All About Makoto / Read this first

this is tooooo good, thanks… adds a little more scare-factor compared to my current strat of… ‘hope my full meter convinces them to block more, and mayyyybe confirm a super off of s.mp sometime’

both roski and eric owned me up pretty hard so either or is applicable

Since I dont have my ps2 with me right now to test this, I wanted to ask before I forgot. Is anyone able to hit confirm the jab oroshi --> super? If it’s practically not humanly possible, could you possibly do the trick where you hold down jab and not release it until you do every motion so the super would only come out if you hit them with the oroshi?

I was testing this out earlier, it not only seems possible, but fairly easy. Just do LP oroshi, do the two QCFs. If it hits, you should be able to notice and press a punch button, for a lot of reasons.

It’s kind of dramatic when they get hit. There’s this loud SLAM sound, and the opponent’s head is turned down because they just got owned.

You can also just take a look at the health bar, a hit oroshi removes a big chunk from it, so hit the punch if you see that.

Also uh…what do you mean when you say hold down jab and only release it until you do every motion so the super will only come out if you hit them? Does stuff like that even work? It seems like you’d just do a super anyway, whether it was hit or blocked.

he means negative edge

Ahh yes, that is what its called, negative edge. It works for Chun, that’s all I know about it. I’ll test the negative edge with it later if no one posts about it working in this situation.

Hmm, hopefully I can react as fast as you Mario. If you can hit confirm, hopefully I’ll have luck than, thanks for the info.

hey speaking of negative edge, that shit messes up my hayate cancel mixups like half the time i’m just gonna use a different punch to cancel from now on.

Wait what? Deadpool, do you mean with Chun you can use negative edge for the lose HK sjc SA2 and it will only come out on hit? Does that really work, cus I jsut ttried in training mode and I can get super from negative edge to come out on block. So, I dunno if you’re talking about something else, but it’s the first time I’ve heard of it.

My take on canceling SA1 off of a lp.Oroshi is that “yes”, much like Q’s dash punch it is technically possible to cancel into super on reaction to the hit alone. Can I do it? No (I can’t even hit-confirm chun c.mk). However, what I CAN do is look at whether or not my opponent was crouching. I’m not sure how fool proof it is (ppl standing up at the last second would probably make me screw up), but yesterday I did it in an actual match several times successfully. Once where the Oroshi hit them out of the air as they tried to jump away I managed to NOT spaz out and not do the super. So if I can do it, surely better players can. Btw, that jumping away thing could mess you up if you use sound or lifebar as a hit-confirm method.

EDIT:
Doesn’t work with c.mk either

negative edging for hit confirming… it can’t be used for that…

honestly in 3s negative edging isn’t all that useful out side of a couple characters

shit I can think of more situations you would hold down buttons to prevent an accidental negative edge then intentionally negative edging

as for hit confirming a super from an orochi yeah you can and its easier if you buffer both qcf before hit

ot-
Ive been playing with 3s roms in mame frame by frame some interesting stuff will post findings later (still no chun 100% though…well mostly likely not at least yet if at all)

Yo Zenfire…do you look at the health bar when you try hit confirming? Because I can pretty much only hit confirm Chun’s MK -> super if I look at the health bar…you might wanna try that if you already haven’t.

Oh yeah and JAK…can you tell me how you do that stuff? I wanna try. >_>

I better do some testing before I post more about it, maybe I was mistaken or I subconsciously stopped myself from releasing it without realizing it.

I dont think anyone said that, correct me if Im wrong.

I see, that sounds like it would be the most practical way to do it, thanks.

Ill also try looking at the opponents health like some of you mentioned and see if that works out for me, thanks.

Well whatever I said about negative edge and Chun I take it back after a bit of testing today, sorry.

Thank you Jak, now I buffer both qcf before the oroshi and it works like a charm…well I can hit confirm it about 90% of the time anyways, and that goes for SA2 after it also :tup:. Gotta love hit confirming SA2 from 3/4 of the screen away (against crouching characters for those who dont know). But I do know the oroshi can become parry bait depending on who I play, so I will minimize its usage.

sometimes i use f.mp->sa1 if i’m too far for a s.mp… think that i have used it a total of five times ever in tournaments

s.hk->sa1 is too inconsistent for me :confused:

Against Chun s Hk -> Seichusen is for the win. I do it with consistency [??, sorry too drunk to remember. XD] and the best way to do against she is in her wake up: You can beat the Kara Throw and D [2 secs] U + KK. I did it on SBO qualifiers against a pink chun [Marcel, i think ^^U] than played against Harmonaz… ^^U.

s Hk -> Seichusen can connect on everywhere on the Screen. Don’t worry about that, the real problem is the distance: You must not be on the longest range of s Hk to chain Seichusen.

Twds strong and st rh both have the same issue even though they are useable as hit confirms

depending on spacing and how meaty it is the hit it can push your opponent completely out of range (even if done at point blank)

–As for stuff I have been testing in mame

their are limits to the point you can bend the 7 point juggle rule via hitting them on the way up

(no followup possible post double fukiage even though you can get a sjxfp out and in its active frames in the middle of their sprite before they hit the apex of the launch of the second fukiage)

this also rules out a 100% stun from karakusa on the long stun bar characters

Makoto has a retarded amount of cancelable recovery frames on her dash so many that dashx cr. jab recovers a couple of frames (2 or 3 iirc) faster then just dashing (assuming you jabbed as early as possible aka the being of the recovery of the dash)

ehh thats all I have gotten around to testing and/or I can recall of the top of my head.

Hi.

Don’t want to sound like to much of a scrub, but what are my chances of doing a kara-karakusa on a pad. :smiley:

it’s not that hard i can do it ^^

hmmm. I’m not much of a pad player, but when I have no choice, I seem to be able to do a kara-karakusa maybe 75% of the time… my left thumb starts blistering up after a while though lol… Maybe I need to callus my thumbs more ;p

kara-karakusa on pad is easy.

more pratice then, I did it like twice in pratice. OH well will keep workin’ on it.