People get hit by her so much 'cause they fear the command grab. Without it people wouldn’t try to jump away and get hit by stupid shit.
maybe if she was using SAII, but using SAI, she really doesn’t NEED the karakusa. i mean, it’s nice to have, but not COMPLETELY necessary in order to play her rushdown-mixup-omfg-i-hit-you- with-ANY-random-poke-so-now-i’ll-link-into-SAI.
word.
How often does she have super art I charged up though? Makoto’s SA is not like Dudley’s corkscrew blow or Ken’s SAIII.
Well…Makoto is already fearsome as soon as she gets EX’s. Her high low game using her EX moves is ridiculous alone. She can raise your stun bar hella quick even before she gets super bar. Plus, Makoto’s rush game helps her build meter quick. c.LKxxxHayate connected more than once is like half the super bar right there.
just cause the super has a big bar, it’s not useless. she would usually get it mid or late in the game, which, imo, is the best time to have it. for example, if you do hit someone right off the bat of the first round with like, d.shortxxrushpunch, then you do grab, feirce, rushpunch, low short rushpunch., that’s more than half of the meter charged, and by that time opp’s life is half gone. then after the opp jumps away, you have the added pressure of being able to hit him once with low short rushpunch link into super, and kill him. SO, i think it beefs her up in the end game, whereas sa2 is so random…, unless you run to the corner and wait for a parry then karakusa…then sa2 is good. vs. remy and akuma, sa2 would be better.
but, fighting dudley ken and chun, you’d want sa1. i still say she can’t poke…plus her wake up games, without the grab, would be so ass. they aren’t better than ken’s right now with the grab.
imo sa2 is better against dudley. my friend plays makoto, and he switched to sa2 on me and wins more, u can make huge comebacks in the corner (where dudley is trying to get u) with sa2, cant do that with sa1.
i can understand why people still discuss tiers and what not, but i dont feel its really productive to analyze tiers by saying “what if so and so didnt have this move”. they have it, and theres no changing that.
Top:
Sean (pink)
Twelve
Roo
**Mid:
**
Sean (any other color)
Gill
Low:
Rest
Lol @ Gill mid and Roo Top.
Not even a character, just a player. Too good.
Since this is now an official Makoto thread, I have a question…what are the differences between the short, forward and roundhouse versions of Karakusa (sp?)
Son of a Glitch:
From SFAC guide book short forward roundhouse have SOME frame different(by 1 ?)
Thanks :tup: Some clarification though, which version do veteran Makoto users usually use (short, forward, roundhouse)? Also what about damage? Is there any difference?
Sorry, one more thing: Will the strength of the kick used have an effect on how long the opponent is frozen for, thus increasing the window of time to input the command for a st.HP->Hayate follow-up?
From what I know they all do the same thing but maybe I’m mistaken.
I think Roundhouse has more range for the grab compared to Short and Forward. Aside from that and the start up, it should be identical.
each type of karakusa has different stun damage >.> .
i heard new tiers is
yun, mak, chun, yang, ken…
…i don’t like yangs divekick:sweat: :arazz: :arazz:
the 3 version of karakusa has different startup speed and grab range and mert avatar is god tier, no doubt.
So which one is generally used then?
I have always used to karakusa with hk just cause it has more range I think, I wouldnt even know about the stun damage, and karakusa comes out fast anyway, who needs a couple of frames just to get a command grab faster?
In fact, I always command grab with hp/hk, except for alex’s, but thats to stay in range after the knockdown hp grab will take you out of range if your opponent quickstand