I find the one with the most meter wins in mirror, so go with 2 bars vs 1 for more ex.
I use SA1 in a Makoto mirror, because I do NOT want to risk getting cornered by her.
@ Panda yeah for sure man, I’m on randomly but we should definitely play some more, definitely had some good games before ( I suffered a few demoralizing losses too hahaha)
I have a question about hayates. When your playing the mid range game with Makoto and your both poking at each other, are you guys able to hit confirm your pokes into hayate or do you just guess? when I play I try to anticipate whether they will hit a button or just not block then I do cr.mp into mp hayate. And I feel like better players are able to see their cr.mp hit and cancel it into hayate but it seems kind of difficult right now because it seems like everything moves so quickly in this game lol.
I’ve seen players just not bother with the poking game and go straight for dashing in and do whatever. Makoto is just a ballsy character like that.
But I don’t think they hitconfirm. They probably just stick out cr.MP, buffer a Hayate and if it hits, the Hayate comes out. It’s kinda like Ken players buffering SA3 while sticking out a cr.MK.
cr mp hayate is confirmable on arcade. it just cant be a late cancel. i dont think youd be able to it online tho.
but aku is right. most of the time people are just buffering it into hayate.
Oh I see, so you would stick out a cr.mp just outside of range of your opponent while buffering hayate and if they throw out something or they walk forward then you’ll catch them with cr.mp > hayate?
Cr strong into strong hayate is confirmable as Ryan said. Into fp hayate it’s not confirmable
This limits the range from which you can hit confirm it though. You would normally hit them with cr strong buffer and hold hayate if you see I hit let go of button if they block cancel the hayate.
If your just throwing out cr strong buffering hayate trying to catch hem poking or dashing fp hayate is probably the better choice as it will combo from a max range strong where mp hayate will not.
As for the mak mirror I think sa1 is easier as it works anywhere. Sa2 has one or two dead spots on maks side of the screen. While the extra ex moves are nice outside of a combo they can be parried/red parried on reaction atleast in the arcade… Not so much online.
@ Jak Okay I see, I’m going to start buffering fierce hayate when I think they will poke at me or dash, I was wondering why my Medium hayate didn’t combo from certain distances, I figured I just did it too slow. time to practice some hit confirms.
@ ryan you don’t think you can hit confirm it online? I’ve played some matches in 3sO where it feels like there’s little if no lag, maybe it depends on the connection?
in games with people teleporting around I can see that being hard though lol.
Does anyone have tips on being able to launch into Tsurugi after a Fukiage? Off of the SA2 Fukiage (that is within the SA2 itself), I have no problems since there is plenty of time, but I’m not understanding how to launch from a normal Fukiage. There just doesn’t seem to be enough time. Is it instant? Do I press: 623+P, 2, 8 … then Tsurugi? I just can’t seem to get off the ground.
The training room setup is Ryu in the corner, jumping. And I am close, using EX Fukiage.
It’s a super jump cancel. Right as the punch for fukiage hits do a super jump instantly. This launches you off the ground in the same vain of fukiage sjc.fp for stun combos. Ending a SA2 combo with tsurugi is not worth doing imo; unless you need to dmg to kill and think that j.fp wont do enough dmg. The stun gained from the j.fp is really valuable.
Hope this helps.
What’s her best punish when you parry an opponent’s jump in attack?
Like anything in 3rd strike, it’s situational. If you are in the corner and parry then just karakusa SA2 blah blah blah. If you are out of the corner but want your opponent in it to then set up some mixups and possibly lead to karakusa SA2, you can parry then st.jab reset dash under them. Depending on where you parry and what move it was you might not get to punish with exactly what you want, or at all (Urien j.rh at max distance for example).
But yeah the normal st.fp xx ex hayate is a great option. Any jump in’s in particular your having trouble punishing?
Not really. I’m still a scrub, so parrying isn’t a big part of my game yet. It seems like 9 out of 10 players in ranked are fucking horrible (like me, or maybe worse) so it’s hard to predict what they’re going to do since they’re not really playing with any sort of strategy. On the other hand, the people in the player hosted rooms are generally far enough ahead of me that I just get bodied outright. I just don’t have enough experience to make decent reads with any sort of regularity.
However, when I can read an attack well enough to parry, I just follow-up with a throw or Karakusa since they’re the easiest options to pull off. Guess it’s time to work in s.FP xx (ex) Hayate since the opponent isn’t always close enough to throw.
Thanks for the advice.
I have a question, I was in training mode messing around with Karakusa>S.FPxxHayate Cancel> cr.lp>Kara Karakusa and I noticed that somtimes when I did standing fierce hayate cancel it sent the opponent back really far and I could not hit them with a cr.lp while other times they would not go back as far and cr.lp would connect. I tried doing the hayate cancel as early as possible and even tried slightly delaying it but I couldn’t figure out why.
I cannot say which character your doing this on, but some characters slide back after being put down from karakusa (shoto’s/dud come to mind). So you are most likely linking the fp post karakusa on the late side which would push them further back then if you did the fp as early as possible. Or at least that is my guess…
Yeah you’re correct. If you do a late cancel you can see, ken for example, slide further away from you as you cancel the hayate. The best way to view this and how late you can actually do it is to do Karakusa ~ st.fp hayate cancel very late; you should be able to do kara karakusa in the distance you’ve created against Ken.
Yeah after reading Jaks post I went and tried it again, I didn’t realize you could cancel st.fp from karakusa so late lol. I’m practicing different set ups using the spacing after either a early or late st.fp. st.fp hayate cancel karakarakusa seems like it will work really well and it looks cool lol.
What can a Makoto player do against someone that is parry happy online? Parrying means that they’ve predicted what you’re going to do, so I know you “shouldn’t be predicatable” … but how do you play against the old school players who’ve seen it all in regards to Makoto’s bread and butters?
karakusa
Quick question:
Having trouble comboing s.LP, s.LK. What should I be looking for to make sure I get both hits in? When the jab connects or when the jab animation is finished?