her c.mk is actually pretty safe, and with a jump-in, do a mk axe, then c.mk it will connect as a combo
and shes not really a poker, shes more rushdown…
and neutral throw is always the best, a thing i learned myself to keep the pressure up is to dash in and do one again, coz they have to recover too, and it sometimes connects, they wont suspect it
yay my very own technique
and dont try to do single hayates, theyll get u killed…
uhh try to learn ex fukiage when someone jumps in, u can do a mp fukiage after it again i think, massive damage and the crowd maybe will go ohhhhh coz it doesnt happen that often
c. mp isnt that bad as long as you know its range and have decent reaction time. its good for popping them into block stun then dashing in, and yeah i guess it combos with the hayate, but its best used for set up.
s. mp, c. mk , s. lk -> mk chain, jab -> s. lk and c. jab are what i am using latley for pokes.
and the best thing i have found to do is s. lk into ex oroshi after you are out of range for another hayate.
C. mk is the most broken move in the game. You can hit Urien out of a tackle with it. OUT OF A TACKLE!
And I’m not talking a little tackle startup, I’m saying a FULLY ANIMATED OTHER SIDE OF THE SCREEN TACKLE. Makoto puts her foot all the way through Urien’s attack-box and kicks him clean, without trading hits. That’s som priority for that ass.
MK is generally a good button for Makoto. Jumping mk has similar priority to the croucher, I think it has something to do with the big ass hitbox on her giant Flintstone feet. Standing mk recovers really quickly too, so you can throw it out in a clinch as an anti-air, to prevent empty jumpins. Just try to hit with the tip of the foot.
Also, [meaty mk, karakusa] is crazy-good on wakeup. Most people don’t expect it as long as you save it for special situations.
If you haven’t already, hit Arlieth’s Makoto FAQ on Gamefaqs. It’s one of the best character FAQs out there. Hell, I’m essentially just going to copy/paste it for the 3s guide.
one thing ive learned about single hayate’s is that they can help you out in certain occasions, if u place them right and dont abuse
ive said before, that sometimes after you karakusa>fierce>hayate, a single hayate will catch them unexpected, somtimes they get his while jumping u get another air hayate.
doing it too much will get you killed th0 as doom said, some people will block or try to parry, blockers give you oppurtunity to command grab or EX chop them if your quick enough to cancel a hayate
of course alot of this is for style points, but usually thats how i play.
PS: my alot of stun combo is karakusa>fierce>SAII> dash into a reverse DP>SJ cancel into jumping fierce(i still have trobule getting the last hit, a j.RH is easier to land but stun isnt as good.)
In the (hp xx SA2, jc mk axe-kick, strong dp xx jc hk) combo, you need to hit the opponent before they flip out of a “hittable” animation. When you’re on a schedule like that, hk is the solution.
Howsomever, I do recommend c.hk in most other intances, as it does great stun AND resets the opponent very close to you.
after you do karakusa -> fierce xx hayate. if you anticipate them to jump, and you anti-air with a c.roundhouse, you can follow up with a dash into kara-karakusa. the short should come out as they’re still in the air, and the grab when they hit the ground. it’s different depending on weight, but play around with it.
ppl will jump away after u did hayate, so c.roundhouse will hit them, thats what erco says, need to try that out i always just sj with fp after them, but nice to try once
yes, i know. and i usally do the c.RH, but the other night it seems like they jumped away w/o getting hit. was wondering if this is something that is character specific…
if im not mistake hayate is a very good anti air, to the point if you hit them mid jump, you can connect another… its risky however if you guess wrong cause hayate’s blocked are punishable as hell
essential u gotta do it really fast
should take a portion of a second to pull off
u gotta know the distance, cause if you hit them with the kick then the karakusa isnt connecting
doing it on a pad is grossly improbable
practice it at an arcade
I was practicing some stuff on DC pad, and when i turned on the command mode on CvS2, i found that the movement isn’t very good on the d-pad, if you just rotate it you’ll miss a lot of directions, you have to angle your hand so the weight is on the outside instead of towards the center. It’ll make the motion more work but it will come out better.
umm excuse me, but that shit isnt hard to do on pad, ive been playing with pad a long time, then i bought an arcade stick, but i wanna play with pad sometimes too, but kara-karakusa is simple to pull off imo, and i can connect an abare after fierce, and i use default button layout… its just practice practice practice hell i can do karakuse, fierce xx sa2
if u hayate them when they jump, do a fierce hayate, itll hit them