Yep and you can dash forward and juggle them out of the air with a hayate x2, or an ex hayate or depending on how high or low they air fireball abare over the fireball for a free 100% stun if you are feeling lucky.
Ill add more info on this later
Yep and you can dash forward and juggle them out of the air with a hayate x2, or an ex hayate or depending on how high or low they air fireball abare over the fireball for a free 100% stun if you are feeling lucky.
Ill add more info on this later
The best air-to-air parry combo would be to parry a move in the air and then immediately move to doing a mk tsurugi. It depends on the height but you can get the following: 1)parry ~ tsurugi + chesto +chesto. 2)parry ~ tsurugi + tsurugi + chesto +chesto. 3) parry ~ tsurugi + dashup fukiage SJC fierce punch for sick stun. There are more but these are the easiest to setup after landing that MK tsurugi.
after the air parry the tsurugi is not guaranteed, but here in japan most players will try and parry after you parry their initial air-to-air attack so the tsurugi helps offset their timing for the response parry. They do this rather than just spamming some random shit when they see they have been parried, doubt you will have such layers of mind games/ luck in America where all people wanna do is spam attacks. I wish you guys could come to Tokyo and see firsthand the majority of your questions answered through simple knowledge of your opponent. Learning matchups here forces you to have your post hayates mixups and reactions be on point. And you can also rely on Makoto’s crucial mind games and conditioning your opponent, whereas in the US people do stupid shit for no reason and don’'t try and play her mixup game with you. No funsies.
Why I don’t play online anymore… I wish more people in Chicago were committed to 3S. American culture is so… Ugh…
Hey Guys,
I’ve started to play against some Dudley players. I noticed several things players like to abuse:
Ex machine gun: I can punish with cr.strong into fierce hayate to get to post hayate mix up position (other strengths fall short of karakusa range). I’ve noticed Mimora punish this with stand fierce into ex hayate, but I can’t get it at all. Is this corner specific?
Fierce machine gun: standing fierce into ex hayate punish.
Strong machine gun: I can do cr.strong into fierce hayate some times, but it’s very inconsistent. Standing short into jab hayate is an easier punish put it puts me out of karakusa range, which means the punish is pretty useless.
Jab machine gun: I can’t punish this at all. According to the frame data it’s -3 on block, and none of Makoto’s normals are fast enough to punish this. D:
Also, is the timing for parrying the last hits of the machine gun blows slightly delayed or sped up? I can’t really recognize difference versions of the machine gun blow during mid parry just yet, but I can just space them out so they can only throw the fierce or ex.
Crouching forward/crouching mk: At close range, I can punish with cr. strong into fierce hayate, but from far away I can’t really do anything. D:
Also when Dudley starts to go nuts and pressure with his normals (forward mk, crouching mk, forward mp, lk, lk ,lk foward hk etc), would jumping out be a good option? As they are not actually comboing. Or should I stick out a normal? In this case what normal should it be (cr.lk, cr. lp or cr.mk)? I’ve tried to block it out, but his forward hk/roundhouse connects really far away, making it having similar range as crouching roundhouse, so it’s really hard to tell whether to block high or low.
I’m not sure if it’s possible to juggle Dudley after ex hayate in the corner. If it is possible what strength hayate do I use, do I kara it? If so, with what normal?
And lastly, is it possible to punish a corkscrew blow on block?
Thanks for the help,
Cong
EXMGB on block: You can do mp~hayate like you said but to get the st.fp ~ hayate/ st.fp SA2 punish you just need to be fast and punish during the first few available frames. Also, once you start red parrying more stuff the last hit of EXMGB is a pretty easy one. Makes getting st.fp ~ st.fp SA2 easier.
Parrying EXMGB: Last few hits are slightly delayed
Crouching forward/crouching mk: No clue what you are talking about here please elaborate.
Dudley pressure: Dudley’s normals are better than yours…sorry lol. But when you are getting kidney blow pressured you can always high parry into karakusa or whatever you want. Remember that Dudley can still go into super if he sees your parry and it will catch you. You cant really jump out if he does it right, so just take the throw and find a way out after wakeup.
