Makoto AE 2012: the nerfage

Found some stuff.Sry if it was in game already
If you do Hayate as a reversal move it will have armor break properties. Maybe Hayate auto charge to lvl5? i didnt check it.

Sry for my Engrish -_-

Every reversal move are armor break … Man, if you do a hadoken reversal, it will be armor break : )
It does NOT auto charge to LVL5 !!

(doesnt work with projectiles)

(argh)
My bad …

sigh…
My bad =)
can some1 do a little test?
exhayate, FA,dash,fukiage.(mid screen)
it didnt connect now?
I try"d but it didnt work for me now -_-

it’s character specific

in AE it works on ryu and sagat(this one for sure), in 20 12 i spend almost 30 min in lab and fukiage didnt connect even once.
May be they nerf lower part of hitbox? but its strange cuz it work great when im using it for AA.
Second guess it all about hayate range =\

I think only reversals of moves that knockdown have armor break propreties. Like a shoryuken, but not an hadouken.
Strange cause hayate doesn’t knockdown. I play on the PC wich means no 2012 for me. I shall go test it brb.

Update: Ok reversal hayate does break armor even without the 2012 patch.

Projectile reversals don’t gain armor break, reversal grabs either (duh ha ha). Doesn’t have to be a knockdown special to break armor as a reversal. Non ex-hayate will break armor and not knock down as well (I think lol). I know Fei’s rekkas gain armor breaking properties as reversals and additionally all follow up cancels retain armor breaking properties. So in the case of Mak’s U2 reversal all hits break armor, or Fei’s rekkas all 3 will break armor.

Is it just me or does it seem super easy to do iat really close to the ground?

I haven’t really noticed any difference when it comes to IA Tsurugis

I just found myself not being able to IAT after FA3 anymore from the dash buff…lol

is foward+lk hk kara karakusa still in ae 2012?

Yeah, got to do a neutral IAT which I’m completely ass at in order not to cross over to the other side of the opponent.

Yes it is.

Think we need to evaluate the upward hit box of level 5 Hayate… I know it’s somewhat useless, but I was playing around with it yesterday and beat Dudley’s neutral jump HK clean. Couldnt replicate it with any other level, but level 5 seems to be a good anti air against those who neutral jump at its max range trying not to get hit by it while you’re charging. Smarter foes will of course jump back or backdash. Close to the corner it gets ugly… even if it trades (against characters who’s NJ attacks don’t KD), you win BIG on damage. Here’s what I’m thinking:

At LP level 5 Hayate max range, charge and wait.

Mid screen
-if they jump towards you, cancel and Fuki
-if they neutral jump, release at the right time. follow with EX Hayate.
-if they backdash, depending on if you Kara or not it might hit. If they block you’re good.

Corner, less than half screen away
-if they jump towards, cancel and fuki
-If they jump up or back, cancel and Kara EX Fuki
-If they backdash, release anyway. it should hit them airborne. follow up combo

Any other ideas? Just trying to make it useful…

Any serious vipers out there? I’m not sure if this is a change or not, but there is a method I use (and many use) to do instant burn kicks. It is very simply 319 K. Now there are two different timings due to vipers safe jump. The first is known as an instant burn kick. The second is a LOW TRAJECTORY burn kick. It is very similar to SUPER Cammy non EX TKCS. You have to delay a few frames for it to come out right. I was almost certain that this didn’t work for IAT for AE Makoto.

Recently after destroying my stick, I got a new one, and had to learn IAT all fucking over again. It is a goddam pain and is really putting a hamper on my pressure game. While playing around though I found out that you can use the low trajectory burn kick motion to to REALLY low Tsurugis. I know in AE you could only do this with EX… Am I crazy? Was this available in AE?

Ok I just tested like a motherfucker and it does work. Only thing is, you just have to do it at the minimum height for Taurufi which is about 1 block up. Not sure how long it takes frame wise. I’ll probably record it, but it DEFINITELY works. Still working on it…

EDIT - Lowest height is 1.5~2 blocks…

I’m going to try an perfect this since I’m starting from scratch. Maybe it will be easier to buffer during block strings and dashing. It works really well with proper timing…

2012 is boring as hell.

Cammy replacing Makoto because she has a DP and she does ridiculous damage from a cannon spike.

I’ve only seen V-ryu’s video (cheap) but Makoto’s Fully charged dash punch is it + on block?


excuse me i mean strike

Nope it is -2 on block… It used to be i think…

-64649849844

If i remember correctly lol.

Help me out- you saying you can do down forward, down, down back, up forward, kick and IA will come out??