"Hey man, you're guessing wrong!" Makoto's Tips and Tricks Thread

Say your s.mp does hit. Depending on the range, you can confirm it with

  1. another s.mp into Hayate
  2. s.lp
  3. c.lp
  4. s.lk
  5. c.lk
  6. your hayate cancel mix ups

For example, s.MP gets confirmed.

s.MP > s.lp > c.lk > lp hayate

With this, you get 3 normals to link before you can confirm your hayate. Create block string which you are comfortable confirming.

I made a mistake, I misread and mis-typed. Gonna edit my post.

But there’s an easy string you can use before you hayate.

c.LP xx s.LP , c.LK to Hayate+LP

I was talking about after a hp hayate though. To my knowlege you’re too far away to do a hit confirm string into another hayate.

Oh, yes, regarding that, yeah, you’ll be too far away for any LP/LKs, and I don’t think there are any hit confirm strings from MP/MK.

I just tend to stick out a couple of croouching medium punches or sometimes a st.mp. Shame they don’t combo into each other.

Man i can’t seem to be able to get the PJFC Ex attacks to work.
I’m practicing on a training dummy with Grabs turbo’d and it manages to grab me out of my Ex Oroshi and Kara every time.

You can only do s.mp or a hayate after a s.mp. The list you made is when a MEATY s.mp hits right?

@ No limits

I’m having a great deal of trouble gettin the practice down and i posted a question regarding it in the zangief thread, still awaiting a reply. I have gotten it to work a couple times… maybe 20 out of 200-250 First page here:
http://www.shoryuken.com/showthread.php?t=202523
Ultradavid touches on how to do it with gief, maybe it can help. Hopefully they will respond to my questions and maybe find an easier way to do it.

Hopefully someone else could reconfirm or debunk this. (I don’t know if this has been tested yet anyway).

After doing a meaty Oroshi (ex. Sweep > Dash > MP Oroshi) and the opponent was able to block this (our you yourself expected the block), you can immediately do FADC > LK Karakusa.

The enemy can’t jab and throw you out of it. Only backdash or do an invulnerability move (ex Shoryuken).

Tested it on Ryu on a human opponent. I think I’m right because he has able to hit me with Shoyuken all the time with this.

Who does this work on and when? What’s the timing like? I can’t manage to get the fukiage to connect. Does the cross up axe kick whiff?

good shit ume

wrong. s.mp is +5 non meaty, anything with a start up of 5 frames or less will link off it

Yo guys. Awesome thread! Just wanted to share some untechable knockdown mixup shenanigans I’ve been having some success with:

  • Sweep > Dash in > Meaty MP Oroshi > Follow up

  • Sweep > LP Kara-Oroshi Feint (if at max range, Kara-Hayate Cancel x2 instead) > HP Kara-Karakusa

  • Sweep > HP Kara-Oroshi Feint > Block / Kara Throw / Punish Backdash with EX-Hayate (character dependant?) / Punish Jump Back with dash in > Kara EX-Fukiage (<- doesn’t seem to work particularly well, but occasionally it will hit clean)

  • Sweep > whiff f.LK > Meaty HP Oroshi

  • HP Oroshi > whiff LP Oroshi > Meaty MP Oroshi > Follow up

  • HP Oroshi > whiff f.LK > LP Oroshi Feint > EX Karakusa / IA Tsurugi

  • HP Oroshi > whiff f.LK > Ground Crossup w/ f.HK > HP Kara-Karakusa

  • EX Oroshi > Hold up > Meaty MP Oroshi when you hit the ground > Follow up

  • EX Oroshi > whiff cr.LK > LP Oroshi Feint > HP Kara-Karakusa

  • EX Oroshi > Kara-Hayate Cancel > LP Oroshi Feint > HP Karakusa / EX Kara-Karakusa

  • EX Oroshi > whiff LP Oroshi > Kara-Hayate Cancel (only if the EX Oroshi was done from max range) > Kara Throw

  • Back Throw > Dash in > Ground Crossup w/ f.HK > HP Kara-Karakusa

The whiffs are for timing or spacing purposes. If you time the Oroshi feints correctly, you should be safe from all reversals. Once your opponent realizes this and stops trying to throw them out, you can adjust the timing slightly so the feint becomes a meaty, which will stuff their random pokes and attempts to jump out (and if they block or backdash, you’re still safe). If they they like to backdash out, you can throw out f.HP to catch them (and if they block, you’re safe because it pushes them so far away). The timing on all these setups seems pretty consistent across the board, but there are some quirks (like meaty Oroshi’s on Blanka have to be delayed slightly longer than normal for example). And I haven’t had the time to test all of them on every single character. Damn finals week! :crybaby:

Don’t know if anyone else will find these useful, but like I said I’ve been testing them in the field and they seem to work pretty well as long as you keep switching it up. :bgrin:

in corner:

HP -> EX hayate -> DIRECTLY f+HK.

it does ground crossup extremly fast if opponent quick recovery.

Oroshi mix ups are god like =D Meaty mp oroshi to ultra is the shit.

What do you mean by “Meaty”? Does that mean really close or something?

It means that you hit them with the few last possible active frames of an attack.

I’m lovin how safe U2 is now. If you smell a DP coming, switch it to short range > dash> punish. Great for mind games if you’ve got the match in hand and feel like wasting an ultra.

any good kara kara setups yet???

Yeah, basically activate it so the last possible active frames of the move hit so you get the most possible frame advantage. Easy way to do it is sweep the dash forward, medium oroshi, ultra. You don’t need to time it or anything. It’s great.

Does everyone have the same wake up frames after a KD?