All About Makoto / Read this first

I think it depends on the direction ‘cross’ as well as your button layout. I hate the standard PS pad directional control for doing anything other than dashing. The ‘crosses’ that are one big unit that pivot in the middle are better for stuff like HCF’s and 360’s (though the non diagonal positions are little touchy) cus you can put your thumb in the middle and lean/roll it across the directions instead of actually rubbing it across the face of the controller. The latter is punishment on your outer layers of skin as well as being the cause of funky dirty grime build-up on your pad. My SNES pad was all nasty after too many stages of “Test your might” and violentily rubbing thumb and index across A and B.

Dont listen to these fools. Kara-kara on pad is IMPOSSIBLE. The only way to do it is to buy a stick.

does any one know how to cancel an ex- hayate into another hayate.ive seen in done all the time but i don kno how to do it.

First off, you can’t cancel an EX hayate into a hayate. You can combo it, but it’s not a cancel.

It can be done on big characters. You’re probably trying it versus Ryu, who it will not work on. Try it on Chun-Li.

Anyways, I have some questions of my own. JAK posted some very interesting info on how you can cancel the recovery frames of Makoto’s dash by doing a jab after it. This could mean that dash-jab karakusa is way better than dash-karakusa…or perhaps you need to mix between the two. what do you guys think?

I found some frame data on dashes.
http://ensabahnur.free.fr/Baston/index.php?page=tables&gameNum=20&gameName=Street%20Fighter%20III%20Third%20Strike

It says Makoto’s dash recovers after 21 frames, then it has (19) next to it. Is this referring to the cancellable recovery frames, or something else?

You guys know that Abare Tosanami combo that goes

Karakusa -> HP -> SA2 -> Instant Air Tsurugi -> Fukiage -> jumping HP on the way up?

Can anyone post exactly how this is done (i.e what strength fukiage and tsurugi I need?)

Thanks.

Referring to that dash-jab recovery frame thing. Until JAK posted that (by the way JAK, thanks for posting that) I really never put it together that it makes you recover faster. But, in my normal game-play I use dash-jab karakusa a ton more than most Makoto players, I have come to notice. And in many cases, often when I did dash-karakusa, I would be punished much more often than I would if I were to jab after the dash. And I know the opponent was trying to punish my dash during the dash-jab karakusa because the jab was not blocked, but it did hit.

So I believe against players that try to punish a dash in by reaction, the dash-jab karakusa can really help you out often.

Regarding that combo, I will post what I know by memory.

I believe you should use mp. fukiage, and you have to input it backwards from how you perceive you should input it.

Use mk. Tsurugi. And I find that it worked more often when I super-jump cancel just a fraction of a second later than you normally would.

As for the super-jump cancel HP on the way up…I have been trying to connect that shiz forever. Maybe I am using the wrong strengths of moves? I would like to know also.

its a very char specific combo, and doesn’t work on all characters. some characters you need to hit tsurugi as early as possible, some characters late as possible, some need timed somewhat towards the middle arc, and some that get hit by multiple variations. the key to land the fierce at the end is to hit the fukiage as deep as possible, so you need to try to time the fukiage as late as you can.

so for twins(the easiest imo) you want earliest sj forward mk tsurugi, then you generally have a lot of leeway on the fukiage. you can use anyone here, i use mp fukiage. wait for the latest possible moment where you can input fukiage backwards before their body “uncrosses” you up. once you know that timing the fierce at the end comes very consistently.

it wud seem after executing an ex-hayate that i am too far from the opponent to do another hayate. the same goes wen i try to combo the reset light kick …help.wat strength of the hayate am i use to combo… and how am i to do the light kck reset after the ex-hayate…

are you talking about in the corner? and u must mean the f+lk reset post ex-hayate.

2 hayates in the corner do not work on all characters. off the top of my head, you can land an ex-hayate, into a 2nd lp hayate on the oro chun and makoto. On the bigger ones, you can land a 2nd mp hayate, like urien and shit. I can’t remember on the shotos, help me out, but I don’t think they can be hit by a 2nd hayate? just test it out, its fairly easy. the f+lk reset only works after an ex-hayate, or if somehow you got them in a juggle state in the corner, but u only really want to use it after the ex-hayate. its also fairly easy once you get it down, but the timings sorta strict… you gotta be quick to immediately do the f+lk as soon as you recover from the ex-hayate, which isn’t much time.

On shotos, the best followup is standing MK (Forward kick) but you have a VERY small window to link it. However, it does substantial stun damage when you need it.

i use twards + short because it’s alot easier and i haven’t gotten the timing down for the foward -_- damn my lack of execution hehe ^^

hmmm… considering damage reduction along with the choice between mixing up on a wakeup game or standing, i’ll take my chances with the fwd opposed to towards+short (which i’ve become accustomed to). i didn’t even know that was possible. what charas does the fwd not work on?

The best follow up against Shotos after a landed Ex-Hayate is f+Lk, cause you can do a Kara-anything [Even Kara-S.A.]. Against a cornered Shoto is for the win. :wink:

This thread will probably help you, or anyone else who has further questions on the EX hayate in the corner.

http://forums.shoryuken.com/showthread.php?t=121546

ok, after a trying to do 100% stun on makoto i quited because i couldn’t do it so i’d thought i’d try again and I STILL CAN’T DO 100% STUN COMBO!!!, i tried again like a week ago and i noticed that(well i think)that it’s not my fault.
you know you like dash kara-DP and then dash again, the second dash goes too far, please help me, i really need to learn this.

thanks

you’re probably not doing the kara dp or your not doing it right at least. If you do it right she should move backwards, so check that first. Remember that it’s forward, down, down forward, then NEUTRAL, then rh+mp/lp whatever.

Also, if you tell me you are practicing this on chun li I am going to slap you. The combo is character specific. Seriously, if you can’t do it you should at least know how through reading the various things on this board. Every character that it’s possible to double dp has been listed as well as what type of kara is required for each character. look first then ask.

Although, maybe it’s time haunts revised the thread a little to include some of the information contained later on…

SHIT:confused:

ok, i’ll try that out, the only things iv’e tried are(now that i know)forward+hk and crouching+hk.

iv’e been practicing with akuma by the way.thank you very much

No it’s just standing hk. That’s the problem. You can also apply this to other things if it helps you practice, they are mostly useless tho. (throw, hayate, oroshi, uoh[actually mildly useful] etc.)

yeah, iv’e ben kara’ing wrong kicks that make me go forward i thought that was the aim, since you ADD range when we say kara but with her you make her go backwards. thanks

Any hints on the Hayate > SAI link? I’m trying it with the piano method but still can’t do it consistantly. I think the problem is i’m not 100% sure where the Hayate ends. Any animation cues that could help you all know of?

If the Hayate is the Lp version, you must do it quickly enought to get the piano/drum just before of the Hayate’s Recovery time.

You eventualy will know when Hayate ends, but it’s around 1/2 sec after doing the Lp Hayate’s motion.