Stuff like this gives me hope for “hidden potential” in Makoto
It’s pretty bad, but it doesn’t bother me as much as I mained Sakura in Vanilla. Her J.Lk was horrible. It had to hit ridiculously deep. That’s why I used her J.hp to cross-up. That one is pretty ambiguous. Come to speak of it. Makoto’s J.Hp can cross up too. I usually aim for slightly passed the head.
hey guys just made this video as sort of a test and right off the bat youtube disables my audio. lmao so i apologize for that. the quality isnt that great either but better then my last vids. The whole point of this video is basically counters and ways up punishing certain ultras after blacking the initial part of them. yes most of you may know all this already but i was bored and had nothing else to do lol.
i found something interesting this weekend. Could be useful in some situations.
MP fukiage is considered airborn during the first frame (not LP neither HP).
You can use it against zangief crossup madness on wakeup. You get hit, but fly in the air and you can go out of pressure.
Oh, and i tried crossdown fukiage…but it doesnt work, even against the characters on which FA crumple -> HP fukiage works
I’ve already posted it days ago in the combo thread^^
it’s character specific. (about 10 characters. Check the other thread for the list).
MP fukiage
This move is considered as airborn during the very first frames. You can use it to avoid some wakeup pressure (zangief for example). Ok, you get hit once, but, at least, you fly and can take distance with a backdash after it.
EX hayate -> (cancel) -> FAlvl3
If you delay a little bit your FA, and opponent quick recovery, he’s not able to mash jabs or jump to avoid FAlvl3 (he gets hit in the air if he tries to jump, so you can combo).
He can only backdash/invuln move/throw.
It’s a little bit risky for him (especially reversal invuln move), because you can cancel your FA with back dash and punish his whiffing move.
Is there a way to confirm you’re doing the PJFC in training mode? I recorded several ex Oroshi using the motion, sometimes I could throw them sometimes I couldn’t. Is this only testable in live situations and not very training mode friendly?
Pre-jump frame cancel. If you end Makoto’s specials with an Up motion you start jumping(which takes like 4-6 frames depending on the character, but should be 4) and you cancel those jumping frames into makoto’s special. Good for avoiding throws, not clue how many frames you actually are throw immune.
So you would just jump right after a special move and it would increase your frame advantage on block? Or will it let me cancel it into another special move faster than it normally would?
Posted this in the 99 Problems thread, but it fits better here:
Target Combo 1, and st.LK xx LK Karakusa are great for punishing Focus fishing. The former beats Focus Attacks clean, and can tag backdashes if you delay it slightly. The latter grabs them if they try and launch the Focus Attack, do to the cancel moving Makoto forward quite a bit. However, some characters can backdash and punish you for the st.LK xx LK Karakusa method.
Okay, so… err… is anyone aware that Tsurugi can actually be used as a crossup? Happened last night during a match. Srsly. Caught me offguard too, cuz he was crouch blocking and I was like “Oh crap, here comes a shoryuken” and no… it crossed him up and won the match because of it. It’s also fairly vague because depending on which one you use, and how long you wait, it comes out at different heights and distances. Could be useful all in all. Anyone want to explore that option?
hk tsurugi, with a little distance, or lk tsurugi, in their face, tends to be great answers to wake-up reversal srk with the right timing. If they srk, you fly over them safely. If they don’t, then you connect with it to block or hit. If they backdash, then a few might get caught, most will probably get away, but at least you didn’t eat a reversal. Only problem is if they just sit there and focus it.