Thanks for the good answers everyone, I had the feeling it was character specific.
Another question, any visual/audio cues that are useful to help Hayate > Seichusen connect? I’ve heard that activating when she pulls her arms back is good, but that’s a bit vague.
To be honest, I just drum the buttons in order to make that link easier(if you have a stick, you’ll be doing this for most of the super links in the game). But yeah, try to feel the timing after she pulls her arms back.
I play pad unfortunately lol. A good stick isn’t in my price range at the moment.
Random question… best punish after (somehow) landing a Fukiage? Tried to find some Fukiage combos to use on a stunned Dudley, didn’t get much besides SJ > j.short > EX Fukiage > SJ reset > stuff.
these boards are so dead = (
I have a random question, how come no one uses Forward medium punch > Kara karakusa? from playing around with it a little it seems pretty good, it leaves you at +2 on block. I figure there must be a reason why I’ve never seen anyone do it so I just figured I’d ask lol
Yeah these boards are pretty dead haha, anyways to answer your question you are correct the forward mp->kara karakusa is a great way to set it up. I don’t see a lot of Makotos use it because it’s not always guaranteed to land the throw after. Yes the mp leaves you +2 on block but if the opponent were to throw something out after the mp it will usually catch you while your trying to kara. Ken’s crouch mp for example (4 frame startup and an always solid option), will beat you clean if you attempt a kara throw after the mp since its faster and then he can hit confirm into SA3 if he chooses; so he gets decent dmg and a hard knockdown just because you wanted to set him up.
The setup is definitely good but is something that you want to use sparingly, more to surprise your opponent (or to style on noobs lol) when you get into a nice rhythm with Makoto.
There are plenty of other setups for kara karakusa as well, learn them all to make sure your opponent can’t read when you wanna choke em out
Cool, thanks for pointing that out, you could definitely eat a lot of damage for being too predictable lol. But I figure if you mix it up, you can land the kara throw every now and then. maybe doing something like F.mp wait then sweep or poke with something that would beat cr.mp from ken for example. Then the next time you f.mp they won’t know for sure that karakusa is a comin lol. Obviously not something to do all the time but useful to catch someone off guard I think.
Also 1 more question if you don’t mind, what is a good way to stop opponents from pressing buttons when your doing strings? and does she have frame traps? like for example I like to do jab jab cr.mp> hayate cancel and people always seem to hit buttons and sometimes I get hit out of cr. strongI’m trying to find a good way to punish that.
I’m not really sure where to begin to answer your question but I’ll do my best.
First, As far as strings go I don’t use them that much. The only ones I can think of that I use are: st.mp ~ st.lk xx Ex. oroshi (her chop)
and: cr.lp ~ st.lk xx Ex. oroshi
Her ex chop is a great way interrupt any buttons that your opponent might be pressing, especially if you set it up with her st.lk canceled into it. The ex chop is also a great move by itself; 13 frame startup (absurdly fast for an overhead, very hard to block accordingly) is +4 on block and does great dmg. The chop is a good option to end with but hayate cancels at the end of a string can be great too. As always be careful with how you go about using blockstrings because if you cr. jab too many times against a good player you are going to get parried and face the consequences. Crouch jab~ karakusa a lot of the time will just be better.
Second, as far as frame traps go Makoto makes a lot of her money off of her st.mp. It’s +6 on block so you have a few options after it. You can follow up with st.lk into ex. chop for a nice overhead, pause a second and then karakusa (lk version 7 frame startup, this can be srk’d or jabbed depending on the char), or you can follow up with st.fp hayate canceled (you can confirm the hayate following the fp if you see it hit, if its blocked then you cancel and you are safe) Each option after the mp has it’s own uses and its own drawback so be sure to test out which ones you like for different situations.
It’s kindof hard to explain without being able to show you but I hope this helped!
PS: What other fg’s have you played and what top Makotos have you been watching?
