dunno if that’ll help me make friends with the arcade technicians, but i’ll give it a go :bgrin:
u mean sumthin like a blazin’ fast 360 startin frm the ^ position?
dunno if that’ll help me make friends with the arcade technicians, but i’ll give it a go :bgrin:
u mean sumthin like a blazin’ fast 360 startin frm the ^ position?
i just jump and turn the stick clockwise when facing left, etc
look at your numpad: it would look like this: 963214
I know that ex hayate, jab hayate works on alex, makoto, chun. On the shotos only if they if they get stunned during the combo. On urien you can follow up with strong hayate. It works on hugo probably too but haven’t tried that so far… :karate:
hey, i’ve been sparring with some real good players lately (like Lord Sharky), and i think i’m really improving (they dont get perfects on me anymore lol :bgrin:), and i just wanted to share sumthin: sometimes, after karakusa, id do s.FP -> FP Oroshi (mostly by mistake). but to my surprise, they get hit by it! and no, it doesn’t combo or anythin… i guess its just that they assume s.FP -> Hayate is coming so they just block low hoping that i screw up
(which i still do way too often :sad:) hence they get hit by the tip of the Oroshi after they get pushed back a bit frm the FP… ehe, just thought i should share =) any chance this’d work in your level of play? or is it just gonna be parry/punishment bait?
Is better if you use lk since is faster and you can cancel some of the counter attack your opponent may try
hi there seriously good info here! anyways , can any of you guyz discuss something i read in an old thread a while ago…, it said that after karakusa you could do , hp xx hayate hp , delay it a little bit n link it in order to increase the frame advantage, i was wondering , how much does it increase? is it safer to land karakusa again (like changing the timing for the jump out or enough for the throw to eat through mot c.lp (not chun’s ex tsurugi that bitch!)
Also for my little contribution for the thread, even if it’s not safe and considering above’s post you can combo abare tosanami from 2/3 of the screen by canceling the oroshi lp or mp it’s risky but it’s an option you can use as a surprise element try to land it by kara-canceling it with lk they may react too late to realize it’s gonna hit em also maybe you can try on wake up meaty s.fp xx hayate xx hayate.
To kara oroshi lp also another option would be to try it after c.lk x hayate mix-ups , like let’s say you land that twice cuz you gottem trained to block high or they tried to jump, now you’re too far to do that again kara oroshi to keep the rushdown n xx abare if you’re at the right range , also c.lk hayate cancel to c.mp to the kara oroshi may catch them off guard.
The reason I think is a viable option is that to my experience most oponents almost by refelx block high when they hear the ex sound( expecting and watching out for the deadly ex-oroshi) and prolly won’t expect the silent overhead. just don’t abuse this shit cuz you know what may happen , also another may be if you’re oponent atempts to parry ex-oroshi often n is successful throw it out to thwart parry attempts nn mix between oroshi lp n mp they hit at different times to it can de helpful to avoid parry/punish. Makoto’s rushdown is fast n a little bit of randomness perhaps may be what you need to break the oponent’s defense, land the big damage , stun them then GGPO. makoto is like magnus in that regard, either go all out or die trying ! :tup:
also makoto has lot’s of resets n second abare set-ups right? prolly they aren’t used anymore due to the 100% stun but for people who can’t they may be useful. also some flashy stuff let’s say you land SAII n stun them before the follow ups does she has any of those wierd long ass juggles you can do like necro , ryu n his jab shit to ex-srk?
also i know that if you predict an oponent jumping you can emidiately do j.hk (seems to be good air to air n dash under for crossup or karakusa when they land n prolly you’ll be in position to combo into SAII. also heard you can do the basic follow up of SAII n sjxx the hp fukiage to jumping forward hk to set this option up n prolly land the tiny left to stun them but I can’t seem to land that i there a special trick to land that shit?
thanx in advance n keep up the good work haunts n co.(we need more threads like this )
edit: P.S. i forgot to ask if makoto has a good move for kara throw and sometimes i’ve tried to land SAII as Anti-air usually it whiffs after the first but some times the last 2 hits land n well you know what happens next does anyone know to get this more often or is it random n I should just forget about it?
again thanx.
wh0a, i was reading over, and just noticed something: s.RH is UNTHROWABLE?
:0
how come? is it because she moves back? ehe, this might just be the answer to urien’s empty jumpins > grab (a ‘problem’ my noob ass has been facing) =)
it has weird property where makoto’s body just goes behind her massive foot which is all hitbox so anyone trying to throw eats manfoot.
and is there something funky about Mak’s wakeup frames? Whenever I play against her online(and this occurence ONLY happens against Mak) with a shoto, she seems to be able to throw THROUGH my crouching shorts, even if I’m just crouching there spamming it. I’ve tried timing it to her wakeup, and she just throws me out of it. It’s almost as if she had just done her neutral throw on wakeup, it happened to me at least 5 times…this was online, however, so nothing is certain, but I would like to know if anyone else has run into this?
if the d00d keeps empty jumping you can always throw out karakusa as he comes down
LOL :lol: :lol:
kewl =D i dunno how it happened, or if it ever will again, but i got my very first PERFECT victory against a mean urien player! :woot: (after which he got rea-hea-heaaaallly mad and went psycho on me arse :wasted:, but hey?!)
ehe, my poke strings seem ta be glaringly obvious (i tend overuse maks’ crouching stuff), and i find myself gettin low parried. now everyone i play against knows this, and im lookin for a way to mix things up. i read s.hp punishes low parries? does that hafta be meaty? thnx
s.hp is a high move, which means that if they all keep parrying low they just get hit, that’s all
dont use her crouching stuff, use s.mp too. And her chains are too good. I love Cheymuru
c.mp and c.mk are excellent pokes but the major drawback of those moves are they they are both parriable hi and low. c.fierce a good low to use but not too close because it is -6 and can be punished. s.strong is an excellent low parry punisher. s.mk is the hotness as well.
HELP, I can’t link the fukiage after SAII. I do the karakusa, S.HP, SAII, dash->dp mp+hk, and then the dp lp. I’ve tried it on ryu and yun but when I do get that second dash (rarely) it doesn’t look like the fukiage will connect and it doesn’t come out.
Cryptlord, don’t I wish it was dp mp+hk but.
after abare: dash strong dp (kara-cancelled from stand roundhouse) then dash and do a normal jab dp
It seems like you’re not dashing fast enough off of the super if you’re not getting the second dash to come out, but that’s just my opinion. Pretty sure you need to dp motion, neutral, RH~MP. If you don’t, then I’m missing something, because that’s the only way it’d kara for me. I can’t even do the combo, but I’m not too set on trying to learn it.
what’s that about? is he talkin about holdin the hayate? never thought that was possible :s any advantage to doin this? thnx =>
So is the motion dp mp, hk or something else?
umm…i have problem doing the kara-karakusa…any tips?