Dudley EXhayate juggles: Please see the full list of ex hayate juggles in the all about makoto threa (i think its in there) but you can get the following:
St.Mk Cr.Mp Toward St.Lk (you can dash under Dudley after reseting him with toward st.lk to setup a karakusa in the corner, but you are putting yourself in the corner which is exactly where Dudley wants to be) You cannot get another hayate after ex hayate in the corner
Corckscrew blow punish: You can get various punishes depending on where you block the super, you need to be very quick about it tho. I recommend trying to redparry the last hit of the super, 5 hits, that way if you get the redparry you can punish with whatever you want and if you miss the redparry you are still at more of an advantage that if you had blocked it I believe. This method works way better with “hado” supers like Gouki SA1 and Ryu SA1. I haven’t played against a corkscrewblow dudley in a while as RocketUpper is way better against Makoto. That and the players here don’t actually miss their supers haha.
Okay cool lemme know if that helped. The matchup is 5/5 imo.
You sound like you dealing with online tactics
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[]cr blocking the fp/ex machine gun blow leaves you close enough to punish with s.fp. Stand blocking pushes you to far back and will require you to red parry or use cr strongxhayate instead to punish. IMO if you are going to red parry ex mgb you might as well red parry the second to last hit and jump parry the last for the free jump-in combo.
[]As for punishing with shortxhayate leaving you outside of karakusa range. While this is not ideal it is hardly a bad situation. you still get pressure and a mix up adjust a accordingly.
[]You could just as easily switch to sa1 in this match-up for the additional reversal punishment options
[]As for the jumping out part of your post is to vague a question. I will say this generally his pokes/chains up close should lead to a super on hit.
[]Ex hayate corner juggle either use st fwd or cr strong. Cr rh kara jab hayate technically works but best of luck with that.
[]Cork is not safe on block although I would recommend learning to red parry the last hit for the free standing fp. Timing and push back can very depending on which punch version he used and from what range. worse case you can use s.shortxhayate for and easy to time punish that works unless sa3 is done around it max range.
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After parrying something in the air short is also nice if they are close. It allows you to late dash under and will almost always leave you outside of throw range. From there you can either try to parry something or if you baited throw whiff punish with s.fp.
LOL pretty much. The sad part is I wasn’t even playing online. My friends are that lame. T___T
Ah, I meant after blocking Dudley’s cr.mk, I can punish with cr.mp at close range, but if the opponent do it at max distance, it seems like I can’t really do anything.
Thanks for the help you guys. I really appreciate it.
Block. See how they defend or attack and address properly. c.mk and c.mp put you just out of poking range so I’d recommend seeing if they throw out a move and punish w/ strong hayate. At least that’s what I’d do.
Learned something new today:
If you’re having trouble w/ Akuma tatsu try this out:
If they cancel a move into light or heavy tatsu you can reversal fukiage them. If your reactions and wits are fast enough then you can practically do it the entire round. Make sure you stay vigilant on when they’ll cancel into tatsu. On thing to keep in mind is against far cancels you have to stay crouch but up close you have to block the first hit of tatsu then you can crouch or mash it. EX doesn’t work, can be super jump cancelled to hp. They’ve been giving me trouble so this discovery is pretty majestic to me. Though about parrying but I like this method better considering all the damage fukiage does.
Dunno who’s gonna read this but I hope it helps.
are you talking about doing fukiage between the gap of hits when crouch blocking mk and hk tatsu? if its lk the recovery should be obvious enough where you can karakusa them on recovery.
definitely worth using, if mistimed it can trade but in my experience doesn’t trade often with lp or mp fukiage.
Ehh idk about that…
You really do not need to guess fuki in that situation
You can typically just duck a hit then parry in that situation. If parry it out you get a free s.fp or you can just parry a hit or two and go straight into fuki. Going for the parry here is less risky then the fat combo you are going to eat for whiffing fuki.
Not saying never do it but you have better options
Well, that’ more of a missed execution error. If you do it right it won’t whiff. HP hits every form of tatsu other than light which is a lot easier to deal with the medium or heavy. Weird thing going on there. Apparently HP has a longer crouching state so it ducks under while mp fuki doesn’t.
I can see your point though I just can’t parry tatsu consistently enough but I recognize the first hit fast enough to do this. Did it once today. My friend looked at me like I was crazy.
You cannot delete posts in this new layout? :S<br>
Just wondering how to properly connect HP > EX Hayate. Is it a chain or a link? Because when I try to do it as fast as possible it never connects into a combo, however when I slow it down some it sometimes connects. How do you get the chain/link to come out consistently?
It’s just a cancel. You just cancel it as fast as it’ll let you.