u2 is good too to stop “i’m free on wake up in the corner” things, vs twins.
But i switched back on u1 against them (so, they fear EX karakusa on wakeup).
I finally think that u2 is only very good against fireball characters (offline)
u2 is good too to stop “i’m free on wake up in the corner” things, vs twins.
But i switched back on u1 against them (so, they fear EX karakusa on wakeup).
I finally think that u2 is only very good against fireball characters (offline)
I’m actually starting to like U2 to stop certain characters from abusing certain things in the match up (scissor kicks and dash punches come to mind)
^ UC1 does the same thing in those scenarios.
Not really. The delayed flash makes lot of difference
Ok so I might be late on this… but is anyone still using Karakusa, s.:mp:, HC, Karakusa? I was at casuals last night and tried it, and accidently brushed s.:hp: instead of s.:mp: and it grabbed. Took it to the lab, and it grabs everyone lol. WTH. why are we using :mp:? lol s.:hp: does 20 more damage and 100 more stun so… If I’m going for a reset… definately going for that. This works especially well since i’ve been using FFLS EX Hayate every chance I get. The Karakusa looks just like the light. Except … OH NO you got grabbed! I <3 Makoto…
What ive been using (or atleast trying to use against strong ooponents) is after karakusa- forward strong (which hits), standing short (which obviously doesnt combo but if it hits or is blocked…) karakusa.
@mossad:
if i remember SUPER, opponent is out of range if you do stHP HC HK karakusa if he walks backward.
These days, i’m using more and more stHP HC during frame trap, or after a dash (to beat techthrow). Leading to massive combo if it counter hits (stHP HC stHP -> etc), and frame advantage if opponents guards
Hmmm I haven’t had anyone walk out yet. although someone with a very fast walk speed like BISON might be able to walk out in the correct situation. I wasn’t able to get out. s.:hk: Kara’s range is really good now, no? So I guess for a character like this I should only use it when they are in the corner. Maybe after a Hatiani Special (Focus to bait jump, dash lolfuki)…
I remember we used to use the s.:hp: HC frame trap in Super I don’t remember if I saw you do it, but i know the guy we were talking about in the other thread (Thickestmax) used to use it constantly, and It was amazing some of the damage he could rack off of one combo, especially after a blocked jump in or after a HP Hayate. I really think that s.:hp: HC is underused… I dont’ see it a lot, and given the frame advantage you get afterwards (+1 on block, +5 on hit right?) it should be utilized a lot more. I’ll be using it a lot more, especially on your close range characters like Dudley, Cammy, NOT other Makotos (EX Karakusa lol).
EDIT - I HATE BISON
i think we dont use it a lot because it’s not easy to confirm on normal hit:
you have almost no time to see if it’s a counter hit or not. So, it often happens:
for now, i’m doing stHP HC stHP, and if it counterhits, thats good, and if it normal-hits…no combo, but not bad. lol
edit:
i like bison
That sounds good… I’ll try that out some more.
Man can you please teach me how to beat bison. I’ll pay you. its that serious lol.
Yay edit- Oh and I like s.LP>s.MP after s.HP Hayate cancel. Looks pppprrrreeetttyyyy and its much easier than FFS
That’s good. Thing is, s.HP xx HC gives 20 more meter and 100 more stun (VERY valuable when we’re talking about resets without a previous stun).
I think we should be using s.HK (110 damage, 250 stun, 60 meter), Blockakusa in our resets. I don’t know how the range would work for that after a Karakusa, maybe it would require s.LK Kara-Karakusa?
Edit: Some numbers:
HK Karakusa, s.HK, Blockakusa, s.HP xx EX Hayate, LP Fukiage, EX Tsurugi = 532 damage, 974 stun alone.
I just tested it. Karakusa, s.HK is the poster-boy for s.LK Kara-Karakusa. You’re put at the exact range for it. Just hope your opponent doesn’t hold back.
Wait does the s.:lk whiff or get blocked? and I know awhile ago i tried something similar on Balrog and s.:hk: pushed back too far for Karakusa to connect. Can’t remember exactly what I was doing. Just remember that it work on several other characters but not on Balrog. If it does connect then $$$$
Balrog’s stupid head gets in the way. It’s why it’s so hard to throw him.
It’s a legit, whiffed s.LK Kara-Karakusa.
Mr Burns Voice: “Excellent.”
Great find.
Yeah, my problem is i have never messed around with HC. I haven’t even completed her final trial which involves HC. Guess I’m missing out on a lot. So much too learn…
I believe j.HP after a knockdown Fukiage in the corner can be a fake without a setup. I fought a Balrog tonight, and ended up not using the empty jump, forward jump HP setup … I think I just built meter with Tsurugi and jumped in on a non-quick rise … and just straight up didn’t cross him up with the j.HP.
are you sure it works in match?
For example, if I play vs makoto and she does karakusa -> stHK. I will jump away cause I know no combo is possible after it :x
Hmmm sounds like a good setup for Fukikusa
Karakusa, s.:hk:, Dash, Fukikusa?
hmm, sounds ok.
But I’ll maybe prefer doing stLK kara-EXkarakusa. Normal one risks of getting mash-lighted is too high :’(
ps: <3 EX karakusa after blocked gouki’s far HK