"You wanna get choked?!" Movelist/Combo Thread (Updated: AE changes)

The way I do it is press the f+LK then instantly roll it round to up back like I’m playing Gief lol

I haven’t really learned the “trick” of the “new” way to kara karakusa.

I find it relatively easy to use the “old” way, however.

If you want to learn it the easiest way is to look down at your hands and not the screen. First and foremost you have to make sure that f+lk comes out and not c.lk. Do this at first by holding forwarding and hitting lk. Then, do the motion really damn fast and hit lk again or fk. If you do this by watching your hands you’ll be able to move your hands faster than if you were watching the character. Do this until you get a feel for the speed. Then, practice by FP Hayate -> kara karakusa over and over again.

Wasn’t sure where to post this:

  • Makoto’s cr.mp, lp hayate, and U1 are all fast enough to punish a blocked EX-pinwheel from Juri. U1 only reaches if you block it point-blank or far enough that some of the last hits whiff. cr.mp has to be cancelled into EX-hayate to combo: mp-hayate can be blocked. With the right spacing, however, Juri can end up outside of even cr.mp’s range.

  • If Juri blocks a level-2 focus attack, Makoto can dash forward and option-select Juri’s backdash (and probably others’ backdashes as well) by pressing s.lp and then quickly f.mk. The f.mk comes out only if s.lp whiffs, and it has to be done almost asap. After f.mk, you can chain into s.hk for 190 damage, or press s.lp and, if done asap, you’ll beat both jab and throw attempts (evidently f.mk leaves you with nice + frames on hit). This means you can option-select another backdash.

I tried to option-select with s.lp and cr.hp after a blocked L2 focus, but found that Juri’s backdash almost always moved her out of cr.hp’s range. It might work on wake-up if the s.lp is meaty, though.

Yesterday, I was having a lot of trouble since my opponents would just backdash out of everything for free. :annoy: Hopefully this option-select will mitigate that. I’m sure there are lots of ways to follow-up the s.lp, such as s.lp hold f.mk HCB release mk to get karakusa on hit/block.

Edit: more tests:

  • This probably applies to all characters, but if you jump in with j.mk and press it too early, it leaves the opponent in less hitstun/blockstun. It’s small enough that they can throw you if you try to do anything when you land.

  • After a blocked s.lp or s.mp, you can be thrown out of lk/mk/hk karakusa (if you’re in their throw range), but EX-karakusa is fast enough to grab them first.

Ok, only way kara throw works after hp hayate is to kara it from f-lk. The s.lk kara throw does not reach.

As to f-hk kara’d hayate cancel. Better to just walk backwards before attempting a jump-in.

@bill307

good stuff man thx

Going to emphasize this because it will probably be important.

With karakusa and her kara-throw options, Makoto’s grab range is long even with regular grabs. It will probably be worthwhile to learn frametrap setups that allow throws from a safe distance. Very likely that specific ranges will be extremely uncomfortable for the opponent, since not only do they have the range disadvantage to deal with like some other characters’ kara traps, but they have to think about an untechable throw as well.

Maybe the f+HK kara might even be usable as a defensive measure against regular tick grabs, but haven’t tested it.

Mak’s normals are amazing. Counter poke option selects into hayate are golden. c.FWD as an anti air is amazing…

s.MP is lovely. I abuse the shit out of it as much as possible. That is more or less my go to anti air if someone jumps in on me.

Haven’t messed with c.MK much yet though, I’ve been enjoying s.MP’s hit box too much.

Play with c.MK! Seriously!

Also, I know this isn’t the video thread. This is the combo that I’m using to practice, lately.
[media=youtube]o_iC6AdENOs[/media]

It’s awesome but honestly really well spaced jump-ins trade very unfavorably (it only deals 60 dmg).

cr. Mk is where its at, except adons dive st. MP and st. FP that shit till they stop it.

Next time I play I’ll whore out c.MK then.

Seeing that vid reminds me that the fierce feint strong combos are also something I plan to get down. Outside of doing the Makoto trials for my friend I haven’t really messed with her feints combos.

Once you hit with your standing fierce the game slows down to emphasize the hit. Right before the game comes back to regular speed do a QCF -> LK + FP (I use LK and FP, you can use any strength of punch). Then once you recover from the cancel hit s.MP. Crouching short is easier to get after a cancel, so it can be used as training wheels.

The trick is… You don’t want to be in a situation where you have to hold the LK and FP buttons down then visually confirm the hayate cancel, so… You do the QCF -> LK + FP at the last possible moment so that it’ll cancel right then and there and so that your move is buffered into the “game time slow down” that occurs after the s.FP as little as possible. In this way you can rely on timing rather than visual cues to hit the s.MP.

Wait, so cr. MK is a godly AA again? Didn’t people say it was trash before?

Could someone list the different kinds of Kara that are available?

i dont know if it has been posted, but, according to this:
http://www.famitsu.com/blog/jamzy/2010/04/sfiv_026.html?ref=twitter

stand MP:
5 startup frames, and 7 active frames

crouch MP:
7 startup frames, 6 active frames

crouch MK:
8 startup frames, 6 active frames

jump HK:
7 startup frames, 4 active frames

Is the any Kara for Oroshi?

It’s easy enough to do Karas on Hayate, Fukiage, and her Throws when using the pad. (I don’t have my stick right now). But doing the Kara Karakusa is damn hard.

Anyone else tried the easier input? Any thoughts?

So, does MP xx Hayate Cancel, MP work?

If it does, I’ve heard that it moves you forward a bit because it cancels before you move back from the MP (almost like a really really long kara, haha), maybe you could link more than 3 MPs?

I actually tried that because I forgot that the combo I was working on hours before that was FP xx Hayate Cancel, MP, MP. That’d be interesting, I know it comes out in 5 frames.

On another note, I just spent like 30 minutes messing around with vanilla SFIV karas to see if something was even remotely possible, then realized it wasn’t because makoto has a QCB+P move…

If she didn’t though she would be able to kara karakusa off of any punch that moved forward! haha.

Just played a Gief last night and found out that st. MP (gdlk) can stop KKK lariat on startup and PPP lariat…ridiculous. The guy I played called me a garbage player because I was “turtling”. Gotta love XBL players