HP Hayate charged to the point where it does 140 damage links into LP / cr.LK.
It’s still negative on block though, so still not quite safe.
Also just landed j.HK, st.HP xx Hayate cancel, st.MP, st.MP, st.MP xx EX Hayate, LP Fukiage, EX Tsurugi on Dhalsim
444 damage and 800+ stun. Fuck me.
The EX Hayate into LP Fukiage is really finicky against some characters that it works on. It seems sometimes it will just whiff anyway even if you get the timing right. I’m guessing it’s something to do with how deep into the corner you are.
Edit: And I can’t get it to work against Akuma now. The one occasion I landed it on him was during a match, so maybe he did something that caused it to work?
Finally, an alternate input for Kara-Karakusa:
f,df,f+LK,b+K
It reduces the motion between the two kick presses, so it should help it come out faster/easier in situations where you’re buffering the motion. It’s a bit more awkward to input, though.
Also double tapping out a LK Kara Karakusa seems really worth it. It reaches after any comboed Hayate (unless you go into LP Hayate from maximum range) and has less startup than the other versions. EX Karakara is awesome too.
Will do the Karakusa, but Tsurugi is an air move so it’s going to be variable, I can probably take how much block stun it has though.
The first active frames of each grab are:
EX: 6 (fastest, shortest range + armor)
LK: 8 (short range)
MK: 9 (medium range)
HK: 10 (slowest, longest range)
Kara grab is variable, it can add 4-6 frames depending on your execution.
Also something pretty interesting, a max charged HP Hayate is only -2 on block.
EDIT:
Oh, if that’s the case, then:
EX: 5 (fastest, shortest range + armor)
LK: 7 (short range)
MK: 8 (medium range)
HK: 9 (slowest, longest range)
Definitely the latter. LK Karakusa beats Cammy cr.HK (7f) when performed at the same time, so there’s no way it could be 8f.
Also MP beats ranged Adon dive kick (even EX) clean. Is there anything this move can’t fucking do?
Someone suggested that she’s wielding an invisible vending machine.
No, I mean f,df,f+LK,b+LK with as little time as possible between the LK presses. She just bounces forward and grabs stupid fast. It’s worth investing in the EX version instead if you have the meter, though.
(Also a little clarification: The motion works because f,df,b+K is accepted by the game as a HCB motion, and it doesn’t care if you stick an extra ‘f’ in the middle of it)
I was unclear on whether that was referring to his off-the wall dive (Jaguar Tooth) or his air special move (Jaguar Kick.) I’m guessing it’s the former though, or maybe both?
st.MP beats or trades with a lot of stuff. . .and so does cr.MP, I have traded with a lot of juri’s EX or flat out beat them with just st.mp which is awkward as hell for me haha
No, no reason at all. If you need the range then use HK.
It’s just that generally you want to be using the weakest version that will reach so as not to add unnecessary startup and give the opponent a wider escape window.
i.e. Only use HK if LK won’t reach.
Loving Kara EX Hayate at the moment (d,df,f+LK,PP)
Extends the range to just below full screen. Awesome for tagging jump-back-fireball nonsense.
…and MP trades with Bison HK at close range, but beats it clean at long range.
I guess it just depends on whether you can double tap lk faster than you can hit lk then hk.
For Kara Kara, on the left side I can do HK Kara, but I can’t seem to get it right on the right side. However, on the right side, I can do MK Kara, but can’t do that one on the left side… I’m fucking retarded… And I wish I would have known about that shortcut before I pulled my hair out practicing Kara Kara on the right side for 3 hours!!!