Wow good information man, I was in training mode last night trying all this stuff, will definitely be using st.mp >s.lk xx Ex oroshi can’t beleive I forgot about that lol.
Also when you do the st.mp > st.hp isn’t it a little risky to go for that since it’ll whiff if they are crouch blocking? I see a lot of good players using this string and I always wondered lol. also what will the st.hp usually catch them doing? I know it’ll smack them out of a jump.
I started playing FGs when super street fighter 4 came out, I also bought my stick at the same time. I played that then mvc3 a tiny bit when that came out, I also played a little blazblue cs2 then I started playing 3s when 3soe came out and now that’s pretty much the only fg I play at the moment lol.
I’ve seen a lot of various good Makoto’s but as of late I’ve really only been watching Mimora’s been looking for some more players to follow though lol.
Yeah the st.hp will wiff on certain characters when they are crouching so you are running a risk by doing it, but its great to catch them trying to do any high move, jump, backdash, certain crouch moves, specials etc. It’s just a nice way to mixup what you do after the st.mp to keep them guessing.
Good Makotos to watch include:Tominaga, Haitani, Mimora, Ino, K.O, J, and Boss. They each have their own style and preference as to how to play Makoto as well. You will see some of these guys go for her SA2 stun combo more than others while some of them have great SA1 setups; although the supers change depending on matchup they are both really good.
I gotta practice hit confirming a S.HP into HP hayate on hit, you get a great payoff for hitting that lol.
I just saw haitani’s makoto, going to check out the others soon, I really like how he pressures people…pretty sick lol.
Do you happen to know the frames of her hayate canceled moves? like after a hayate cancelled st.mp is she + or -? not sure if this is posted somewhere or not lol
Do you mean MP->Hayate fake? She should get just enough +frames for it to be safe(the opponent a frame or two later, depending on if they were hit standing or crouching, or blocking).
You should really check out J and Boss. J is still considered to be the best Makoto by a lot of players, even though he hasn’t been seen in tourns for years. Boss is also really good; he’s god-tier with a lot of characters in 3S but his Makoto is leaps and bounds above the rest imo. Tominaga’s really good but his gameplan almost totally revolves around the 100% stun, so he gets inconsistent. KO is just too balls to the wall to learn anything. Mimora’s very solid though. A lot of innovative SA1 juggles.
I seem recall someone (who I will not name…) tested and only st fp was the only poke you could hayate cancel and be plus frames (3 or so iirc) all other pokes are in the negative not that it matters. St strong hayate cancel also does not make much sense compared to her other options.
As for “block strings” jab->short chain can be good especially if you mix in standing jab tick karakusa as you will catch people trying to jump away from a possible jab tick.
Hello Everyone,
I apologize if this question has been asked before, but is there a good way to whiff punish chunli’s crouching roundhouse (fierce hayate maybe?)? My friend and I are noobs at third strike, whenever he plays chunli, he always tend to use cr. rh, and it seem to beat out a lot of my moves. But, when I watch any mid-high level chun li play, cr.rh is rarely used. Can anyone tell me why?
Thanks for the help. Sincerely,
Cong
You can do cr. mp fierce hayate on a whiffed poke by chun li.
This is probably one of the most important aspects of the Makoto vs Chun-Li matchup.
Why do you cr jab after a dash in with mak?
To catch opponents that might jump, since they might be expecting a dash-up Karakusa or throw.
Hey, I’ve been wondering for a while: Are charged Hayates safe on block? Or better yet, how long do you have to charge a hayate to be safe on block?
Are you talking about like post ex hayate? That’s the meaty timing for mak on a shoto. Ex hayate, dash, cr jab, dash
Yea
That can be part of it
Mak’s forward dash is kind of awkward with all its (cancel-able) recovery frames. You cannot really just mash forward with mak and “chain” back to back forward dashes like you can with most characters. dash (cancel recovery into cr jab) dash is easier to time with 100% consistency then dash x2 and is not really much if any slower then two perfectly timed raw dashes.