We’ll have to talk to capcom for this
Hmm but can we wait till after he wins EVO :). revenge on Poongko gonna be like Momi :D. then they can Nerf Vryu lol
Maaaan I wish I could show you a picture of the SALT i’m talking about… And I think it was mostly because he got tsurugi-ed 3 times in a row on his wake up hahaha , although I’ve never beaten ex chicken wing with tsurugi … weird … well you know how it is with top tiers , they beat everything >_>
Is f.lk Makoto’s best kara-throw?
Yeah you can do F+LK for the longest kara-throw and LK~LP for the st LK kara throw (which is shorter but good for dash>throw cause it doesent whiff often against people who walk back)
Backthrow, jump forward, s.LK whiff makes all of Cammy’s DPs whiff. This is interesting, because backthrow, empty jump, s.LK Kara-Karakusa is a very tight trap. Can anyone think of any OSs or other options to trap her? I’m trying to make it so s.LK xx Karakusa is spaced so it misses her DP but grabs her, but I don’t think it’s possible.
I don’t think its possible either. Isn’t she airborne from frame 1? I bet you can:
st. LK > Karakusa OS Fukiage though.That option select works off of your opponents placement in relation to you: :hcb: At the down arrow one of two things will happen. Either 1.) Cammy didn’t jump and since you have character collision you didn’t switch sides. This results in a karakusa and the input is read as :hcb: Or 2.) Cammy did jump and because Makoto’s dash moves so far foward, you switched sides resulting in :f::df::d::df::f: which is a fukiage.
Technically speaking this OS is possible in any neutral situation or if you have advantage but I’m not sure what the special cancel window is on st. lk. Hopefully it just requires timing. I’d try to fool around with it if you think HP Fukiage would hit her on whiff. If it works that would cover soooo many options.
Hey guys, I remember seeing a new setup with a FA2, crumple into Fukiage, jump HP fake cross under recently, but can’t seem to find it. Can anyone point it to me?
I’ve been tinkering with Cr. Forward, but you can be mashed out of it, and I can’t get it to land consistently. Anyone have some tips or better setups? Thanks!
When you say tinkering with c.MK, do you mean as your meaty after the reset?
I realized this was a bit oddly worded. I use c.MK to cause the “Fake crossunder” after the dash, but find it’s unreliable (Not sure what the distance / height is) and when I get it to work, I’m technically negative on the reset and can easily be jabbed out of it. I thought there was a more reliable setup out there, but I could be mistaken.
Just hold down after you do jHP, land, dash. The timing is weird, but depending on how you hit them with the jHP, the could look like they will land on one side, but quickly land on the other. Don’t use cMK here. Us cLP, SLP, sMP here since depending on you jHP timing their position will be on either side. It is very dificult to block.
Ah, I was under the impression on using the normal after I landed and before they landed caused the weird effect (hence the cr. mk,). I’ll do a bit of testing with it in the lab tonight. Thanks!
I’m not sure of the following when I say this:
- If it was already common knowledge and I’m just very slow
- If it’s that useful, as opponent walking backwards may stuff it
- If it’s ever going to be worth the risk post hayate
But I’ll say it regardless. I found out by chance that after a mp.hayate, you are basically at the perfect range for blockakusa. I tried doing this combo:
cr.lp => st.lp => s.mp => mp.hayate => blockakusa (blocked s.lk into hk.karakusa if there’s anybody out there that still doesn’t know)
Worked like an absolute charm.
Works after any non-EX Hayate, LP too depending on how close you were when you did it. It’s risky to try a Blockakusa after any Hayate, if the opponent presses buttons you’re guaranteed to at best trade and at worst get a counter-hit into … Whiffakusa, leaving yourself open to death.
I generally stick to cr.LK xx EX Hayate OS EX Hayate, f+LP, or Kara-throw after Hayates, they’re the low risk options that will actually beat opponents mashing jab. Fukikusa and IA MK Tsurugi if I’m feeling frisky. Kara-EX Karakusa if I really want to try grabbing them.
I actually like that, because up until now the only karakusa I was landing post hayete was mini karakusa after hp.hayete
So now I also have cr.mp>mp.hayete> st.lk cancelled kara-karakusa
I was thinking of lp.hayete>6+mp,3,2,6+lk>4+hk
Because as I understand it lp.hayete proceeded by f+mp is a good frametrap, and we can cover the 6326+lk 4+hk karakusa input that way, hit or blocked…
(Does this sound intelligible?)
Yeah it’s understandable. After Hayate do F.MP to hit any slower attacks and then using the forward input from F.MP to start the inputs for kara-karakusa. I think you’d have to continue holding forward during the F.MP for quite a while before starting Karakusa inputs though.
f+MP is good if you hit with a max range LP Hayate. You’ll get jabbed out if you do it from a close range one.
It IS risky to do a Blockakusa/Hitakusa after Hayate, the risk vs. reward on the opponent’s end from holding down-back is too poor. Holding down-back = dash backthrow/Fukikusa, Blockakusa, st.MP xx EX Oroshi, IA MK Tsurugi, etc.
It IS risky, but if you have the right read you need to be able to take advantage of it, so I like knowing my options!
Some opponents get so scared by the damage of a single combo they just freeze up and I love having multiple methods of opening a blocking opponent up with karakusa.
Do you guys have any recommended set-ups for after EX tsurgi post-corner combo?
If the opponent doesn’t quick rise, one I’ve been doing fairly regularly is 3x dash, whiff f.lp into either (what looks like a meaty) karasura, or an ia.tsurgi, depending on if my opponent has a strong reversal option or not. The tsurgi can cause a Shoryuken (etc) to whiff, and it covers jumps/backdashes. I’m not sure how perfect the timing on it is, as it’s just something I end up doing out of habit now rather than trial and error.
If the opponent does quick rise, I just do one dash and go for the tsurgi. I often equate a quick rise with someone attempting a quick reversal on me.
what are some of makotos better mix up options after a hayate? or at that point are they knocked too far away and i just want to dash after them?