when you say high/low games you mean the neutral to c.lk right? or did you mean something else?
Hmm, I was thinking that you didn’t have to whiff the jump-in into potential c.lk. But that’s wrong. The opponent won’t get up until after you touch the ground. So the only way to play a high/low game would be to make use of EX tsurugi… Or delay the initial jump up or the dash.
Not a frame data guru but could you create tick throw situations with the frame adv. you have? would that even be useful? just wondering hehe
im having a lot of trouble landing karakusa
are there any setups or just random ways to land it you guys would reccomend? i usually only use hk karausa, is there any reason to use lk or mk ?
try out the mix up i talked about a few posts up.
hey that does sound pretty neat i will try it out
Ex Fukiage option select or really good guessing?
[media=youtube]coRFk5UEgmI#t=1m10s[/media] and at 1:28
both were guesses, does ex fukiage tag backdash, since backdash is airborne?
anybody talked about her F+HP Command Normal yet? I was played against my friend’s Hakan earlier and it seemed to be really strong and almost unpunishable. I don’t think it’s safe, frame-wise, and I think it leaves you negative on block, but I don’t have the frame data to back that up (could someone check if it is safe?). But I did find that it’s a great poke that leaves you safe in terms of you taking a step back at the end of it. I was throwing it out all day and, although it could get beat, every time it was blocked Hakan couldn’t do anything to punish (perhaps reversal oil slide?). If anyone has more info on this move please speak up, I think it has great potential in the very preliminary testing time I’ve had with it.
P.S. Counter hits with that thing are yum.
Basically, I use 2 easy and efficient tick into karakusa, both with the lk version. FAlvl2>dash>lk karakusa and Jumping lp > lk karakusa.
Then if you want to dig into the theory, there was an interesting discussion in the choke thread, opening other, more difficult, tick kara opportunities: http://shoryuken.com/showthread.php?t=228987&p=8823449&viewfull=1#post8823449 and the following posts.
And you would be right, it has a stupidly good hitbox: http://img100.imageshack.us/img100/4067/fhp.jpg
a nice karakusa setup against sagat, blanka, cammy, ibuki (maybe some others too)
after EX Hayate, dash x2 and if they quickstand mk karakusa (hk on blanka) will beat throw tech attempt and non inv. reversals
Landing Seichusen Godanzuki sets up mad time for pressuring and mixups. If anyone finds an easy way to make sure j.MK will actually cross up Guile and beat his flashkick, please tell me.
A mad setup I discovered last night is to followup with a kara MP hayate as soon as you can move, and then do the f+HK crossup. If done right, Makoto seems to be positioned just outside the FADC range of reversals. Ryu’s HP DP will hit, but only the second, unsafe hit which makes him fly sky high for a punish. Guile’s RH flashkick seems to hit too far up to FADC as well. You’re also completely outside most reversals in general, and all grabs. Once they fear reversals, you can throw in a kara karakusa from this range.
You can land a plethora of unsafe-looking special combinations afterward to bait reversals and whatnot, akin to Balrog’s Dash Punch and level 1 TAP after Ultra.
OMG, hayate fadc karakusa is so freaking lethal. It catches so many people off Guard. Karakusa > fp > fp hayate xx fadc > karakusa > ultra is amazing. And if you do another fp xx hayate you only need like one more hit to dizzy them. I can’t believe I haven’t used it more often before.
Just dropping in to give VRyu props for the work he’s putting in and making public with Makoto, highly appreciated!
It’s good to know that there are people spending time in training mode rather than whining about the character.
Whining doesn’t change anything, research does.
It happens fast, but when they’re looking out for it and people get used to Makoto throwing it out, they’ll start reacting. I got it off once against a good player and the very next time he went for a TT to beat the karakusa. Be sure to work things like Hayate, FADC, IA Tsurugi. Or be prepared to block.
hahha dude I LITERALLY started doing that yesterday. I’ve been tryting to find setups & sequences to stun people as quickly as possible. I’ve been doing:
Karakusa, hp xx hayate, FADC > Karakusa, hp xx EX Oroshi.
You end up burning 3 bars with that but the stun is ridiculous, and you get wakeup pressure from the EX Oroshi knockdown. However, you definitely have to be wary of mashers lol. I’ve been thinking of simply using an EX Karakusa the second time just for that purpose (which means that I probably wouldnt use EX Oroshi cause that’s a full super bar).
I’ve also had some success with simply letting the focas attack come out after a blocked hayate. Alot of people are used to punishing hayate on block, so canceling it with a FA will net you some counterhits.
Yeah I know. I often FADC and just sweep or mp so they don’t try and jump out of it all the time. But used sparingly it’s evil.
QFT!
If they start TTing you, you should mix it up with IA Tsurugi. It’s a good mix up, just expensive as hell.
Have you seen how much meter lp oroshi builds? It’s not that expensive if you’ve been on the offensive or have ran away and built meter for a bit.
Okay… I’ve run into a wall with T. Hawk. This guy just owns all Hayate’s blocked or hit with his reversal cmd throw, no matter what I do unless its ex overhead or Hayate. Air tsurugi is iffy with Hawk and his srk type move. Approaching him is so hard w/ Mak Anybody have suggestions against this Gief of a character with a DP?