Command throws are untechable, when you see your karakusa involved in a tech, it was the karakusa teching your opponents throw not the other way around.
This applies to all command grabs (excluding supers)
As for beating wake up parries I suggest paying attention to what they are doing when they wakeup parry (IE are they waking up option select throw, parry into whatever combo)
1)If they are waking up option select throw then you can do a fake meaty standing strong,cr. jab etc and
A)dash back afterwards and punish the throw whiff with st fpxwhatever,
s. shortxhayate etc
B)do a cr.shortxwhatever or possibility use it as a tick into karakusa
2)use a spacer post knockdown that will leave you outside of their throw range to limit the opponents escape options (ie cr strong, st short, twds strong, etc)
*characters with good kara throw ranges can still kara throw you depending on what you do
3)If they are looking to parry and punish with a combo you can do the something similar but instead go meaty karakusa, fish for a parry
If they keep guessing and guessing correctly look for predictability in your mixups
well that’s why your doing r.karakusa. you should be all up on their face unless you really have to be. that has some good range where they’ll just wiff on the throw
quoted for truth. if they attempt to throw and you’re just outside of throw range, karakusa will grab them. sometimes risky against chars with kara throws, they can just karathrow you and throw you off.
I was just wondering…does anyone think FP oroshi is any good?
-it’s slow enough that people will try to parry it a lot of times, but if they don’t react in time they will just end up getting nailed, or if they’re indecisive
-it’s knockdown on hit
-it’s safe on block
-you can discourage parries by canceling into super.
I know it’s probably trash, but I thought I’d just throw it out there and see what feedback you guys had…
also, random trivia; f.mk after knockdown is perfect kara range if they don’t tech
p.s. a long time ago at evo or something ramza told me to use sa1 against akuma. i’ve been trying it these last couple of weeks and it’s not bad o_O
maybe it is because this particular player doesn’t mind running away for 99 seconds
The Fact SAII is an easy 100% if you land it is enough for me to use it. Parryxxwin is a fun play style as that’s what SAII becomes alot of the time in the match.
I don’t have local yangs but i’ve started up on kaillera recently and was curious about something with yangs strike attacks. I was trying to s. lk hayate to punish his 3rd strike (which i thought was supposed to have a lot of lag) but a guy kept parrying me when i tried to attack there. Anything besides SAI just got parried cuz it was to slow. I was thinking i might just be mistiming because of lag or something but are you supposed to just do a hayate to punish or what?
On another note. I was playing an alex online and i did a f. lk reset after a EX hayate and dashed beneath him and when i did it I got kinda sloppy on my inputs i guess and did a FP fukiage after i crossed him up in the corner. I was pissed as i thought i was going to eat a shit load, but to my surprise it caught him in the jaw and took a shit load of life and stunned his ass. Tried it one more time a few matches later and it worked again. Just something i noticed, and was wondering if it worked on any other big guys like Q, Hugo, or Dudley who can all be crossed up by the f. lk dash in a corner after an EX Hayate. I love that reset it nearly always lands me a karakusa or good dmg.
yeah dude just look through the forum topics
there are like 7 threads explaining this shit with some decent help
…i just close my eyes and spin the stick really fast =(
i am not very confident with this, but i think you are missing the yang thing because of lag
and the alex thing sounds weird… maybe he is trying to attack which is getting him hit by the fukiage. i don’t think hp fukiage will hit a standing alex in any case (unless makoto is still facing the corner when the move comes out?)
I’ve actually seen that in a combo video of Makoto’s. You reset in the corner, cross him up and as he’s getting up you do the EX fukiage and it’ll hit him.
The more I play online the more i’m convinced SAI should be used v. everyone but Alex, Q, Hugo, and Urien. I’ve even given in on remy and akuma who i can 100% with SAII just cuz SAI is so much easier to setup.
It doesn’t really hinder EX usage imo and having a mixup that deals 45-50% is really nice to match the BS of a lot of characters. I find the Ken matchup for example to be a lot more difficult with SAII just cuz they rarely give me an oppurtunity to readily use it.