These haven’t really been translated thus far as far as I know, because they don’t really give any new or technical info, they mostly just describe what the character’s moves look like and basic functionality.
Related to a current topic, it does mention using Abare Tosanami against reckless jumpers but that doesn’t really answer the question at hand, does it go into a cinematic or not? If it doesn’t, it’s still probably a gamble to throw it out there. If it does, it might be a fairly strong anti-air and anti-fireball ultra, so I wonder if they might not let you combo into it from much.
Won’t bother typing everything again, there’s no point in cyclical arguments about this, just read earlier posts in the thread. My opinion can be summarized as “even if it’s true that you can’t, you guys are overstressing the importance of that detail. Just tick into it.”
All I’m curious about is why he would use LK Karakusa in the demonstration, regardless of whether he knows HK has more range or not. If he’s trying to show that you can’t Karakusa after Hayate, why is he pressing LK? Doesn’t really imply anything, just seems weird.
That was actually my dyslexia running rampant :S Meant to say it was confirmed to be taken out over a week back on the uk 360 dashboard show video would be here [media=youtube]CPp7TWWRayY#t=8m20s[/media] They mention the possibility of a kara but I’d imagine that was just as the video they were playing at the time contradicted the statement. Still, a kara would need to cover huge range and given he forward roundhouse is very similar to Sagat’s forward short that could be a possibility.
You need to be able to get in to tick, and ticking provides her with less option. Though I said myself she’ll probably have new things to compensate for it, but I don’t see how denying what’s confirmed is helping anybody.
I’d imagine it’s because the universal law of SF4 command grabs is that the weakest versions have the longest range.
I cant believe they said makoto will have the same playstile of 3s and then remove one of the most important aspects of it on SSFIV. Cant wait to try her, but im very dissapointed of what i was expecting from her to be in this game.
Hope we can kara karakusa or something after hayate and still grab them or her new playstile really compensates, well see.
yeah, didn’t the developers also she wasn’t exactly like her 3S counterpart. in any event, after the game drops. i’ll give it about a month or so before people begin to reach the conclusion she’s either a decent character with upside (a la Viper) or hot garbage (a la Furete). i just hope i didn’t bet on the wrong horse this time around.
that’s true. if you play honda don’t bother with any other Ohicho except LP.
[media=youtube]CPp7TWWRayY#t=8m20s"[/media]
What I love most about that video is you can see her landing a Karakusa after a hayate at the exact second that the narrator says you can’t. I mean that doesn’t mean they didn’t remove it in the meantime but it is pretty funny.
Also those Inside Xbox videos arn’t a good source. I wouldn’t trust them to tell me yesterday’s weather.
Just for visual reference, this is the range we are talking about here. At this point in the video he just did j.HK, s.HP xx HP Hayate and didn’t press anything afterwards.
For all intents and purposes, you are already “in” and at positive frames. Even if you can’t grab after this (when I look at this picture I find that highly questionable but I am willing to give his word the benefit of the doubt here) I don’t think you can argue that you aren’t in range to do quite a few of Makoto’s advancing normals. For example, s.LK. And then you get advantage on block which creates the same situation as the old post-Hayate mixup. With your post-hayate frame advantage you would need a reversal DP or a backdash to beat the s.LK, and both of those options would have beaten Karakusa too.
Edit-To not make my post so useless, here is a small summary of the earlier link for that Famitsu Makoto article. Thanks to Vasili.
More or less her scanned Famitsu pages as online text. Includes her profile which CJ trimmed down for their main page, next describes her sure-kill techniques (special moves, all five from 3S) in descending order and abbreviated names the Hayate, Oroshi, Tsurugi, Fukiage, Karakusa; her super combo, and finally her I and II ultras.
I’d just like to point out that the point isn’t that you have to land the Karakusa after every Hayate. The point is that you could land it, which meant it was a threat that your opponent had to find some way to deal with. Yes, if they expect it then they can dodge it, but if you’re expecting them to expect it, you can just do something else, like s.Short, cr.Roundhouse, or Jab Hayate.
If you can’t Karakusa after Hayate anymore, your opponent can simply opt to block and wait, or (depending on what beats TK-Tsurugi) poke back. Neither option was safe before, because you had the grab as extra insurance.
Now, I’m not going to say that Makoto is going to be total crap now that post-Hayate mixups are dead, because there’s time yet for someone to find something else totally borked about her that’ll help her game. (Fierce feint Fierce? Charged Hayates used to be cancellable remember.) The massive push-back on Hayate we’re seeing now does completely change her game though. Makoto basically cannot possibly play anything like she used to in 3S, and for those of us that really liked her, that’s a little upsetting. It doesn’t really look like we’re actually getting Makoto anymore, just a cardboard cut-out with a similar but apparently neutered moveset.
To tack on to this one of the many things that made Mak scary in 3S was because post Hayate the opponent had about a 2/3 chance to guess wrong. It’s not all about landing another Karakusa, but that she could also Oroshi. Every Hayate had a high/low/grab situation to follow. If the opponent is out of Karakusa range then most likely they’re out of Oroshi range. Until something develops I’m hard pressed to see why the other person shouldn’t just hold DB with the occasional backdash.
…On a closing note more times than not you aren’t “in” in SF until the other person has a reason not to hold DB.
Thanks for reminding me of Return of the Mack, assholes. Now it’s going to be stuck in my head for weeks. :lol:
I’m surprised people expected Makoto to be exactly the same as she was in 3S. Yeah, kinda lame that she can’t Karakusa after the Hayate, but she definitely is looking like she has a lot of other good stuff going for her IMO.
Do we know for sure that she can Kara it? I suppose all the same sources that told us she can’t land it have told us she can Kara it. So we can either believe both or niether. If she can kara it then I guess it’s just a matter of practicing the Kara and then she pretty much plays the same. Maybe? I don’t know.