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

Well, whatever works man. :lol:

That’s the most reliable way to do it from my experience. It’s one smooth motion. Just got to make sure you hit upback and not cancel it too fast, or you’ll get a PJFC karakusa instead from my experience.

hey guys, I dunno if it’s common knowledge already (couldn’t find it with search at least) but you can cross up with J.Fp too. If you do it at the last moment it you will end up at the other side. It’s similar to Sakura’s Fp cross up trick, but easier to perform. I haven’t been able to test it thoroughly, but I can cleanly hit wake-up srks with sakura’s j.fp and have been successful in stuffing srks with Makoto’s too (online at least)

That’s what I thought, can’t do it with your way, but I can do it with Ume’s, but it comes out late.

It doesn’t work doing the real TK motion. You just have to do it normally but really fast, mind I’ve not gotten it to come out really low like I have seen some people do it.

I can do it fairly reliably (amazing, since my execution is weak lol) I just make a :uf: then skip across to :db: and end on :l:. Do it as one motion and it’s very low to the ground.

Great! I just found something good. You can use crLK as meaty, an combo stHP.

Setup example:
EX oroshi -> dash -> straight jump+whiff move -> land -> crLK (meaty) -> stHP or stMP -> EX oroshi (3hit combo)

Right, Tiger Kneeing a Tsurugi would be either :qcb::ub::k: or :qcb::uf::k: (see Cammy).

:uf::hcb::k: technically isn’t TKing.

And no, you cannot TK Tsurugi.

Here.

[media=youtube]Q8pWSledRmU[/media]

About TK tsurugi, it seems like the Roundhouse version is the only one safe on block. Although no real combo ability available, it scores a knockdown, and makoto’s wakeup pressure is decent. I don’t think it’s really that great to combo off of a Forward Tsurugi. Especially when you can easily be reversal 360’ed out of it. And btw, have you seen the chip damage off of the RH Tsurugi, crazy.

so basically if we were to speak in terms of cammy tk’s you are required to do a delayed tk tsurugi because of a height req on the move.

Yeah, it’s delayed. It’s more like Viper’s tk than Cammy’s. Except the timing on Viper’s is more lenient.

Ok~ I’m a newb… What beats Gief’s throws? @_@;; Regular throws didn’t work; jumping, no. Poking no, Kara, no~ Ex Oroshi, yes~ but you only have so much meter. T_T

It’s best to try and stay away from Gief, use st.MK, and cr.MP to keep him at bay. May be a long, boring battle, but rushing in on Gief and his 2-Frame SPD isn’t a good idea. Punish blocked Green Hands with st.MP > LP Hayate, then backdash or jump away. Punish Lariat with the Yamase 3-hit combo, cr.HK, or the f+MK > HK Target Combo. HK Tsurugi can beat Lariat if you hit his head, but it’s not recommended.

O.O Awesome. I shall try this later tonight. Are there any holes in the string if it’s blocked?

Fwd MK + HK Follow up

man FWD MK + HK = BEAST

Anyone else have success with this target combo?

I’ve been training my opponents to block both hits. (Safe on Block so far. Only thing that punishes is Shinkuu hadoken).

Once they do, i mix up Fwd MK to LK Karakusa or Fwd MK to Delayed HK which hits ppl trying to reversal or Jump away.

i do the same but i also add in variations.

example Ex oroshi > Dash > Neutral jump HK (Safe Jump)

gonna post a wake up game info soon.

You pretty much have to connect that c.lk on the very last frame to connect with s.hp. If it’s blocked, then you’re looking at only +3 frame advantage, resulting in a 3 frame gap with s.hp.

I’m amazed that something like this was found though. And the whiffed move makes it pretty reliable. Since the same thing can apply to other attacks… On sagat and cammy you may be able to use this technique with s.mp for +8 frame advantage on hit, +9 on blanka, and +7 on everybody else. (Although I think at least one other character that’s new in SSF4 gets up similarly to sagat/cammy. I forgot which one.)

Above is untested, but makes sense according to frame data.

straight jump +move whiff, only to lose 4 frames when landing.
perfect timing to meaty cr.LK!

however cr.LK -> st.MP is easier than cr.LK -> st.HP

wow didn’t know you could land that w/o counter hit. Only followed with st. hp on CH hehe.
yeah just tried it and it worked w/o CH. i just press both HP and MP.

Not just lose 4 frames…but pressing a normal during those 4 frames can make it come out at the end. So you get consistency with relatively little effort.

And the c.lk lets you play some cool high/low games. Love it.