Makoto Wake-up and Post-Hayate Mix-ups

You must not have seen these:

www.youtube.com/watch?v=Ic3tGJHLQvM

MM

I know this might seem kinda lame or scrubby but I can’t wrap my head around the motions for makoto’s Options selects…any of them. Someone should make a video with the motions for her OS while having a visual also.

Just saying…

This setup fails with perfect timing. I didn’t realize it until now, very sorry.

Something very funny. After HP hayate, if you do ex karakusa, it will grab any normal move without armoring. As if opponent hitxbox goes forward.
It will armor and grab skme moves though

Sorry I’m a little confused. Do you do HP Oroshi > Dash x2 > neutral jump MK after an untechable knockdown?

HP oroshi is your untechable knockdown, after that you dash twice and do a nj.mk. I think it works against 6+ frame reversals.

HP oroshi provides you with the untechable knockdown. If it hits, then you proceed with the setup.

The HP Oroshi, dash X2, neutral jump MK fails if done perfectly. It’s one frame too fast. Sorry for misleading anyone.

However, HP Oroshi, f+MK whiff, neutral jump MK is frame perfect against everyone besides Cammy, Sagat, and Blanka.

Ohh! Interesting! Thanks a lot guys!

I personally use OS EX hayate because if the DPs whiff, EX hayate will chase right after them.

I believe backthrow, neutral jump whiff attack, s.LK Kara-MK Karakusa is frame tight, as I whiff s.LK Kara-LK Karakusa. The only thing is it’s not set when the Kara-Karakusa comes out, on frame 5, 6, or 7. I want to figure out Kara-Karakusa mix-ups on wake-up, but just about the only UTK I get anymore is the occasional EX Oroshi and backthrow … and there are safe jumps and meaties for those, no setups for Kara-Karakusa needed.

Which leads me to my current dilemma. What is there for EX Hayate, and for LP Fukiage (juggle version, so no j.HP) and EX Tsurugi in the corner?

For EX Hayate, I usually do dash forward, j.MK. It’s such that if the opponent quick rises and reversals, Makoto will be on top of the character and make some (most?) characters’ DPs whiff. Dash X 2, s.HK is the meaty of choice, it seems, considering s.MP’s ability to whiff if they late quick rise. Dash X 2, IA MK Tsurugi is an old stand-by from SSF4, it’s even stronger than it was due to dash speed and lower arc. I’ve seen Shiro do EX Hayate from about a little past mid-screen, pushing Mago into the corner, and then he did f+LK, f+HP. Not sure if that’s practical, or if Shiro was hit-confirming that somehow, but it looked nice.

I don’t know, beyond that I’ve got nothing. It seems like EX Hayate immediate quick rise takes about 43 frames (in SSF4, dash X 2, MK Karakusa grabbed meaty, LK Karakusa whiffed, meaning 17 + 17 + I’m going to guess 9 frames, grabbing on the second frame of MK Karakusa). Isn’t there a setup with HP Oroshi stuffing SRKs with this or something?

For LP Fukiage and EX Tsurugi, I almost always whiff a s.LK upon landing to push me out of throw range. It makes Karakusa safer.

For LP Fukiage in the corner off a juggle, all I’ve really got is MP Oroshi a frame or two after you see the opponent land. Easy enough meaty, safe if they don’t quick rise. I think MM said to do a c.LK whiff, s.HK as a meaty? I guess this doesn’t need much in terms of setups, they’re cornered and they have to guess between meaty, Karakusa, Oroshi, Tsurugi, and backdash.

Actually, there is a setup I just discovered. LP Fukiage, jump cancel empty jump, forward jump MK to catch a reversal mashing quick riser. There’s a very special distance on the j.MK for Makoto that seems to deny auto-correct, yet makes reversals aim away from Makoto. It seems like the positioning flat out tells the reversal gods that Makoto is still in front, no auto correct even possible. The best part is this setup keeps Makoto out of the corner if they don’t quick rise, and can be safe from a late quick rise reversal! Something like this is vital for when you stun someone and you don’t want an unlucky reversal while keeping up the pressure. More testing required on this one.

EX Tsurugi … er … I just catch quick rises and stuff with the above guessing game.

Setups needed! P.S. Sorry about all the paragraphs, they’re sort of necessary.

  • EX hayate, whiff c.lk, mk tsurugi crossup works on some characters
  • EX hayate, whiff c.hk, s.mp (meaty)
  • EX hayate cancel into focus lvl 3
  • EX hayate whiff hold f.hk, s.mp/karakusa (corner meaty)
  • EX hayate, lp fuki, whiff lp hayate, s.hk (meaty)

If s.hk from the last setup connects, go into s.hp EX hayate etc and you will stun your opponent. (2 meters for 2 EX hayate’s)

Those are good, though some are obsolete in the face of LP Fukiage.

EX Hayate, LP Fukiage, jump canceled empty jump, jumping forward HP crosses up Cammy but must be blocked in front, and is reversal safe. Maybe different timing makes it hit in back/unblockable? From my limited testing, Cammy can block j.MK either way, it’s an always-blockable, LOL. If j.HP works on Cammy, it should work on Fei Long and some others! I’m testing this now.

Testing it now, it seems you can do a fake cross-up with mid-height j.HP or a legit cross-up with j.MK, and with good timing j.HP will cross-up mix or hit in front. All seemingly reversal safe.

This works great against Guile as well. Although any jump back attack beats it. Keep in mind vs Guile don’t OS the Kusa because all flash kicks whiff.

After all this time. you know I did not know this lol. good look.

EDIT - OOOh maybe instead of OSing Karakusa, you just hit P/PPP to OS Fukiage??? Any testers out there???

I opselect nothing I just look to see if my shit was blocked or hit or if it whiffed. If it whiffed you have a VERRRY long time to punish. Once you condition guiles to block on wake up do a super early jumping move that whiffs and go straight into Kusa. Condition the opponent like you’re trying to give that captive in your basement some stockholme syndrome.

lol. :smiley:
you know that
crHP -> crLP (whiff) -> jump HP
makes whiff reversal somersault, dont you? :wink:

WHAT no way. Vryu i never saw that before lol. How do you find this stuff?? Got to try it though. What happens if they dont’ do Flash Kick or if they backdash? anyone out there testing?

Also after the FK Whiffs what are the options. too far for fukiage? or just dash Karakusa>destroy? Man i’m so Hype today lol

if they dont do flash kick, they guard (or get hit).
It’s the same trick as anti-yunshoryu.

I think he’s too far to fukiage him on reaction. Maybe you can do fukikusa-input (half circle backward+HP (or EX is maybe need) as option select after your jump HP.

when you know that guile flashkick hitbox doesnt hit high (easily avoidable with tsurugi btw), it’s easy to find some setup to avoid it.

I tend to do backthrow, walk back a tiiiiny HK tsurugi vs Guile, I’ve never been FK’d out of that.