Ok for the long jumps i tested; need to delay for T hawk (51f but big hitbox), Chun (49f), Guy & Dictator (48f), Rose Gief Furte Ibuki (47f), need to delay button press so fukiage don?t whiff
Mid Screen F + lk meaty, OS U1
- input: 6lk 236 236 PPP OR 236+lk, 236 PPP
- works on: everyone but chun, gen & boxer (doesn?t reach), fuerte (backdash too fast).
Makoto & Blanka Note: time f + lk little less meaty than others to reach distance.
fukikusa is godlike.
Works well against good player.
fukisuka & ex karakarakusa are strong weapon to done a “vortex” (kenny if you read me ^^). Against shory spammer candeisis delay kara works very well and complete the cast (better than do nothing but block).
it’s let some shadows points :
-foward jump still works : i try to use fukikusa triks in ex-karakarakusa didn’t have a very good result (but you are the genius one) .
-fukikusa works well against some chars after hp hayate.
-i use ex fukiage version and it’s works much better against long jump.
-First page is a bit old now ^^.
Post HP Hayate, Dash Buffer Ultra 1, React (to opponent back dash)
- input: buffer ultra in forward dash, and if see opponent back dashing, confirm into u1
- works on: everyone but fuerte, chun (only after mp hayate & must come out first frame), rose(only after mp hayate & must come out first frame), seth (only after mp hayate), claw (only after mp hayate & must come out first frame), blanka (only after lp hayate)
Taken from first page:
The crHP -> Dash -> MP Oroshi works on most of the cast except for Akuma, Gen, Sagat, Cammy and Blanka (you will have to delay it a bit for them). Adon rises too fast and only an EX Oroshi will hit him meaty.
Might be old news but just a little tidbit I’d like to throw out.
i’ve made a video of Fukikusa
[media=youtube]MQEbMzYar2Y[/media]
Dude you say its hp fukiage in the vid decription. I thought mp fukiage was what you were using, which one is better ><
in fact, it depends…
i’ve just played a gouki, and he did backjump+fireball, and my MP fukiage didnt hit it. LOL.
i wrote HP fukiage, but just adapt to your opponent.
Vryu you can make sure karakusa comes out on first frame and still delay the fukiage input if you use negative edge for the karakusa. So nothing comes out if they jump for karakusa input.
Ok combining this negative edge technique, i’ve figured out the char specifics of the OS as follows:
-Char specifics: Rufus karakusa doesn?t work if back dashes since air borne late in dash, can reach if use lp hayate 1f or more pause before dash, lk karakusa OR 3f delay dash ex karakusa
Backdash <24 f can jump mk karakusa: Cody (use lk karakusa which reaches him so can?t escape), adon, chun li, cammy, rose, fuerte, makoto (if xx?s recovery only).
Slightly Longer Delay for ?long jumps?: ie T hawk (51f but big hitbox), Chun (49f), Guy & Dictator (48f), Rose Gief Furte Ibuki (47f), delay button press a tick more so fukiage don?t whiff
HP Fukiage: Use for Ryu, Ken, Akuma, Dan (?shotos?), Ibuki, Seth, Gen, Juri, Chun, Abel, Dictator, Cammy, Cody, T hawk (very delayed hp fukiage for jump back, mp fukiage for neutral jump), Dhalsim [see below], Fuerte [see below], Guy [see below]
-Dhalsim: Use lp hayate, negative edge karakusa neutral jumps, delayed mp/lp fukiage jumps back react with kara hp fukiage
-Fuerte: only way to reach back jump is to use lp hayate, negative edge karakusa OS dash forward and lp fukiage (ie double dash f, lp fukiage after lp hayate). Single dash, mp fukiage hits neutral jump after lp/mp hayate
-Guy: only way to reach jump back is OS dash (after negative edge karakusa) lp fukiage, ie double dash f, lp fukiage. Neutral jump delayed lp fukiage hits after single dash.
