Hm is it like the spiral arrow from cammy, that it is -16 up close and more safe when you space it right?
Ho~? Frame data isn’t everything, didn’t you read that article? Hmm~ it does have considerable push back, guess it’ll be a case of try it once to see if your opponent can punish it and if not then abuse the shit out of it
I accept your challenge, and will now be maining Makoto just to prove you wrong.
But thats so much meter wasted for a HIGH risk gamble.
I mean I respect anyone who can get that down, I have come from a CVS2 background where i can roll cancel even the most complicated motions and have done any kara with virtual ease compared to that move, you literally have to go from forward to back and cancel within 1~3 frames :x
On another note, EX pinwheel is prolly in the range of -16 which is insane, i mean thats a free ultra for anyone in the game Though im sure you can mitigate the recovery a liiiitle by spacing it’s still rough, the upside is that most characters are put into a range that only a sweep or c.mk xx “insert special here” hits…yay. What I really want to try that i never got around to was using corner or even mid screen blockstrings like; c.lk xx fuhajin s.lk release c.mk xx fuhajin…etc
EDIT: so c.mk is 6 frames? That prolly means c.mp is like 8, c.lk is 3 c.lp is 4 s.lk is 5.
Of course you won’t throw EX pinwheel blindly; it’s her equivalent of an EX Shoryu.
Not quite, you have forever to punish an EX SRK. Punishing EX Pinwheel is probably closer to punishing an LP SRK :bgrin:
s.LK being 5 frames seems pretty slow x_x;;
Don’t really care how unsafe her moves are. C’mon, everytime Seth misses a hit confirm into legs, he just stand there with his foot up for what seems like 2 seconds… ridiculous…
As for makoto’s kara, what’s the input? 63214-6+lk~lp ? or is it simply 6.lk -3214+p ?
It was pretty easy to do in 3s, with lk > 63214 P Every kara was easy to do from that lk.
Easy to do. Yes , but if your timing was one second off in 3S with a kara that was one second off* chun, ken, yun could link into super into all your life.
1 sec=60 frames dude, you’d have to be pretty bad for that.
lol fred now we all know things can and will be mistimed and misinputted. lol
Not even if you were Akuma would Chun or Yun take all your life in one combo.
I thought the game runs at 60 FPS but characters only move once every other frame, so essentially there are only 30 FPS. Might be a good thing to clear up for me, since we’re on the subject.
:r:+:lk::df::qcb:+:hk:
Even moreso than the timing, it became clear from Sharin’s demonstration video that the major difficulty is input precision. Start must be :r:+:lk: and the end must be :l:+:k:. Any over or undershot into the diagonals means no dice. Combine that with the apparently strict timing and yeah… very tough.
There are, however, some other findings re: kara kara that came out of PAX. Marn found a s.LK whiff version and Wong claimed a HK version on one of the videos. I suppose we’ll be waiting until release to get definitive answers on that.
LOL It was an exaggeration man. But im sure since you played 3S you know what I mean. >_>;
Seth has a pretty nice 2-frame link with c.LP > c.MP though (plenty of range on that c.MP), could say the same for Sakura and hit confirming into Shou (at least that can be FADC’d if you botch it up). Juri’s links are up in the air ATM, just hoping there’s at least one moderately easy link I can do the majority of the time
Good to know I can come to this thread and find/make/think about my anti-Makoto strats right alongside the anti-Juri strats.
2-in-1 threads are so WIN.
jk jk
Some things I would like to know (if anyone else knows them):
If Juri connects with her fireball kick (the kick part), does it combo into the fireball?
If the kick gets blocked, is she safe?
Can the guy with the camcorder that was approximating her frames on her pinwheel do the same for her overhead & sweep startup?
Thanks -_-
Kick does not combo into Fireball because it knocks down, fireball comes out too slowly to juggle if it could. If you charge the fireball after the Kick it seems safe on block, instantly releasing is kinda hit or miss it seems.
Juri probably has a good hit confirm.
Or else, it would be a pretty stupid choice by Capcom. They advertised the character as a rush-down type. Yet now, you see a lot more keep away with her fireballs than actual rushdown. I don’t know… maybe it’s because people still don’t know the character very well. She definitely needs a hit confirm. A good one.
I am a bit confused…
I have read the thread for the last 5 pages or so and so many people say that the Pinwheel is unsafe at point blank range - similar to Adons Jaguar Kick or Abels Wheelkick it seems to be fairly safe if spaced correctly.
Everyone is concerned about putting the pinwheel into their combos but what about the fireballkick? Is it not a good pressure-tool? I mean you could do jump-in --> ground-string --> fireballkick (which results in a knockdown) and store the fireball for the next combo or for a greater pressure-game.
Or is the fbkick just too bad for this? I mean is this move too slow, unsafe on hit or block, does he make pitiful damage or does he not have great reach?
I am just interested in the possibilities of the Fireballkick in combos and up close, because apparently few people have cared for this move up to now.