the “-20” is how long it takes her to complete an FADC. So know all you need to do is find out the block stun or hit stun of any more then subtract 20 to see if you are either + or -.
I’ve been working with a crumple punish that I’ve invented. Someone else might have done it or figured it out already but I haven’t seen it or heard of it on these threads yet, or scene video. Similar to the following cumple punish, I have a revised one that makes use of an option select to fukiage from the opposite side letting you choose which way you want to position your opponent.
Original:
crumble punish
FA(lv 2 or 3) wait for opp to drop to knees FA(lv1) fDash Fukiage(LP) IA Tsurugi(EX) crossunder character specific
Alternate:
crumble punish
FA(lv 2 or 3) wait for opp to drop to knees then charge slightly a FA(lv1) fDash -IMPORTANT- use the option select 63214 lp&mk IA Tsurugi(EX)… NOTE: the 63214 lp&mk after fdash option select will cause makoto to crossunder and Tsurugi on command.
NOTE AGAIN: A different option select “63214 lp&lk after fdash” will give you the same effect as the original crumple punish with the extra protection that if you timed it wrong and your opponent is standing after the dash you will lk karakusa. COMPRENDE?
I’m not sure if this works on the entire cast yet, but I’m hoping it is still in AE.
I apologize if this has been posted already. I may make a video of it soon.
yeah, but if FAlvl2 -> FAlvl1 let your opponent standing, that means you did it TOOOO early. Its very easy to wait a lot, then do FAlvl1.
btw, you can do:
FA lvl2 -> MK tsurugi (hits crossup) -> LP fukiage -> EX tsurugi
It does a lot more damage.
Any tricks to getting the mk tsurugi to cross up? The only character i can get it on consistently for some reason is Juri :?
I often cross up w/ it in the right corner after this combo: EX Hayate > LP Fuki > EX Tsurugi.
Of course, its character specific bc of that combo…for now. Muhahahahaha!
I made a short and basic Makoto mix up video for practicing video editing. Please critique.
[media=youtube]eeEsXq7VQK8[/media]
Don’t expect anything groundbreaking. Most of you probably already know everything in this video. It is targeted more towards beginners.
ne tips on fierce feint strong? i mess that combo up 1 time too many. Vipers FFF much easier
welcome to Makotoville
alright guys i figured out a triq to FFS. I use mp and lk to do the feint that way i can mash those 2 buttons to get both the feint and smp :). U can also plink using it so for the fat characters can get double smp.
i use mp and lk exclusively to feint now so i dont get the occasional negative edge.
I’m gonna take a wild guess and say jump canceled Oroshi being throw invincible for four frames is wrong, correct?
it’s definitely throw invincible for sometime, how many frame is something I don’t know.
… oh wait, 4 frames is too many, i think it’s 3f max during the oroshi ('cause you kara the 1st frame with oroshi)
Have you observed this in real matches? I can’t for the life of me escape tick throws in training mode with reversal 6321478+PP EX Oroshi.
Gief players complained he lost his unthrowable, jump cancelled lariat in Super. Maybe the mechanic was removed from the game ?
Also I thought that jump cancelled moves could not be buffered, meaning you have to do 8214+PP or 963214+PP, the PP pressed during the pre jump frames and not in the reversal window. I might be wrong.
According to ScrubmasterK jump cancel mechanic was removed from the game from Vanilla to Super. Probably most noticeably because of un-throwable lariat wakeup pressure (as a Gief main I completely agree with all lariat related nerfs, c.lk and s.mp nerfs not so much). So jc no, sjc yes.
Honestly? never saw it on a makoto match, and i never do it on purpose.
When something like that happens I can take my serious face and say “OF COURSE your throw whiffed, it’s a PJFC ex oroshi !! come on be serious dude!”.
The mechanic seems to be still there: it’s possible to dodge karakusa with PJFC lariat or ex oroshi (lariat is way easier by the way)
The input I used is 2147+PP (PP pressed after the reversal windows)
I used that setup for training: record makoto vs makoto, Ex oroshi, dash forward, straight jump + whiff move, meaty karakusa mk.
…If someone says you cannot do it anymore maybe we’re not talking of the same thing.
can someone explain to me how to do, (and i’ve seen it done before) you do a combo, the ending is…ex hayate, fukiage (in the corner), tsurugi…
Character specific in SSF4. It’s actually a somewhat tricky link on some of the characters it does work on, whereas in AE, it works on everyone and won’t even be in the realm of links and will be more in the realm of just a juggle.
Courtesy of our comrade Sprint:
Timing window for EX Hayate > LP Fukiage:
3f: Cammy, DeeJay
2f: C.Viper, Fei Long, T.Hawk
1f: Balrog, Dhalsim, Juri, Makoto, Rose, Sakura
It doesn’t work on anyone else. You can FADC EX Hayate and increase the link period by a frame, which actually becomes almost AE easy on C. Viper, Fei, Hawk, Cammy, and Dee Jay.
So, I play SSF4 on the Xbox with the controller.
Yeah, I know.
I don’t have the spare cash to throw at an arcade stick so I need to find a way to make this work. Has anyone had any success with button configs other than the default one? I’m willing to experiment with any set up in an attempt to improve my game.
If you’re looking for specifics, what I’m finding is that I simply cannot focus cancel into anything, which is probably really bad since that’s one of the basics of this game. Any help would be appreciated!
anybody knows about the lp hayate followup after ex hayate in corner is it 1f? cant really pull that of and which characters thouse it work on?