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

anyone having trouble with standard combos and range? I feel mak’s limbs are just too short.

like cr.lp > cr. lp > cr.lk > hayate: the cr. lk will completely wiff sometimes after a crossup.

even things like st.mp, cr. lk, hayate misses occasionally after jump in.

c.lp, st.lp, st.mp x short charge lp hayate = bnb

Haha, I started to space it out with periods at first but I only got to Honda, then laziness kicked in. Thanks for retyping. :tup:

Random shit you may or may not know: Makoto can combo after a FADC LP or MP Oroshi on regular hit (they don’t need to be crouching) with c.LP or s.LP. However, it feels like a 1-2 frame link, so yeah, practice it up.

Makoto can do the following on everyone regardless of standing/crouching

  • LP/MP Oroshi, FADC, c.LP, s.LP, s.MP xx Hayate/EX Hayate/EX Oroshi/Hayate Cancel
  • LP/MP Oroshi, FADC, s.LP, s.MP, s.MP xx Hayate/EX Hayate/EX Oroshi/Hayate Cancel

And on some crouching characters with wide hitboxes (i.e. Honda), she can do

  • LP/MP Oroshi, FADC, s.LP, s.MP, s.MP, s.MP, s.MP xx Hayate/EX Hayate/EX Oroshi/Hayate Cancel

However, if you get a CH LP/MP Oroshi FADC (ideally from beating out pokes/mashing), she’s able to link a s.FP and s.MP after the dash (just plink it), so you can transition into her usual s.FP/s.MP combos like

  • CH LP/MP Oroshi, FADC, s.MP, s.MP, s.MP xx Hayate/EX Hayate/EX Oroshi/Hayate Cancel
  • CH LP/MP Oroshi, FADC, s.FP xx Hayate Cancel, s.MP xx Hayate/EX Hayate/EX Oroshi/Hayate Cancel

What does this all mean? Makoto has a way to keep the pressure on her opponent with Oroshi FADC that actually pays off (i.e. using Oroshi to hit outstretched limbs and actually be able to get in close to do an actual combo), so yeah.

More random shit:

  • s.MP xx MP Hayate = 160 damage, 220 stun

  • s.MP xx Lvl 2 LP Hayate (hold the LP for a couple of frames) = 165 damage, 235 stun

  • s.FP xx FP Hayate = 190 damage, 320 stun

  • s.FP xx Lvl 2 MP Hayate (hold the MP for a couple of frames) = 195 damage, 335 stun

Food for thought.

Assuming that the japanese technical guide frame data is correct, and that is apparently uncertain, frame advantage on Oroshi XX FADC should be as follows:

ver/block/hit
lp/-3/+5
mp/-5/+5
hp/-6/-
ex/0/-

s.LP and c.LP are 4 frames, so yeah. It’s a 1 frame link.

Startup in all frame data related to the SF4 series has meant that the move’s first active frame is the last frame of startup…

Those lvl 2 Hayate combos are pretty good, gonna be practicing those when I get time later today.

I just tried the s. MP > s. MP > s. MP combo on T. Hawk today and it works on him so…there’s another person it works on >_>

I’ll try to test it on other characters

I just tried the s. MP > s. MP > s. MP combo on T. Hawk today and it works on him so…there’s another person it works on >_>

I’ll try to test it on other characters

man this is frustrating. i was using sakura at first getting with 3400 pp and i dropped to 2k just to try and learn her match ups and learning curve. i will try throwing out those oroshi and see if that helps

I have yet to find my scrub busters. . . .I basically have to read my opponent in 1 round which sucks in a ranked match haha

Real talk–shoto scrubs still give me major problems. With any of my established characters I can wipe the floor with them. Hell I play more Mak than Adon by a large margin, and I can use Adon to wipe the floor with them as well (but he does have specific anti FB tools). I dunno wtf to do with Mak besides play EXTREMELY defensive. Whenever I try to go on offense I end up eating some random dumb shit then I have to chase them down through all the jump back FB, jump forward HK stuff. Jumping backwards and neutral jumps are really aggravating my Makoto.

The worst part fighting shoto scrubs is that there’s no such thing conditioning them. You cant apply wakeup pressure because they are mashing DP. You can’t use staggered block strings because they are mashing DP. You can’t accidentally delay the hayate in the hp xx hp hayate combo because they are mashing DP. Don’t drop a Karakusa combo or try to “fake” them out with hp xx hayate feint because they are mashing super/ultra. Shit is just retarded, but I’m equally retarded for losing to it, and for expecting them to change their tactics :rofl:

Unless it’s a Ken I just sweep and do a FP Chop on wake up, it either trades or wins and that’s enough for me honestly. I literally just walk people to corners now and take ALOT of chip damage just to get these people in the corner. THEN it becomes a new game. . .

This, literally, is my thought process:

“Well, I’ve blocked and punished four wakeup DPs, surely this time he won’t… oh. Fuck.”

I eat wakeup ultras for breakfast, lunch and dinner, and I feel like a complete idiot every time.

On that shoto jump kick bit~ c.mk works wonders. It’s pure magic.

I wonder about fighting Ryu tho~ Take that scrub-shoto strat and take away the j.mk he does and all you have is jump back FB until you get close, then it’s c.hk I think~ which stuffs your advancing normals and pushes you back on block. Air tatsu gets them out of corners~ I’m not too sure on what to do.

once you have them in the corner IAT’s are a good way of making sure he can’t get off the ground and tatsu away to safety, and if you mix between that and f+fp target combos (which can catch people on the way up) it’s very effective against scrub ryu’s.

yo is that pre jump cancel thing tru for the ex karakusa or ex oroshi? im still getting grabbed out the ass!

OP updated. Thanks TGS and Baseballfan1456.

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I don’t recall this particular launcher being discussed.