wait… what? so, the the hk~fukiage. it’s dp motion, let the stick go into neutral, then hk~fukiage?
you have to kara both?
i’ve been getting away with plain MP-fukiage, then lk~LP-fukiage. well, on Q at least.
hitting it on Elena is really iffy.
wait… what? so, the the hk~fukiage. it’s dp motion, let the stick go into neutral, then hk~fukiage?
you have to kara both?
i’ve been getting away with plain MP-fukiage, then lk~LP-fukiage. well, on Q at least.
hitting it on Elena is really iffy.
100% stun/double fukiage variants
Dash forward fukiage dash back fukiage
dash forward st rh kara fukiage dash back fukiage
dash forward fukiage dash back cr rh kara fukiage
dash forward st rh fukiage dash back cr rh fukiage
dash forward cr rh fukiage dash forward (same direction as first dash) cr rh fukiage
dash forward fukiage st short karaed fukiage
Alex 1
Akuma 2
Chun: fuck you
Dud 2, 3
Elena 2, 6
Hugo 1
Ibuki 4, 5
Ken 2
Mak 2, 3
Necro 2, 3
Oro 4, 5
Q 6
Remy 2, 3
Ryu 2
Sean 2
Twelve 2, 3
Urien 2, 3
Yang 2, 3, 5
Yun 2, 3, 5
3 and 5 are pretty sick, i never thought of doing those good shit
I found something on my own, a ground cross-up. This most likely isn’t something new at all, but I haven’t seen this posted anywhere and I figured the more information the better.
When the opponent is in the corner, land a EX Hayate and reset with f.LK (only got it to work with this move, may work with other normals), then dash forward. I tried this on every character, but so far I only got it to work on Akuma, Urien, Dudley, Hugo, Alex and Twelve. I’m pretty sure this is everyone it works on, but I could’ve missed the timing on the other characters. You’re welcome to test this further. Anyone knew about this?
I have a question about Makotos “double Tsurugi combo”. Mimora did it a few times against Urien , but I have a very hart time performing that. Is this a charakter specific stuff?
MAMI has a list on the previous page describing the combos as well as the characters that the characters certain SAII combos work for. just head over to page 40 and scroll down. it’s an extensive list, you can’t miss it.
as for performing it, it’s practice. that’s all there is to it.
You are talking about the 100% stun combo with the double fukiage (dragon punch),
but I was talking about the double tsurugi (ax kick) combo.
oh wow… i totally misread your initial post. i saw the word double and just assumed you wanted to know about the 100% stun combo.
i am also curious as to mimora’s tsurugi to tsurugi combo. i dun have a console version to test it out some though. x]
if i’m not mistaken, if you get air to air mk tsurugi you can get like an instant air tsurugi at least in the corner or an ex one.
@blue lighting.
ex hayate follow ups are generally
jab or strong hayate
twards short
stand foward
however on some characters you can do
crouch strong
stand short
and kara jab hayate (kara with stand foward this is how you 2x hayate cornered shoto’s but you don’t need kara to do it against akuma)
and for cross up potentiality i think twards short is your best option but some times it’s better to do twards short and back dash just to keep them cornered with pokes OR do a kara karakusa
I don’t use EX tsurugi as much as I should, but I’m not sure how to work it in. How do you all use EX tsurugi and do you have any particular situations in which you use it, if so what are they?
EX Tsurugis are usually done very low to the ground from a superjump as kind of a throw escape and a mixup for a knockdown. You do down->up, then a 270 motion from up to down to back+KK in one fluid motion. The timing to get it low to the ground may be hard at first, but once you get used to it, it becomes a great corner mixup that goes well with her karakusa and EX Oroshi, not to mention it’s a bitch to parry.
Great tip.
Thanks for this. I guess this also counts if the opponents gets pushed over the timer by HP?
The search button is your friend
but to answer your question its character specific
Hmmm will find out in training mode cause just too fuking lazy to search.
I’m a Makoto player up here in Philly. I like to use it alot actually when I’m cornered. If lets say Ken is doing good corner pressure and going for tick throws I use IA EX tsurugi to push him back or even get a knockdown if he wiffs a throw. Then once hes down your in a prime spot for wake-up mixup into karakusaxxSA2 and so on and so forth.
Hope this helps to get them haters off you lol
that’ll probably be faster than searching.
the obvious choices where you have a larger margin of error about the clock spacing are the tall characters of hugo, alex, and urien.
just off the top of my head, those are the only three where i’ll attempt going for fierce into SAII if they’re skirting the edge of the clock. everyone else gets a pass. but there might be another character that behaves in the same manner, i dunno. i dun study the game too hard, unfortunately. i just played.
good luck.
Thanks for the tip, since i posted that question I’ve fell in love with IA-EX Tsurugi. Question about Kara-Karakusa, or KKK for you haters. If you knockdown and they tech will it grab them 100%? I heard it does but I’ve missed it plenty idk if its timing or character specific.
Define tech???
If they wakeup mash cr throw tech you will get jabbed out of the kara karakusa
If they wakeup throw either you will get thrown out of karakusa assuming you are in their throw range, if not karakusa will grab their whiffed throw (assuming the throw is done as a reversal)
of course this leaves out the human factor…
I think honestly there isn’t much of a guarantee on this one. Remember that a karakusa cannot be teched but a karakusa CAN tech an opponents throw, very strange but it makes sense if you think about it for a while haha. As far as an opponent teching on their wakeup against Makoto they almost never do it. The idea being that they will either eat anything you throwout leading into another karakusa setup or maybe st. mp~st.lk xx lp. hayate the risk isnt really worth it.
Kara-karakusa is valuable on wakeup once you establish that you CAN do stuff to them off a st. lk kara and make them block high if you cancel into an ex oroshi. By letting them see the st. lk on their wakeup they are forced to choose in a split second often going for a block or desperate dp. They almost never tech seeing as the 2 options just explained off st. lk WILL BEAT any tech they do 90% of the time. So long story short they usually block high or do something with invul ie: shoto dp. Make them want to mash dp and then just wiff st. lk on their wakeup to draw it out, then punish to the fullest
I try to think of Makoto as a character that trains your opponent to operate on your terms over a 3 game set. Make them do stuff that is in your favor. I know I diverted a little from the question but I hope this helps in the overall idea of the kara-karakusa on your opponents wakeup, as I’m only now developing it myself. Good luck to you!