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

I was waiting for someone to confirm it. :stuck_out_tongue:

Vids, plzkthnx

Edit: It may be worth adding that dashing out of focus adds 4 frames. (For completeness, dashing out of the focus attack hit/block reduces by 1 frame.)

Updated the OP.

Is meaty Oroshi > Ultra 1 confirmed yet or is that still theory status? I left it out for now.

Also, donā€™t hesitate to PM me if any of you find important new things that need posting ASAP. :china:

Basara Iā€™m with you. Iā€™m school and I got a hard-on when I read that.

Also, has anyone tested whether negative edge lk kara kara works?
I would test it myself, but my execution is awfulā€¦

Did anyone figure out a efficient way to do choke after pokes. I am so used to 3rd strike and canā€™t stop using the same play style which causes me to get murked. I used to do s.mp into grab when close, but in ssf4 it just pushes them back further on block which makes the grab out of range. Then again on wake up I get killed when doing s.mp or c.mk. Any tips on what to do when opponent is waking upā€¦

edit: About frame data. What is the meaning of positive and negative frames? the more the better?

The numbers are signify how fast you recover in relation to your opponentā€™s hit or block stun recovery.
So +5 means you will be able to make a move 5 frames before your opponent.

Iā€™ve tried f-[lk],db,b,]lk[

But never managed to get it working. It may just be my execution though.

I canā€™t get it to work via negative edge. The only way I can semi consistently get lk kara kara is to use the qcf+lk~b+lk.

In most cases, you have to kara karakusa to choke after pokes.
However HK Karakusa will usually reach after f+mp, f+mk, close mp, lp, and c.lk. Itā€™s just that the opponent mashing jab will beat it out.

Iā€™m finding itā€™s best to do pokes to push yourself out of karakusa range, then kara kara in. It grabs jab mashers, while keeping you relatively safe from the hits.

Now its just a matter of getting kara kara down solid. Itā€™s like I can get it best with the qcf+lk~b+k motion, unless I want kara EX kara, which I have to do the long way f+lk,df,d,db,b+mk+hk.

Youā€™re not the only one. Has ANYONE gotten a negative edge lk kara kara?!

Karakusa also seems to work with F+LK, DF, UB+K XD. Not enterly sure if i also hit B on the way UB. But ether way it seems alot easier for me.

the way i find kara kara easiest is similar to hondas jab handsā€¦ f+lk, df, d, db, b, while doing the motion piano the kicks like you would for hondas jab hands

yes, in my vids, about 5 post above yours :wink:

I like how sprint was trying to measure the lenth of the back dash and the fact that you can cancel it was getting in the way, and then a few post later the Eureka of the back dash focus cancel.

I canā€™t wait to see if this truly works and in motion. Damn I want to play this game!

Could someone test if the forward dash is cancelable? I really suck at thisā€¦ But I THINK Iā€™m doing the backdash cancel. Itā€™s right at the end of the backdash, but I can see things like backdash cancel EX Oroshi being good for escaping pressure. It would have been godlike if the cancel happened while her invincibility was still active thoughā€¦

From max distance, Iā€™ve been able to make f+mp combo into mp on T. Hawk. Havenā€™t tried it on anyone else. I know the f+mp has to be at max range for this to work. Pretty weirdā€¦ Sorry if itā€™s been posted.

looking at the frame data this makes sense, f.mp is normally +3 on hit, and it has a ton of active frames and slides forward

Speaking of f.mp, I find it odd that, f.hk and f.hk feint arenā€™t in in-game Movelist at all. What gives? Is there anything else that she has that doesnā€™t show up? Did they really just leave out half of the command normals she still has off the list for some bizarre reason?

Tanden Renki EDIT: They left off f.lk too. What the hell.

Sorry if this has been asked a lot but is there any link to some Makoto vids?

a note about meatiesā€¦according to frame data, makā€™s s.RH has 8!!! active framesā€¦putting her at +10 on a properly meatiedā€™ s.RH

in fact, half of her move list has 6 or more active frames @_@

I tried doing dash canceling the recovery of the forward dash and it seems to work. Iā€™m not sure if Iā€™m just imagining things, but makoto seems like she can wavedash.

Good shit to Sprint for finding this stuff.

Or if anyone would be so kind what are her mix ups and cross ups? I donā€™t quite understand them but seeing them would really help.

j.MK for crossups. Be warned the blockstun is VERY weak and you should go into a jabstring to make sure it was safe.

Her mixup game has a lot of setups, like post-hayate and oki and other parts, but for oki:

cr.LK xx lp Hayate for a low, but not really hit confirmable

meaty s.MP or MP oroshi on wakeup for large frame advantage

Karakusa on their wakeup

karathrow/kara karakusa/kara EX oroshi

EX Oroshi after a normal to keep them blocking high (-4 frames, be warned)

s.MP (blocked), cr.LK xx LP hayate (punishes those expecting an EX oroshi and your cr.LK wont lost to throws or jabs after s.MP)

IA Tsurugi to punish throw attempts

Charge a hayate as they wake up, cancel into anything.

I can think up more, but youā€™re getting a basic idea.