UPDATE - December 23, 2010
-EX Hayate > lp Fukiage in the corner confirmed on Blanka. Thanks Boom Cube!
-Focus crumple > fukiage now works on everyone, and
-cr.LK xx EX hayate confirmed in AE edition. Thanks candeisis!
-AE: What Changed? section added. Please post updates in this thread so I can add them ASAP (I don’t have access to AE at this time). Recommend heading over to the Arcade/DLC changes thread for the latest discussions on this topic.
UPDATE - November 22, 2010
-REGARDING AE CHANGES-
I will be happy to integrate any and all new move properties/combos available in the Arcade Edition. Once released, be sure to post new AE specific findings in this thread so I can add them to the OP as soon as possible. Thanks Makoto community! You’re the bestest.
**- if you find any inaccuracies or have new information that needs posting in here, please either post the info in this thread or contact me via PM.
Arcade Edition: What Changed?
-EX Hayate > lp Fukiage in the corner confirmed on Blanka
-FA lvl 2/3 > Fukiage works on everyone (probably)
-s.LK whiff kara cancel Karakusa
-cr.LK xx EX Hayate now possible
Notes:
-If a listed special has (ex) after it, this denotes that both normal and ex versions of that special work in the combo in question.
-Damage numbers listed in RED. Stun numbers listed in BLUE
-Combos that have a ***** in front of them are your standard go-to universal BnB combos
-Make sure to drop by izanagisama’s Kara thread for much more detailed listing and analysis of Makoto’s numerousl kara cancel options. GO!: Kara Compendium: Info/Videos of Various Kara Cancels and other Assorted Techniques
Misc important factoids about SSFIV Makoto:
Stamina/stun - 950/1050
Kara normal throw: :r::lk:~:lp:
Kara back throw: :l:+:lk:~:lp:
*f.HK feint crosses up a downed opponent (hold kick)
Movelist
Hayate - :qcf::p: – EX version knocks down on hit. Hold punch to charge, press kick to cancel charge.
kara EX Hayate - :qcf:+:lk:~:2p:
Hayate cancel - :qcf::p:+:k:. Pressing punch and kick simultaneously works.
Alternate input: :qcf: :k: (hold) ~ :lp: (hold) to cancel on first possible frame.
kara Hayate cancel - Move forward: :qcf:(:lk::mp:) Hold. Move backward: :qcf:(:hk::mp:) Hold
Fukiage - :dp::p: – jump cancellable. LP version is stationary. MP/HP/EX advance forward a short distance.
Oroshi (armor breaker) - :qcb::p: – invulnerability frames on EX version
kara cancel: :qcb::r:+:lk:~:p:
Tsurugi - (in air) :qcb::k: – Normal versions hit mid. HK version knocks down. EX version hits overhead and knocks down, 2 hits.
Karakusa (40/80, ex=(60/120)) - :hcb::k: – 1 hit of armor on EX version. LK = short range, fast startup. HK= longer range, slower startup
Kara cancel. Note that this is not easy:
-:r:+:lk::df::qcb:+:k:
alternate slightly less challenging inputs: :r::df::r:+:lk::l:+:k: -or-
:r:+:lk: :db: :l:+:k: -or-
:r: :d: :df: :r:+:lk: :l:+:k:
[media=youtube]KzDz5RBUimw[/media]
Maximum range: [media=youtube]574-PSqSrSE[/media]
Super - Tanden Renki - :qcf::qcf::p:
Ultra 1 (480) - Seichusen Godanzuki - :qcf::qcf::3p:
Ultra 2 (390) - Abare Tosanamikudaki - :qcf::qcf::3k:
range is selectable: After inputting the initial qcf*2 + 3K, press and hold one of the kick buttons to determine range. LK = short, MK = medium, HK = long. This input has to be done between the time the ultra is initiated and the moment Makoto hits the wall. Meaning you can’t really wait for the wall flash, assess the situation and then pick a distance, unfortunately.
Notable normal combos:
cr.LP x 3
s.LP > s.LK
s.LP > s.MP
cr.LP > cr.LK
f.MP > s.MP
s.MP > s.MP
s.MP > cr.MP
s.MP > s.MP > s.MP (Character specific. Refer to Baseballfan1456’s section in second post)
meaty s.MP > s.HP
meaty s.MP > cr.HP
Crossup j.MK > cr./s.MP
f.HP * 3 target combo (220/350)
nj.HP > f.HP * 3 (294/570)
s.LK, s.MK target combo
f.MK, HK target combo - the cancel to HK can be done at any time.
