Good info, i watched ur vids on youtube, its too much effort and not enough opportunity to use SA3, alotta those matches u coulda won if using SA I and SA II, too many faults in SA III.
Karakusa, HP xx SA3, c.MP, MP Hayate.
but then i wouldn’t have had as much fun :looney:
Karakusa, HP xx SA3, c.MP, HP Hayate
fixed
So I was experimenting around w/ Makato a few moments ago;
I don’t know if it’s common knowledge, but I discovered you can cancel her :hcb: :p: into SAIII and then link c. lk or s. lk into dash punch for cmd grab/punch mix up.
The 30% combo itself isn’t a huge find but it definitely opens up some interesting options that might be available for her.
i do medium punch hayate also >.>
I was doing her :hcb: :p: and I noticed there is a long pause before the character actually got knocked down. It occurred to me that I might be able to cancel it into one of her SA’s.
First, I tried canceling into SA2. It did cancel (success) but the initial kick did not connect. Next I tried canceling it into SA1; it canceled and connected for a 40% damage combo. Then I tried SAIII and it worked against Alex and Urien:
The full :hcb: :p: xx SAIII, c. lk into dash punch for dash punch/cmd grab mix up.
I also tried it on shoto’s, chun li and Q, but that was a failure. These sprites got knocked down before I could pull off a c. lk.
Nonetheless, the failure led me to see my options if the :hcb: :p: got blocked and I canceled into SAIII anyway.
Makato is pushed out of range of any of her normals, but is in optimum range for a dash in and cmd grab (beasting) or her hold fwd Rh kick which does massive damage when activated. So what happens if Makoto gets parried out of her :hcb: :p:?
You can still cancel into SAIII to make their punishment whiff and cmd grab rather safely.
The SAIII has a lot of invincibility frames at start up, and her moves are more prioritized when she is activated (I kept stuffing chun’s c. mk w/ my c. lk in parry training mode).
Hope this sheds some light on my :hcb: :p: experiment. Again, if this is common knowledge just disregard.
I believe her qcb p move is called Oroshi. Could be wrong.
Anyway, I’ve seen a K.O. match where he landed a Karakusa, did the usual s.hp - hayate, then c.lk hayate, then c.lk hayate (both times hit as the opponent had guessed wrong), then he did a s.lk (which caught them in early jump frames) into oroshi which hit them as they landed and he supercancelled it into SA3 and beasted. It was a cool match. Probably easy to find on YT.
i’ve been usin it a lot, it works better than i think. Just gotta…parry a lot since i cant block , but then there’s throwing
good thread. It definitly depends who your fighting against if your gonna use it.
I would only consider it if i was against Q, hugo, maybe alex and twelve.
i can’t seem to fit her invincibility upon activation in my game. still practicing though. and guys take a look at this vid. seraphic wing immunity at the end? wtf.
Nice, I like it, thanks for posting that.
The invincibility frames are not as good as they may sound, but it does take some time getting used to it and understanding it. I would suggest fooling around in training mode with it if you have a ps2.
i’ve done pretty well with SA2, this thread’s convinced me to switch to SA3. i don’t play competitively anymore and i don’t mind losing so i’m sure it’ll be lots of fun.
Meh. Karakusa isn’t scary without abare.
i’m gonna take a gamble and use TR during ECC12.5 this weekend. hopefully it works out.
yeah, you’re right, fierce + ex hayate only gets you about 30-40% stun.
I don’t think so. S.HPxxEx Hayate is still a good chunk of life and stun. Plus if you get them into the corner with it, you can follow up with another hayate on most characters, or some other reset.
You’re Right. And S.A.I Without S.A. Bar is useless. U_U