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

Well…quick recovery helps on whiff. But chain cancellability makes all 3 frame jabs equal on hit/block, except for their range.

So Makoto only has c.lp that is chain cancelable… Though it seems you can chain cancel into s.lp from c.lp, you can’t chain cancel s.lp itself. You may also be able to do the same into her lk normals, but I forget to test.

I just tried what i wrote months ago. After hp hayate, against some characters (big one, juri, and some), you cant do karakusa (too far).

I tried to do 632146+hk and it works well!

I did a video (without and with it)

[media=youtube]L3S0iGhAJfM&feature=youtube_gdata[/media]

btw, characters who are too far after hayate to get grab, they will if they mash lights.

Interesting…I’ll try that later.
Why exactly does this work? Is this a better alternative to f+lk kara karakusa? Cuz I can’t do that one for shit…

Because it onpy misses one pixelto grab the opponent… By pushing 6, you gain this pixel :slight_smile:

Damn that’s awesome! Definitely gonna work on that.

Though I think our focus should really be on what we can do after MP Hayate, since our B&B to get max damage and stun is Fierce, feint, Strong xx MP Hayate. Still, HPxx HP Hayate isn’t going to die, so it’s good to have options.

Nice that it grabs their attempts to poke. How does it do if they’re mashing throw to try and beat out Karakusa?

Only reason I ask is because doing it this way you loose the ability to Pre-Jump Frame Cancel to make the start-up throw immune.

You should be outside of their throw range. Unless you’re trying this against someone who has a godly throw range (I’m not sure on standard throw ranges in super), you should be safe from throws.

v-ryu: thanks for the tip. Guess that makes sense.
So your method is actually better than doing a kara karakusa after a hayate since it’ll probably be harder to mess up than a kara karakusa.
But I guess I sitll have to learn how to do a kara karakusa consistently so that I can use it when not comboing.

Hey guys, so ya know how sometimes you do :hp: xx :hp: hayate and the hayate doesn’t combo? It happened/going to happen to everyone at one point. It’s because of the stupid charge property of the hayate. Like when you press the 2nd fierce for the hayate and immediately release, you would think that it will be a chargeless hayate and will combo. But that’s not the case, if you accidentally tap the fierce for a 3rd time on accident a little bit later, it could register that as a charge and then won’t make it combo.

And one day, in a tourney, it’s gonna happen and you’re gonna be fucking hella pissed because that woulda won you the round, match, tourney, whatever. But there’s a solution to this problem and it’s 100% guaranteed success. And that would be negative edge. For anyone who doesn’t know what this is watch this video (it’s a 3s video, but it still applies to sf4):
[media=youtube]HyDIoDu5mPc[/media]

But if you’re even too lazy to watch that, here’s the exact input that you should be doing, and you’ll get the combo like magic:
:hp:(press it, but then continue to hold it) :d::df: :r:+(release of the :hp:)

Voila. :woot:

Uhh… No.

I could see this as a problem on a pad or something, but you shouldn’t have a problem with it on a stick as long as you don’t mash like crazy.

Okay, so keep playing and since it seems like you guys have perfect execution, I’m sure you will NEVER have your hayate not combo. And if it does happen even once, please face palm. You don’t even have to post here or anything. Just face palm.

i’ve had it happen a few times. sometimes i think you can get a negative edge charge lol. i just make sure i tap fierce once for hayate, negative edge always felt weird to me.

It’s weird. Just try it out for yourself. Do the combo but press fierce for both inputs, and then press fierce for a 3rd time to get the charge up animation. You can get it fairly easily.

But then do the negative edge style, and then try to press an additional fierce to get the charge up. I have yet to make this not combo.

I get where you’re coming at. At first, I was having a hard time getting the exact timing for Fierce xx Fierce Hayate, so I would double tap the Fierce for the Hayate and get that partially charged version. Negative edge makes it easier and keeps you from getting that charge. It’s only happened to me when I got nervous and double tapped for the Hayate, but all it takes is a little nervousness to lose a match. Negative edge is the way to go, if you’re going to Fierce xx Fierce Hayate. You can’t negative edge the charge, btw.

Yeah, in a tough tourney match, be surprised at the amount of stupid things that your hands and mind can do. Accidentally hitting that fierce an extra time is just one of those things.

But I’m probably not using Makoto anyways, so doesn’t matter for me. I’m just trying to help others with their execution.

Negative always, as richard says its 100% guaranteed. No one should drop a guaranteed combo.

Also this hasn’t been posted on the main page, I’m sure someone as already found out, but did you guys know Makoto can combo Ultra 1 simply off of a j.MK/HK?

Like you simply crossup j.MK on someone’s wakeup and you get free ultra, just thought i’d post it here seeing as its not on the front page.

Doesn’t sound hit confirmable, but nice nonetheless.

Thanks!

good shit richard, excellent post