s.HP xx hayate cancel > s.MP
s.HP xx hayate cancel > s.MP > s.MP – (Character specific, please refer to theDUKE’s combo listing in second post)
counterhit s.MP > cr.HP
counterhit s.HP xx hayate cancel > s.HP
Counterhit combos courtesy of Pimp Willy and Rushdown.TV are detailed in following video:
[media=youtube]GE7uaPc2Y2s[/media]
Karakusa:
*****Karakusa > s.HP xx hayate cancel > s.MP xx EX Oroshi (252/500)
*****Karakusa > s.HP xx hayate cancel > s.MP xx MP hayate (ex) (238/444)
*****Karakusa > s.HP xx hayate cancel > s.MP xx MP Hayate xx Super > s.HP xx HP Hayate
*****Karakusa > s.HP xx HP hayate (ex) (208/376)
*****Karakusa > s.HP xx EX Oroshi (216/440)
Karakusa > s.MP > s.MP xx hayate
Karakusa > s.HP xx hayate cancel > cr.LP, LP hayate
Karakusa > s.HP xx HP hayate xx Super xx Ultra 1 (573/376) -or- s.HP xx HP hayate
*****Karakusa > s.HP xx hayate cancel > s.MP xx MP Hayate xx Super xx Ultra 1(541/444)
*****Karakusa > Ultra 1 (424/80)
Hayate:
**- *there are additional combo properties added if/when you hit a lead in charged hayate (not comboed into). For examples of this please see TGS’ quoted post in the second post of this thread. *
re: short charging hayate inside a combo, info from Skatan Milla:
**hit confirms:
**cr.LP *3 xx LP Hayate
**cr.LP, s.LP > cr.LK xx LP Hayate
**cr.LP > cr.LK xx LP Hayate
**cr.LP > s.LP > s.MP xx MP Hayate (ex) (168/264)
**s.MP > cr.LK xx LP Hayate (162/246)
**s.MP > s.MP xx MP Hayate (ex) (200/296)
*****cr.LP/cr.LK xx LP hayate
*****s.MP/cr.MP/s.MK xx MP Hayate (ex)
*****s.HP xx hayate cancel > s.MP xx MP Hayate (ex)
s.HP xx hayate cancel > cr.LP, LP hayate (192)
j.MK/j.HK > s.MP > s.MP xx MP Hayate (j.MK 258/364, j.HK 278/464)
*****j.MK/j.HK, s.MP/cr.MP/s.MK xx MP hayate (ex)
*****j.MK/j.HK, s.HP xx HP hayate (ex)
*****j.MK > s.HP xx EX Oroshi (256/460)
*****EX hayate > f.LK (corner only. Does not work on Blanka?)
*****EX Hayate FADC f.LK (midscreen)
EX Hayate > LP Hayate (corner only. Character Specific. Please refer to izanagisama’s chart below)
EX Hayate > LP Fukiage (corner only. Character Specific. Please refer to izanagisama’s chart below)
Makoto’s Thunderhawk Corner Rape of Doom (T.Hawk in corner specific)
Karakusa > s.HP xx EX Hayate > LP Fukiage > EX Hayate (330/602)
EX Karakusa > s.HP xx hayate cancel > s.MP > s.MP xx EX Hayate > LP Fukiage > EX Tsurugi (404/728) -that should work w/regular karakusa too I imagine
Tsurugi (air to ground):
IA LK/MK Tsurugi > cr.LP xx LP hayate (182/266)
IA LK/MK Tsurugi > cr.MP xx MP hayate (ex) (230/316)
*****IA LK/MK Tsurugi > s.HP xx HP Hayate (ex) (268/436)
*****IA LK/MK Tsurugi > s.HP xx hayate cancel > s.MP xx MP Hayate (ex)
*****IA LK/MK Tsurugi > s.HP xx EX oroshi (276/500)
IA LK/MK Tsurugi > Ultra 1 (484/140)
IA LK/MK Tsurugi > s.HP xx HP Hayate xx Super xx Ultra 1 (625)
Tsurugi (air to air):
Tsurugi > EX Hayate (normal version of hayate should work in the corner)
Tsurugi > Fukiage > Hayate (corner only)
Tsurugi > EX Oroshi (corner only)
Fukiage (anti air):
Optimal BnB pending…
*****Fukiage > j.HP (200/360)
*****Fukiage jc. MK Tsurugi > EX hayate *- normal hayate works in corner (280)
Fukiage > EX Fukiage > EX Tsurugi (368/536)
EX Fukiage > EX Fukiage
Fukiage > HP Fukiage > EX hayate (character specific?) (280)
EX Fukiage > Ultra 2 > followup
Fukiage FADC > Ultra 2 > followup
Fukiage xx Super > Ultra 2 (312) (no post U2 juggles? needs testing…)
Oroshi:
*****s.MP/s.HP xx EX Oroshi
*****s.HP xx hayate cancel > s.MP xx EX Oroshi
*****j.MK/j.HK > s.HP xx EX Oroshi (j.MK=(256/460)j.HK=276/560)
LP/MP Oroshi > cr.LP xx LP Hayate (192/346)
MP Oroshi > s.MP xx MP Hayate (ex)
MP Oroshi xx Super xx s.HP xx HP Hayate (311/496)
