ThirdStrike: Makoto
figured we should make a new thread since 25 pages of replies is hard to weed through for actual non flame information.
basic combos:
s. or c.jab xx jab hayate
s. or c.short xx jab hayate
s. or c.strong xx fierce hayate
s.fierce xx fierce or EX hayate
s.fierce xx EX oroshi (tall standing characters only)
normal links:
s.strong >> s. or c.short
s.jab >> s. or c.short
Supers:
SAI:
Pros: big damage, combos off pretty much anything.
Cons: huge bar, poor Anti-Air properties
Combos: links off hayate, c.forward and UOH. Combos off every thinkable cancellable normal.
SAII:
Pros: big damage potential, high stun potential, 2 short bars
Cons: combos only off a fierce when the opponent is on your half of the screen. no invincible frames (1, but that doesn’t count).
Combos: fierce xx SAII. Followups are listed later.
SAIII:
Pros: short bar, invincible frames, good damage potential
Cons: you can’t block, only 1 bar.
Combos: fierce xx SAIII >> c.strong xx hayate
SAII followups:
superjump cancel last hit, forward axe kick, land, strong hayate, fierce hayate.
dash cancel last hit, reverse directions strong fukiage, sj cancel, fierce or roundhouse axe kick
sj cancel, late forward axe kick, land, strong fukiage, sj cancel, fierce or roundhouse axe kick.
normal jump towards short, land, s.jab xx SAII (reset)
tons more too lazy to list, but the above are the useful ones.
Useful tricks:
karakusa after any connected hayate.
karakusa after the following ticks: s.jab, c.short, s.strong, c.forward
kara-karakusa: cancel a whiffed s.short immediately into a karakusa, adds a ton of range.
EX oroshi on wakeup for a super fast overhead that knocks down
strong fukiage after a parried anti-air s.strong
EX axe kick right off the ground to counter throws.
quick start to a huge thread.