Makoto combos and strats

Early mk axe-kick, strong fukiage, jump-cancelled fierce. Hit as low as possible with the fukiage, you don’t get much time to land the fierce.

N

I’m trying to get down this combo I saw in a video:

karakusa, fp, sa2, sj.axekick, dash, mp, sa2, axekick, dash, jab, dash, jab, dash, jab, dash, jab, dash, jabXXuppercut

In the video it was done on Ryu so that’s who I’m practicing on.

So far I’ve gotten one of the jabs. Before I even go further - does this work on all the characters or at least most of them?

here’s the trick to Hayate to SAI combos (and linking supers in general):

Jab hayate, QCF,QCF, jab~strong~fierce in quick succession.

if your jab misses the input window for the super, then you have Strong and Fierce to “try again.”

:slight_smile:

I believe the opponent has to be stunned during the combo but before the jabs.

youre right, u can only juggle a number of times… 6 i believe except when u do super…

I typically just do the same method as hauts, being any strength hayate into qcfx2+punches via drumming my fingers over them.

Personally I find it easier to go fierce-strong-jab, but that’s just me.

it doesnt matter how you piano… but it does help using fierce first… for when you play dudley for example… SA3 has limited reach with jab… so when u do forward+roundhouse overhead and u want super… i suggest u try to use fierce first, coz the first hit of SA3 is the moest damaging… and its a pity if it whiffs…

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.

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?

nope

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

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 :stuck_out_tongue: ) 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.

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…