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Is there a major difference between the karakusa strengths? I know lk gives least range, least startup and least hit-stun while hk gives most range, most startup and most hit-stun, but how much of a difference between the three does it give? I always use hk by force of habit, on rare occasions I’ll remember to use lk for quick dash-ins or after blocked moves or something. Which one is generally the best to use, and which are the best to use for specific situations?
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Regarding comboing SA I, what can it be connected with? Aside from c.lk I think I’ve seen mp meaty, oroshi, and lp hayate (what is the timing on this one?)
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Can SA II be connected with mp meaty (or any other meaty as a matter of fact)?
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How early can things be cancelled from lp fukiage? I think I’ve told the story of how once I saw a makoto do a lp fukiage after a karakusa, and before the opponent could retaliate she SA I’ed (provoking a huge “OOOHHHHHH!!!” from the audience, no doubt). I’ve been thinking of ways to mix this up, either after karakusa as I saw it before, or while waiting for my opponent to wake up, and cancelling it out after he gets up and throws something out, but before it hits me.
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Do all fukiages (minus EX) do the same amt of stun? And what are the startups and damage for each? Will they trade with jump-ins or out-prioritize them?
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What combos after lk/mk tsurugi hitting a standing/crouching opponent? All I know is c.mp -> mp hayate, seems like there would be more though. Also, what is the frame advantage like after lk/mk tsurugi -> dash-in? Is it worth it?
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What is frame advantage with s.lk on block, and what can you do with it? I’m working on “meaty” blocked s.lk into kara-oroshi, but lp doesn’t seem to work too often and I often get punished. How well does this work on hit with s.lk?
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What sets up for kara-karakusa on a block? e.g. blocked mp on opponent wakeup will push them away, I don’t recall if this sets up or not though.
my internet connection is garbage, so i cant give the direct link, but go to http://www.archive.org then search for www.karathrow.com (or is it ‘kara-throw’?)… it has accurate frame/damage/stun data that answers a lot of these.
1- i always use lk unless it feels like i need the extra range, then i use hk.
2- lp, c.lp, mp, c.mp, f.mp, hp, lk, c.lk, c.mk, hk … hayate->sa1 is a link with a fairly small window- doing a ‘piano’ thing across all three punches usually gets it for me.
4- :wtf: i’m pretty sure that you can’t cancel a fukiage with anything except for superjump, and only if it hits?
6- i usually do s.lk,jab-hayate after a mk tsurugi if it’s deep enough
8- read the stickied faq thread
- stun damage is the same for all strengths of karakusa. i’ve found that lk version whiffs often when you’re trying to tick grab.
- standing hp and oroshi are the only two ways that you can combo sa2, as far as i know.
- stun damage for fukiage is 29/31/31/21. damage is 120/140/160/140. most of the time the ex version will beat non-crossup jumpins cleanly, because it ducks under, and jumpins don’t have a way to hit them. against crossups, it’ll often whiff.
- it’s -3, so it’s better to just do crouching lk xx oroshi.
- two ‘setups’ off my head- one is after a blocked forward + mp, and the other is blocked standing mp x2. i personally wouldn’t bother with the latter
- ex hayate
You can Kara-Karakusa off of a C.Strong if you opponent blocks it. I do HK Karakusa, just for stun damage and also because of whiffed karakusa off of ticks.