tylerzd
1601
Not an issue. Just do something like: :l::p:, or, :df::p:. I’d prefer the first option to prevent accidentally getting the wrong command normal.
I asked about this because I used to use her universal overhead quite a bit and would be kinda sad if it went away.
Her axe kick looks just like Goukens axe kick (I think it’s jump forward roundhouse?) and that shit hits overhead. I can’t imagine Mak’s axe kick NOT hitting overhead.
Also, I wonder if whiffing her uppercut over and over from full screen will be good for building meter.
Also also, did starting a hayate then canceling it build any meter in third strike?
Does anyone know if Makoto is getting all of her normals back? I’ve only been able to confirm f mk and f fp so far. I’ve got my fingers crossed for f fk; I love that Karakusa setup.
Hotobu
1605
For those bringing up Cammy and Rufus there’s a big difference there. Their dive kicks can be comboed after. Whether or not you all agree with the designers thinking that’d be too good I’d bet anything that’s what they were thinking.
As for her normals I can’t see any reason why they wouldn’t give her all of them. Whether she’s got the same kara ability on some of them is a different story. The UOH is a different story. That wasn’t so much “her” move as it was 3S’s. “Her” UOH belongs to her just as much as a Super Jump belongs to Dudley; it doesn’t. It belongs to the 3S system. Ibuki is getting one because it’s integral to preserving her both from a playstyle standpoint and of her super agile ninja persona. I’m not saying she wont get it, but it isn’t really owed to her.
Anemone
1606
Yes but so did wiffing normals.
But you can build meter by doing specials in SF4, so I see no reason why it wouldn’t.
Though I can’t see people constantly cancelling hayate to gain meter. :lol:
Hotobu
1608
Yeah good call on that. I forgot to say something about that in my post and you’re right. I’d abuse the shit out of Hayate cancels if they built meter. It’d be sweet if they did, but I can’t see Capcom doing that for this game.
edit: Also about in air armor breaks: Isn’t that T.Hawk’s AB? I believe it is.
Ladon
1609
Viper’s cancels do not build meter, chances are mak’s hayate cancel won’t either
Really? Ah well.
Doesn’t really seem that abusable anyway.
Another point to this is how low to the ground these 2 particular Dive Kicks can be used, if they were overheads, these 2 characters would soar to god tier. Think about it like this, if Balrog’s st.LP was an overhead, and his cr.LP hit low, would you or ANYBODY be able to switch guards on reaction? In the case of all 3, they can land an Ultra through these moves if they go into something else: Headbutt for Balrog, ANYTHING for Rufus, and I *think Cammy can off Cannon Strike on its own.
That’s not really a matter of hitting overhead though. Thats just the regular rule that jumpins have to be blocked high. In SF4, most jumping command attacks can be blocked low. It’s really weird.
One thing to consider is that rufus and cammy’s dive kicks are pretty much instant and their active hit frames last until they hit the ground. Meanwhile, makoto’s has some startup time and doesn’t really last all the way to the ground. Plus they don’t act like dive kicks at all, more like air tatsu’s except for EX version.
I can’t see why they wouldn’t be overhead. It would be pretty stupid of capcom to make them not hit overhead.
Is there any special move that is performed in the air that hits overhead? I can’t think of any and more than like she won’t get it either, she will likely just get an advantage on block.
JD_inc
1615
All dive kicks you can block whatever but if it is classed it as a dive kick is yet to be seen. Probably will though unfortunately. ):
Ladon
1616
although this is true, we have to remember than mak’s air special could not combo into anything whereas most characters with air specials can combo after them(viper’s bk, akuma’s fireballs, cammy’s spike, and rufus’ dive kick) whereas maks just leads to KD or KB
Infil
1617
Gouken’s air hurricane hits overhead, as well as his demon flip dive kicks.
Mnszyk
1618
I could be wrong, but I’m pretty sure Gouken and Akuma’s normal jump dive kicks hit high.
Tresjin
1619
Only Makoto’s RH and EX Tsurugi couldn’t be comboed after because they knocked down. Short and Forward versions acted like a normal jump-in attack and allowed for combos. Those two strengths also allowed for juggles when done air-to-air.
I wasn’t aware that Gouken’s air hurricane is an overhead, but Gouken and Akuma’s dive kicks aren’t performed in the air. The moves just make them approach from the air.
And perhaps they can make the Tsurugi comboable in this game. Her overhead chop doesnt’t knock down anymore (I’m fairly certain it did in 3s). In any case I’m not sure how much Tsurugi being an overhead will help. At first it might throw people off, but people will get used to it imo. Makoto has alot of great air normals as well that are faster, have great reach and can be comboed after.