All About Makoto / Read this first

I know you can do it to Ibuki, Dud’s, and necro and i can’t do it often but sometimes on hugo : / not sure why i can’t do it after a forward throw on him most of the time.

maybe in the corner only? f/b throw leaves you kind of far away

You can ground crossup Alex like mad.

speaking of cross ups i did a nasty cross up on yun last night i don’t reember the exact specifications but i did jump in fierce, and it crossed him up and then i combo’d into c.short jab hayate sa1 it was all together pretty sick =)

Question about anti-air jab with makoto. I see people do it a lot outside of parry in vids and stuff but I always get hit by shit when i try it and they are close by like a j. MK with Ken or what not. Does anyone do anything specific to help set this up (other than dashing behind them) or could perhaps explain what they look for when they do this?

depends on match ups try to parry against whatever your unsure it would beat

outside of parries it seems like a risky thing to do except for those situations where someone who jumps over you has no (or is out of range for) a crossup. But good luck reacting to something like that without first finding and playing a lot against someone who does that. Another occasion I remember seeing this used well was after a dash in that put you behind an airborn opponent because they did a neutral jump.

i had a quick question about this combo:

karakusa > fp > SAII > jump > qcb mk > land > mp hayate > hp hayate

For some reason i’m havinng a REALLY hard time getting this to land when it’s not in the corner…I can always get the first hayate to hit, but the 2nd hayate doesn’t reach.

Does this combo only work in the corner?

you should go for one of the many stun combos/setups when your midscreen instead, cause getting two hayates from that posistion isnt consistent. and even when you do get them in the corner i though your sposed to do hayate then c.rh reset.

…i dunno

Works everywhere and most likely your holding the punch button to long when you do the first hayate. Tap it quickly. Than make sure to do the FP hayate quickly and don’t hold the button. Timing isn’t strict between the 2 so i doubt that timing is to much of your problem. If the MP hayate gets to being a level 2 it won’t combo mid-screen i’m pretty sure.

Ehh for that ender its much easier to do the tsurugi late to get the combo consistently mid screen

Personally I do late tsurugi, jab hayate -> fp hayate if I do that combo midscreen

as for resets and variants post first hayate their are numerous midscreen and corner …well far fewer midscreen resets

Thanks for the info guys. The main problem is that I’m using pad right now (my stick is at a friends’) and I can’t time it right…i’ll get my stick and then see if i have any more problems.

One more question though about another combo:

karakusa > fp > Abare > jump > early qcb+mk > land > mp fukiage > jump hp

For some reason, I can’t get the jump hp ender. I’ve learned the timing on the tsuguri and landing and doing the fukaige…but I just can’t end with any jumping regulars or even c.rh.

Anyone else have this trouble?

i’ll show you at nwmajors

Thanks mate, but would you mind explaining it to me too?

Trick to that one is in timing so pad/stick doesn’t make a flip of difference (Pad player trying to make the conversion myself). Biggest issue is to make sure you delay the MP Fukiage late so that it hits fairly deep (don’t want them to just land on it) and than make sure you IMMEDIATELY sj cancel into FP, getting a quick sj cancel seems to be the biggest factor imo as they seem to leave juggle state while in the air after a bit : / you’ll notice this as even though they are still high in the air you’ll see the Combo counter show up. That’s what i look for at least.

The first trick is to learn when to do the DP so they are as low to the ground as possible when she hits them, so that your sj attack won’t miss. The second trick is to use sj.RH instead of Fierce. First off you can sj straight up so you don’t accidentally jump to the wrong side, and second RH is faster than Fierce so you have more time to hit the button before they become un-hittable. Stun is the same or very close.

Mike Z

dumby dumbhead question:

when randomly playing makoto one time, i did her DP xx SA1… is there any way this can actually fully combo, ever? do they just need to be deep into makoto?

On Hugo you can probably go Fukiage xx SJ cancel SAI when he’s stunned on the ground but you’d have to do it really really quickly if it does work, but not sure. It is a 1 frame super so if you cancelled on the first frame i’d imagine it would hit. As an anti-air probably not though as it hits kinda downward and it most definately won’t hit all the hits if you do it.

fukiage is super cancelable… no need to sjsc it unless your going for style points…

as for comboing in to it as an anti-air… If it hits super deep and with some luck on some fatter characters… so if in any useful sense no

Reliably/semi-reliably you can do it at least on some characters that you can hit them with it grounded post stun(works best if canceled as early as possible and their in the corner to help prevent them from falling out also which fukiage you do can also effect whether they fall out or not)

i must admit i didn’t know it was supercancellable XD never have tried. I just knew it was sj cancellable : P .