Makoto Wake-up and Post-Hayate Mix-ups

Rofl.
EX oroshi > dash > fHK hold > jump HP OS hk karakusa.

Beat every yun dragon (even EX) and hit backdash. In case of jump hk whiff to backdash (sometimes happens) OS karakusa grab xD

yun can delay shoryu to beat it.

^^^^ I’m having trouble picturing that, can someone explain?

I am guessing:
EX-oroshi hits and knocks them down-
f.hk- hold for sweep cancel-
n.jump hp and OS hk karakusa right as she is about to land-
If they dragon kick it will get stuffed, if they backdash the OS hk.karakusa grabs them at the end of their backdash.

I am unclear on the “j.hk whiff to backdash” part though

interesting OS hk and kara has me a bit confused those.

Has the front post been modified to include the difference on timing for the meaty setups?

I tried it out myself in training mode and most of the times the jumping attack would hit Yun’s backdash, but there were some odd times where the timing of the backdash or something else entirely would cause the jumping attack to whiff and that’s where the os karakusa comes into play.

The setup also goes over Yun’s u1 and u2. As V-Ryu said, delay uppercut will beat it and maybe it was just due to my shoddy timing but as Yun I could just walk forward and the jump attack would miss. I used j. Hp and j. Hk, but maybe if Yun can walk forward to beat it we can use the wider hitbox of j. Mk.

I’ll give it another go when I can anyways.

[edit] I tried it out again and using jumping mk does stop Yun from walking out from under it, thus stopping the karakusa os coming out.

Not yet. It seems that the number of wake up frames has not be discovered/released yet so it has been difficult to adjust.

Hey vryu, remember when you were asking about the double dashing?? i just found out that if you hit :f::f: then you get 1 dash, but if you hit :f::f::f: you get 2??? WTF? Anybody else seen this? This could create a problem until we get used to it because:

1- say if you want to do dash>f.:mp:, if you release :f: and do :f: again for the :mp: then instead of t.:mp: you’ll get a second dash.
2- if you dash toward someone who’s jumping and you cross the axis without knowing it, and you try to hold “back” but actidentally hold "forward since you crossed the axis, you will dash again, but the other way!!

Man i have been doing this for about an hour trying to figure out if there is a way to use this, but if you are not in pursuit, i feel it may put us at a disadvantage a lot…

any thoughts?

EDIT - Oh yeah, i tried delaying the third :f: but she still dashed foward…

Yeah I saw that a lot.
I think it’s because of the reaaally big buffer of the sf4 engine on some command (like dash, special moves etc).
I heard somewhere (i don’t remember where, maybe on maj’s blog) that the buffer is about 18f-20f. When you have a 16f dash like makoto, the second :f: is still in buffer so you have to delay at least 4f after the dash.
I don’t know if it can have any use other than just a easy way to double dash and to screw a dash forward + :f: move

happens all the time if you dash Fuki too fast after U2, Mak will dash in & then dash back…the dumb bitch

I wish Fukiage FADC Abare Tosanami worked … would have been so awesome … because I will go for mixups EVERY time … and by the way when the opponent falls from the air you can hit him with a normal attack , not just fukiage … I think I hit with f+mp once by accident

someone told me you can JC into U2 after a Fuki

JC never worked for makoto. I think he made a mistake. Btw, even if that works, damage is not great :’(

Doesent matter when you can make a retardedly good setup with a reset … I always use the reset because then i cross under and do tsurugi or i dont go on the other side and i do lp > karakusa in case my opponent throws … I wish it could work like it did in 3rd strike … hp > abare :smiley: it was retardedly good !

With the changes to Makoto’s dash in AE, the c.fp > fdash x2 > s.hk hits ridiculously meaty on Blanka and can combo into U1 very easily from anywhere on the screen. Which Ultra should I use in the match-up anyway, U1 for obvious reasons or U2 to punish balls?

balls are punishable anyways without U2. Id say U1, blanka is free for meaties which can lead to U1

i need a visual on this -_-

zuranthus: well it only seems to work when you’re 6/10(training stage going by blocks) of the way to the corner(from the midpoint of the screen), but lp fukiage-> u2 mk version will get you the non animation version, followed by ex tsurugi you get 392 damage, but that’s with full revenge. At around half you’d get maybe 240ish, not very good, but hey there might be a situation it could be useful in. Oh right, lk version of u2 hits within7/10 and beyond(your back to the wall), and if you reverse this(your back facing the otherside of the screen furthest away), you should be able to land hk version(the last part whiffed, but I think it was cause i was still at 6/10 of the way when i started u2).

I believe U1, empty forward jump, empty neutral jump, LK Karakusa works on the majority of the cast. I personally can’t get it to whiff after multiple attempts, and it seems frame tight, IE can’t be jabbed or thrown.

Extremely memorable, though. You can’t do this twice in a row, or even in the same lobby.

Does any of you have a good Os vs honda on wakeup? I can only os fukiage vs meterless honda (off a safe jump). does mak have any setup to beat all his options?