LP/MP Oroshi xx Super xx Ultra 1 (585/200)
counterhit LP/MP Oroshi FADC s.HP xx EX Oroshi
meaty MP Oroshi > cr.HP
meaty MP Oroshi > Ultra 1
Applications for Oroshi FADC by TGS:
lvl 2/3 Focus attack - combos and explanations by scythe master:
FA2 > MK tsurugi > s.HP xx HP hayate (282/474)
so far this is the optimal damage and stun for small characters
FA2 > Karakusa > s.HP xx hayate cancel > s.MP xx MP hayate (254/474)
less damage and same stun, IAtsurugi might be hard for some people to do, though the link is just as hard >.>
FA2 > MK tsurugi > s.HP xx hayate cancel > s.MP xx MP hayate (302/522)
big characters only (tested on zangief and hakan)
FA2 > delay Tsurugi > Fukiage > EX tsurugi (326/506)
corner only
FA2 > s.HP xx hayate cancel > s.MP xx EX hayate > LP fukiage > EX tsurugi (360/638)
corner only, character specific (tested on cammy, probably works on hawk)…
FA2 > HP hayate(slight charge) > Fukiage > EX tsurugi (346/502)
same conditions as above, 1 less stock, minimal damage decrease, lot less stun
FA2 > LP/MP Oroshi > s.MP xx EX hayate > LP fukiage > EX tsurugi (376/638)
same as above, highest damage I could get so far
FA2 > LP/MP Oroshi > s.MP xx MP hayate (262/452)
FA2 > Ultra1 (418/150)
FA2 > MK tsurugi > Ultra1 (448/262)
FA2 > s.HP xx HP hayate xx Super xx Ultra1 (525/394)
any combination of super->ultra I found did 525 with different stun values
Midscreen focus juggles: FA2 > one step forward, MK tsurugi (varying height) > LP fukiage > EX tsurugi
works because the tsurugi crosses up, only tested it on ryu and hakan so far, but that should be good enough
on hakan you do it with a slight delay
on ryu, you do it quick
FA2 > dash*2 > HP fukiage > kara HP fukiage > EX tsurugi (326/522) (works on:
guile, honda, makodo, abel, el fuerte, dictator, sagat, gouki, deejay, t.hawk, cody, sakura) – v-ryu
FA2 > slight delay FA1 > dash forward (you will cross under) > LP Fukiage (you have dashed under so do the motion accordingly) > EX Tsurugi (when near the corner) or EX Hayate. – highlulu
Super
LP/MP Oroshi xx Super xx Ultra 1 (575/200)
MP Oroshi xx Super xx s.HP xx HP Hayate (311/496)
s.HP xx Super xx Ultra 1
NOTE: Super is cancellable off hayate and any non-juggle combo ending with hayate.
s.HP xx HP hayate xx Super xx s.HP xx HP hayate (367/564)
*****… xx hayate xx Super, s.HP xx HP hayate
eg, j.HP > s.HP xx HP Hayate xx Super > s.HP xx HP Hayate (421/760)
*****… xx hayate xx Super xx Ultra 1
Ultra 1:
j.MK/j.HK > Ultra 1
meaty cr.LK > Ultra 1 (aka the v-ryu special… because i said so)
meaty MP Oroshi > Ultra 1
meaty s.MP > Ultra 1
counterhit st.MP > Ultra I (st.mp must be spaced)
*****Karakusa > Ultra 1 (424/80)
IA LK/MK Tsurugi > Ultra 1 (484)
IA LK/MK Tsurugi > s.HP xx HP Hayate xx Super xx Ultra 1 (625)
lvl 2 FA > Ultra 1
s.HP xx Super xx Ultra 1
*****… xx Hayate xx Super xx Ultra 1
Ultra 2:
(ex) Fukiage > Ultra 2 > EX Tsurugi- This is looking very finicky and character specific. Needs testing.
Fukiage FADC Ultra 2 > followup
lvl 2 FA > Ultra 2 > followup
Fukiage xx Super > Ultra 2 (312) (no post U2 juggles? needs testing…)
followups:
*****Ultra 2 > jc. MK tsurugi > EX hayate (540/217) *- normal hayate works in corner
Ultra 2 > dash LP Fukiage > EX tsurugi (582)
Ultra 2, EX Fukiage, EX Tsurugi (corner only) (609/314)
**Special thanks to Sharin, The Mullah, Ouroborus, Fstrike, Smileymike101, Sephiroth73003, Kexx, LoneWolfZ, scythe master, ShawnMcCool, Mienaikage, trag13, Arc-rail, HBRD, Chris Hu, Sprint, Nitro263, Dang, MrQuotes, Mr. Basara!!, Bill307, jchensor, Richard Nguyen, Pimp Willy/www.rushdown.tv, Kouryuu, v-ryu, Theli, Iodom, Kyune, Skatan Milla, izamagisama, TGS, Baseballfan1456, theDUKE, candeisis, Boom Cube