Yeah good luck trying to land that. :lol:
Bit hard to use it, maybe with some practice since at the range it seems doable on reaction. How goes using LP or MP hayate just outside of throw range with that combo. Maybe it could be used as a triple way to hayate backdashers and jumpers, you’d have to hayate hold down to make sure you hit every situation of course but it has promise if the above is possible and it has mixup potential since you can easily hayate cancel, would scare any player into neutral jumping in the light of a rediculous punishment.
If it’s that specific to distance and strength used then it’s such a shame, could’ve made makoto’s mix-up game just that much better being able to hurt defensive moves that badly, oh that’d be so cool, oh how do i hate the options people have against makoto’s mix-up and wish i could punish them more effectively when i know it’s coming. *Crosses fingers.
how do you confirm a counter hit and then proceed to do counter hit specific combos?
stupid question probably!
Just have to look for the text that says counter hit. Best way to practice it is go to training mode and put CH on random and try to hit confirm the CH’s.
It works with any hayate from any distance.
But it’s probably not very practical imho. Haven’t messed around with it a ton though.
You can also get a fair glimpse of it if you pay attention to their character when you hit them, alot of the times i can tell it’s a counterhit because you see them start some sort’ve animation just before you hit them, but my CH uhh confirm sucks though.
thanks guys!
Hey guys, any advice on doing cr.lp x3 xx lp. hayate? I rarely get it off.
The last c.lp is delayed a bit so you can cancel it. If it’s too fast you’re cancelling the last cr.lp which prevents you from cancelling it into a hayate.
ive never understood that about the system i dont think there should be a restriction on that.
Thanks I managed to get it down; guess I was doing it too fast.
Well i’m happy that we get some cool option selects with these chain cancels, though Makoto’s Sweep is a tad slow and short ranged?? i believe to punish backdashes. I use to think that mashing c.lp + c.hk/c.hp so you sweep if they backdash was the coolest thing ever in SF4, i love punishing apparently safe things:).
But yeah it is a tad weird when you think about it. What’d be their excuse for this, “so randoms don’t accidently mash srk even more whilst they’re skillfully chaining their lights”, actually my new theory for flowcharts is that they’re actually trying to chain light attacks but are accidentally twiddling their thumb and these weird SRKs are coming out, ooooh it’s the evolution from Button Mashers -> Flowchart Kens. Scary!!!
[media=youtube]6JZBZXckkrA[/media]
Not sure how practical it is, especially since it seems like a 1-frame kind of deal, but it’s cool anyway. Against bigger characters (I’m guessing Hawk isn’t the only one she can do this to), she can link standing jab. On smaller characters, I’ve only gotten crounching jab to work, and the pushback is just enough that I can’t do a standing jab after it. Needs more testing though.
Edit: also, looks like fully charged fierce hayates are safe on block.
Don’t know if anyone has posted this yet, but someone asked to try it in IRC and I figured I would give it a shot.
CH st.MP > U1, does 459 damage. With Tanden Renki activated, it does 579 damage. Was able to land it both in the corner and midscreen; it was kind of a tight link, but not super hard.
My assumption on the “logic” behind that decision is Capcom didn’t want this game to be about ‘jab jab jab hit confirm into special’ playstyle. Unfortunately when you make the link possible, that means people will learn it and use it often. If people are using it, that means it becomes a requirement for intermediate -> advanced play to stay competitive. Meaning all that has been accomplished is an increased execution barrier whilst the gameplay they were trying to avoid remains 100% intact. Furthermore, by making a large majority of character’s pressure related specials completely unsafe on block, they only reinforce the need to hit confirm in the first place. It’s ridiculous. What results is a game that, in my opinion, is one of the more difficult games to play at intermediate level in Capcom’s entire library. I very much hope this design choice doesn’t spill over into future 2D fighters from Capcom. That would be… aggravating.
Yeah i was thinking about that but wasn’t the chain uncancellable system in previous versions of SF i thought i read that somewhere? If that’s true i wonder if they wouldn’t had the insight of that back then.
OMG i love her!!!
Not sure on that. You can cancel off chained normals in all versions of SF3, that i know for sure. I’m not certain for the others. The only other game in the series I know well is ST and back then I had no concept of these matters.
Is it just me or does post-hayate HK karakusa work way better if makoto is on the left?
I can get it to connect on the left without any kara-kara, or HCB+F, but when I go back right it whiffs…
Question: Why do people use s.HP -> HP hayate and s.HP -> EX oroshi, when there are better, more damaging/stunning options using hayate cancels?
such as this combo: s.HP hayate cancel s.MP -> EX oroshi (or mp.hayate)
I never see anyone using the hayate cancel, when it (as far as i know) is superior to the simple links.
I can’t do this yet, but i want to see the stun on this bad boy:
j.HK, s.HP H-cancel s.MP -> mp hayate (fadc) karakusa, s.HP H-cancel s.MP ->EX oroshi