-Rufus: (note lp hayate delayed dash lk karakusa), ex fukiage asap after dash only dp that reaches jump back + neutral jump, otherwise use mp fukiage but whiffs jump back
Post HP Hayate, F + lk, OS U1
-input: f + lk (cant p link), qcf, qcf 3p
- works on: backdashes >(not inc) 25f that reaches, ie ryu (neutral jump whiffs f + lk), ken (neutral jump whiffs f + lk), honda, blanka, dee jay, guile (neutral jump whiffs f + lk), hakan, juri, rufus, sagat, sakura, thawk, zangief,
Corner only (doesn?t reach mid screen): viper, dan (neutral jump whiffs f + lk), dhalsim (all jumps will whiff f + lk), fei long, gen, guy, ibuki, makoto (note can xx recovery into ultra to punish)
-Inherent execution risk: for 26f backdash f + lk must come out on first frame otherwise will recover in time to block:
Chars with 26f back dash; blanka, dan, fei long, guile, guy, sakura, zangief
It should also be noted f + lk is -4 on block so its not a safe move in itself.
-Jump whiff note: some chars have jumps that lift legs early to avoid the f + lk, ?shotos? (ryu, ken, dan) and guile can neutral jump and f + lk whiffs, and all of dhalsim?s jumps whiff the f + lk. If f + lk whiffs ultra becomes punishable.
fukikusa OS is epic.
Here some ideas i had following vryus fuki-kara OS, but not sure if the first one is practical or not:
Post hayate, dash, ultra-fuki buffer [candeisis]
-input: after hp/mp/lp hayate (on hit) dash, buffer qcf, qcf, db (hold) + 3p/mp/hp
Buffer quickly and try confirm if they back dash press 3p, otherwise if they jump press hp/mp to fukiage.
- effect: if back dash ultra 1 recovery backdash, if jump fukiage is buffered and only have to react with single button press. Technically not an OS, it?s a buffer of two simultaneous moves and react.
-Char specifics:
Post hp hayate works on: everyone but fuerte (back dash recovers and can block) with exceptions in chun, rose & claw (only after mp hayate since ultra doesn?t reach & must come out first frame), blanka (use lp hayate to set this up for him, as u1 doesn?t reach post mp or hp hayate) and 2/3 of the cast wont cross under their neutral jump post hp hayate:
Post hp hayate non cross under exceptions: chars that you don?t cross under after dash;.guy, honda, ibuki, makoto, dudley, seth, akuma, dan, sakura, juri, abel, viper, dictator, sagat, cammy, dee jay, hakan, zangief, fuerte, t hawk, adon and rose. This means to fukiage need to go to DF rather than DB.
Mid Screen Jump back post hp hayate: most chars cannot be reached by hp fukiage can react and use kara hp or ex fukiage (if quick enough), cr hk or one hit f + fp.
-Chars hp fukiage will reach jump back post hp hayate, dash (ie don?t need to kara fukiage); Dudley, Viper, Guile, Blanka, Claw, Fei (hp fukiage can hit but only if comes out straight after dash), Boxer (mp fukiage hits both neutral and back jump), Zangief (hp fukiage hits neutral and back jump), Hakan (hp fukiage hits neutral and back jump), T hawk (hp fukiage hits neutral jump, kara hp fukiage hits back jump).
-Chars kara fukiage + cr hk doesn?t reach: Guy, Fuerte & Ibuki only f+fp reaches
-Unwanted Kara-Super Note: if have super and try to kara fukiage after buffering ultra will get kara super, in that case use f + fp to punish jump back.
-post mp hayate works on: same as hp hayate except everyone crossed under, apply fukiage specifics detailed in ?kari-fuki OS? above.
-post lp hayate works on: same as hp hayate except for 22f or quicker backdash chars whos back dash will recover in time to block. Ie chun, rose, cammy, claw & fuerte (19f)
Corner note: still works buffer qcf, qcf but if jumps go to df + p for fukiage
Corner post hp hayate, dash, karakusa-oroshi buffer trap [candeisis]
-input: Buffer late in dash (to avoid cossing under during buffer) and confirm button press lp/hp/lp+mp oroshi OR lk/mk/ex karakusa (range dependant)
Confirm into lp/hp/ex oroshi or lk/ex karakusa (depending on spacing, ex might not reach at further distances)
-effect If they jump up or back oroshi hits them and is virtually inescapable, if they back dash virtually inescapable karakusa grabs them. If opponent in range to land on orshi cant escape ex oroshi, however some chars with quicker jumps can empty jump and block lp ososhi in time, but not if they do a normal in the air which they will usually do. Could also swing stick to df and lp/mp fukiage if react quick enough.
