try with Mk, Lk Drum. ^^U
Blocked Ken’ S.A. III put the blocker on disaventage… i think ^^U.
Edit: Question: Anyone knows whats means “Kara” of “Kara-Cancel” ?? O_o
Kara means ‘empty’ in japanese.
I dunno if you were just asking what it meant or what it’s for, but it’s basically cancelling the startup of a normal move into a special move (or throw) to give it more range.
On Ken’s SA3, I’m pretty sure that it’s -11 frames for Ken on block.
I’m not sure about this, but i think that Ken’ Simpuu put bot on -X//Y, cause if the blocked S.A.III don’t put at blocker on disavantage, another Ken can SRK him when the last kick hits and if don’t do the SRK on reversal. ^^U
About "what means ‘Kara’ ", is for a friend, he asked me what “kara” means… and my japanesse is too bad to know this. ^^U. Thx for the answer.
Speaking of Kara-cancels… why don’t I see more Makoto players using s.LK -> Hayate cancel? I’ve only seen one video of a Makoto use it EVER and that was Ino. (He took an EX spinning bird to the face at the time, but that’s beside the point :rolleyes:).
EDIT: Haha, nevermind. I just noticed that Arlieth used it a few times in a video vs. Sextaro. That answers my question.
If you hit with the s.LK then you’re still in Karakusa range, unlike Kara-Kara. Plus it seems like everyone is trained to block high after blocking/getting hit with s.LK because Kara-EX Oroshi is so common. Am I missing something?
I used to do that kara-cancel here and there, I still do against a few people. But recently highly skilled people are punishing me for doing any sort of hayate cancel, not sure if they are doing this be reflex or something else. I know one person does it by reflex on me, so sometimes I would suggest staying away from hayate canceling a lot. Just depends who ur playin i guess, it would work on me everytime haha.
Hayate cancels should only amount to 5% of your gameplay at most. MOst of the time when you do a hayate cancel it’s basically to freeze the opponent to dash up throw or cancel the recover on certain moves like cr.mp/st.hp. There are some gimmikcs around them. If your getting punished, you probably shouldn’t do them in that situational context in which you got punished.