If you DP a poke, or a stunned character, you can get DP xx SA1 to combo…it seems to be random whether you get all the hits or they fall out of the last punch though.
Mike Z
If you DP a poke, or a stunned character, you can get DP xx SA1 to combo…it seems to be random whether you get all the hits or they fall out of the last punch though.
Mike Z
i would still do the sjc. fierce or roundhouse and then combo into sa1 while they are stunned >.>
fukiage after stun???
can anyone make a list of characters that can be hit by fukiage after they are stun, cun i try to do it on ken and funny enough some times it hit and some times dont, anyone knows whats the problem?
You have to hit Ken when he’s leaning forward during his stun animation. I haven’t played in like a year, but that sounds pretty right to me:tup: I do know that you hit Dudley pretty much whenever you want.
FREE
elena
Dudley
Q(from behind)
Hugo(i can’t remember for a fact as it’s been awhile since i’ve tried but i’m pretty positive)
Leaning Foward
ryu
ken
akuma
sean
Alex
while leaning forward during stun
and the rest you either can’t at all or i just don’t know c.c
I believe Elena can also be hit during a short part of her regular idle animation.
so can alex
Alex is a prime target for everything Makoto can do. :rock:
y0 if you guys were interested there are some videos of me playing on my youtube channel. nothing mind blowing, i miss some abare combos etc, but w/e… i think everyone was a little on edge becuase of tourney + being recorded. hah.
i just bought a sony handycam so ill try to get more matches up at some point and also get more comfortable playing while knowingly being recorded. lol
i attempt a parry before jabbing. but then again, i’m pussy i dash under all jump ins, unless exfugate or normal fugate. (that’s the upper right?)
I’m learning a little Makoto now, and was wondering as far as her 100% stun combo. Do the fukiages necessarily have to be done very fast or simply at a somewhat smooth pace?
Doing the kara mp fukiage at the start seems kinda tricky.
I only seem to land the regular stunned combo (straight up jump j.HK > s.HP > ex.Hayate) about 20% of the time. Doesn’t matter if I do the kick late or early on my way down, or when I time the s.HP, I just seem to almost never get it right. I have no problems doing a jump in j.HP > s.HP > ex.Hayate.
Can anyone give me any stuff to think about with this combo or tips on how to land it consistently?
practice it on the shorter characters its easiest if you do the jumping rh as late as possible
Ya I have troubles on some characters like Hugo and shit cuz I normally time it based on the character I’m hitting. Practice on like Yun and Time the J. HK right before makoto become even with his head. Than once you see it hit do FP > EX Hayate. Learn it as sometimes based on positioning after a stun it’s to hard to setup a j. FP as you have to jump forward and that doesn’t always workout well.
lol, ya I try to dash under them JQ just the reset it so good I was trying to see if I could guarantee it more ways. I’ll try that some though.
Yea exactly the j.FP one isn’t very useful unless you stun after a super or something. Thanks for the tip though, I tried it out it was way easier on Yun. I also noticed that the s.HP is supposed to come out almost instantly after j.HK, almost like a chain. I’ve been trying to time it like Ryu’s jump in j.HP, c.HP, Tatsu. Kinda slow like. On another note, I also nailed my first jab back and forth juggle after a guy got stunned mid-super. Things are looking up!
for the jump fierce i usually hit fierce about the peak of my jump but that combo is weak so forget about it haha
Does anyone ever use SAIII effectively? I kind of like the massive atk boost, but most players get very defensive when I use it.
shoots brains out
when i pick sa3, i usually end up using EX moves too often
the only time that i activate is in an end-game situation
usually in a karakusa combo or for an invincible wake-up, hoping they will whiff something
but i never actually pick sa3, expecting to beat anybody
…how about those gas prices
I was messing around with that jab parry thing and I found out how they do it on like Ken and shit. It’s not that hard but just never like holding forward when my opponent is still in front of me. Basically if they jump at you within about Ken’s cr. MP distance or maybe a tad bit more just walk forward it’s risk free actually and he’ll end up jumping to far behind you to actually hit you so you can just throw out the jab and reset him.
Basically if you can put the jab distance between their body and you and your behind them it’s always risk free just wasn’t sure how they always figured out when they could do it and what not.