-works on: everyone but dhalsim basically, note wall jump chars can escape if wall jump out; chun, fuerte, seth, guy, claw
If opponent jumps back or up lp oroshi virtually inescapable: only some chars have specific ways to avoid oroshi eg makoto can jump back hp, but there aren?t many. Use ex oroshi is you want to be certain cause its 4f faster startup.
-char specifics: with ?higher? jumps use hp oroshi, as 2f slower startup but longer vertical hitbox than lp and mp oroshi. Use hp oroshi for; chun, guy, dictator, rose, zangief, ibuki, t hawk (delay hp oroshi 1 or 2 frames post dash for hawk)
Ive been compiling all relevant char specific stuff for makoto in one easy to read document, and will be releasing soon so dont fret!
Excellent work, great thread, thanks so much for sharing! I’m switching my focus to makoto and hittin the lab, I’ll be back with any interesting findings
Meaty st mp wakeup, buffer hk kara: more push back on meaties crouched opponent, but will reach with buffer hk karakusa method unless:
-Meaty st mp hk karakusa (reaches w/o buffer): Ibuki, Dudley, Seth, Gouken, Sakura, Juri, Dhalsim, Viper, Dictator, Cammy, Guy, Rufus, Claw, Fei, T hawk, Rose
-Most Push back exceptions: Hakan, Gen, Chun, Dee Jay, Makoto, Guile, Zangief, Fuerte, Boxer; pushes back further, kara lk kara to reach.
-Note stand blocking: will walk out of range and avoid karakusa
And for meaty cr mk -Meaty cr mk wakeup, mk karakusa wakeup (less pushback then meaty st mp)
-More push back exceptions: Hakan (kara kara), Gen (hk kara), Chun(buffer hk kara), Makoto(buffer hk kara), Zangie(kara kara), Fuerte(buffer hk kara), Boxer(kara kara), T hawk (hk kara), Guy (buffer hk kara)
Meaty St mp, OS cr hk
- works on: everyone but makoto, seth, gen, dan, chun, dhalsim, blanka, boxer, rose (doesn?t reach)
not sure if this has come up here, but i’ve always wondered how people do a lot of hayate cancels, then karakusa. Wouldn’t that be ultra dangerous against a masher?
if they are mashing I always just chain S.mp without cancels, after eating a bunch of counterhits they will usually stop mashing. In any case it works after you train them to block like all karakusa set ups.
Saw mok11bk do this so tested it out, turns out its both a safe jump against 6f reversals and a ‘hitbox’ safe jump against a lot of other reversals.
After you land ultra 1 do a mp fukiage then jump f and do a semi high jump f hp. Reversals that whiff underneath= ryu dps, Honda buttslams (ex headbutt must be blocked), akuma dp, cammy dp, cody bingo, hakan ex spd, guile flash kicks & super/ultra (these hit once for tiny bit dmg then whiff underneath), blanka ex up ball (safe vs u2, loses to u1), fuerte u2 (but not u1)
Its also a safe jump in general for cammy/sagat in general since they wake up a frame later post ultra.
Meaty st hk, to kara karakusa on wakeup has a lot of pushback, kara lk kara and ex kara will reach most with some exceptions:
-More push back exceptions: kara lk kara hits everyone but guy, hakan, zangief, boxer (only kara hk karakusa reaches)
-Kara ex kara exceptions: whiffs same as above but ALSO Honda, gen, chun, sagat, fuerte & rose
i dont know if it’s been listed but i’m pretty sure backthrow, whiff s.mk, straight jump HK is a 5f safejump setup. i was trying it earlier in training vs sagat and TU gets blocked, but the throw recovery animation is awkward so it takes some getting used to.
i also want to do a big video bible compiling all of makoto’s sort-of-vortex options from her untech knockdowns ? just an idea for a project and an excuse to practice, lol.
Backthrow, f + mp, neutral jump is safe jump against 4f reversals.