how dou you guys do your QCFx2 motion? i use jpn style grab (pinky in back of the stick) in my right side i grab most of the upper part of the stick and in the left side i have to grab the “root” of the stick. i’m a lefty just in case.
DooM
289
grab it however u want it, what feels best
my way is one pinky under the stick… some use 2… i know someone who has 3 pinkies under his stick… and another one jus tplay with 3 finger ring and pinky closed and puts the 3 dfinger on top op the stick
it cant get any crazier, just do what u wanna do
Wondering, her j rh, s fp, hayate combo. Do you HAVE to super jump to pull it off?
connecting a standing short (kara cancelled to get closer) > SAI after a blocked shoto sweep? possible? I think it is if you react fast enough
DooM
293
c.mp xx sa1 perhaps? or even c.mk, sa1 linked…
you can link off of a c.mp? I didn’t know that gotta try it out haha
oh yea confident about the s.lk > SAI after shoto sweep, though I have to try it out first.
also…after a parried jump in, is it possible to pull off a jab fukiage?
he said link cr.mk, not cr.mp.
If YOU parry a jump in they’ll often move back a little (Or at least stop moving forward), it’s like they get repelled. But if YOUR anti-air gets parried and it’s cancelable, then you can cancel into lp.Fukiage as they will float forward instead of backwards.
EDIT:
EX Fukiage might work after you parry, but that depends on the height at which the parry happens. Too low and it won’t connect.
anybody saw the sbo2? J did a karakusa on ZERO recovery (don’t know how to say it
) on a Ryu (meaning, that he could not do shit and eat the karakusa)
wake up kara-kara’s rock my socks
yea saw that…that was nice timing haha gotta learn how to do it!
so what, you can cancel a c.mp > SAI? I didn’t know that either haha. I’m aware of the c.mk link though.
i thought that was well known…
hell thats how i punish uriens when i block a tackle.
m00b
300
After an abare, mk tsurugi… why is it mp hayate, fp hayate and not fp hayate, fp hayate? Just been wondering that because I read the first page and saw it and I’ve been doing 2x fp hayates since I started playing…
cause they wanna make life harder =/… fp hayate - fp hayate works just as fine.
m00b
302
Is that the only reason? There’s no advantage over doing mp hayate then fp hayate?
im pretty sure there isnt. why would there be? its harder to time as well… go with fp fp… mp fp is just stupid…
haha, my makoto is a crazy whore…
by the by… heres a good trick i just came up with…
karakusa - slap - hayate - UOH - split second wait - karakusa…
its great if you mix it up with
1)karakusa - slap - hayate - karakusa
2)karakusa - slap - hayate - c.short - hayate
3)karakusa - slap - hayate - s.forward (if they have a tendancy to jump after karakusa)
yeah, thats my contribution… now eat shit.
oh yeah… and dont use a fucking medium kick axe kick… thats just FUCKED UP… noobs use medium kick, cause it makes life harder…
do a short axe kick after the abare, then follow up with fp fp hayates… MUCH EASIER, and like, virtually same amount of damage.
haunts
305
c. rh is good if they like to jump after your hayate, too.
IIRC the fwd axe kick is to set up an air juggle and ground recovery, not to use dash punches.