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

Ah schucks. I should have checked that. :sweat:

OP will be updated in the next couple hours or so.

-updated. FFSS added to notable normal combos with note to refer to second posting for further explanation- Dukes combos and character list featured there.

-link to Makoto wiki added to TGS’ charge hayate combos section

@theDuke

ffs is possible against ryu. Did it a lot f time.

FAlvl2 > oroshi MP > stMP > EX oroshi.

FAlvl3 (hit in the air) > dash > fukiage HP > tsurugi MK > EX hayate for max stun.
To land a FAlvl3:
… > EX oroshi > walk a bit > FAlvl3.
Opponent cannot jump. He Gets hit in the air. He can shoryu or backdash, but here comes the mixup (cancel your FA, etc).
To do fukiage HP, just do half circle backward after your dash.

Oh, and i did armor cancel > ultra1
input is qcf qcf back +KK~PPP.
Useless but you can.
Impossible to do it with another move than ultras.

This would be great if they couldn’t grab you out of the FA.

BTW, in the corner you can also juggle ultra 1 off of lvl 3 AA FA

Might work midscreen too, but you’d have to do the qcf x 2 like immediately after the forward dash, and my execution isn’t good enough to pull that off.

Not FFS…FFSS. FFS works against the entire cast.

wow sorry. Misread xD

I was messing around with hayate feint karakusas a bit. It looks like connected MP>HF>LK Karakusa has about a 3-frame gap (I can’t really guarantee I was using the fastest possible timing of karakusa, though). I was able to jab Mak out of the Karakusa with Dudley, but couldn’t get 4-frame HK. Blocked MP>HF>LK Kara seems to have a five-frame gap at least. Spacing is at least fairly straightforward, because hayate feint reduces your push-back, so LK Kara seemed easy to land. At the very edge of MP’s hitbox, you need HK or kara.

This obviously becomes a somewhat better frame trap if you’re using EX Kara, or (probably a better idea, due to the wonky range) Kara EX Kara, but either way it happens quick enough that people are going to need to expect it. Of course, if somebody’s trying to mash out of your everything with SRK, hoping for a delayed hayate to reverse, you’ll eat that.

One other little thing - if you’re poking with c.MP, hayate feint practically halves your knockback, so it’s something to consider for staying in.

ed: This could be useful after a Hayate FADC. People who like to jump out of those will eat the MP, but people who stay on the ground have a pretty short window to react to the incoming throw.

No worries bro.

So f+hk puts your opponent in a juggle state if you do it as your opponent is falling over from a lvl 2 + fa, but it doesn’t seem like you can recovery quickly enough to juggle with anything :frowning:

Was working on some punishes, mostly for baited reversals. Some of the more interesting ones:

Ryu - any blocked non-LP SRK can be MP Fukiaged into whatever you want to follow it with (best meter combo - MP Fukiage>HP Fukiage>EX Tsurugi; best non-meter - MP Fukiage>HK Tsurugi). For EX SRK, Use LP Fukiage, but reverse direction.

Ken - same, except EX SRK doesn’t get behind you. Delayed MP Fukiage hits him.

Guile - MK/HK/EX Flash kick can be Fukiaged (LP at point-blank range, MP from farther away). HK Fukiage followups seem unreliable, so it may be best to go for MK Tsurugi>EX Hayate. All FKs can be hit by HP Hayate if you’re too far to do anything else.

Blanka - Rainbow ball - FA Absorb > dash > LP Fukiage (reverse direction) works. The spacing can get tricky on this. It MIGHT not be necessary to reverse Fukiage direction if he hits you as shallow as possible, but if he’s going for the crossup that won’t be the case. Also, depending on spacing, you may find the followup HP Fukiage needs to be done in the reverse direction. This can go wrong in a number of places that you don’t need to deal with if you just dash Karakusa, but it does work. I mean, there’s also the fact that most Blankas will never use this thing for anything but EX corner escapes, but The More You Know, right?

Viper - HP TK can be LP Fukiaged on block (doesn’t quite require reversal timing, but it’s close), or you can punish when she lands. HP BK can be hit with HP>Whatever if you block it, or swept when she lands if it whiffs over your head.

Ibuki - Non-LP Kazekiris can be fukiaged, but I can’t tell that shit apart visually and spacing is unreliable. Best to wait until she lands and HP. EX Kazekiri has an interesting possibility… if your Ibuki throws out the EX Kazekiri and then a Kunai, a slightly delayed HP Fukiage will go under the knife and juggle her into the rest (may need to switch directions on follow-up). This is gonna get you killed if she doesn’t throw the knife, though. A safer option if you’re not sure is to start charging FA after block. If there’s a kunai, you’ll absorb and get a crumple when she lands, if there’s no kunai you can release it earlier. Worst comes to worst, you’ll miss getting the crumple, but get a frame trap out of it.

s.MP x3 Character Specifics

Started doing some testing today for this combo and found out which characters get hit by it…some of these characters were very finicky with it though…sometimes I could land the full combo, and other times the last hit would miss or be blocked…although that may just be my links being off…this really needs more testing.

For the ones I wrote down that don’t work, i’m thinking there may be a possibility that the combo can work after a j.HK/HP rather than a standalone combo

Also, this is not a final version, consider this a sort of rough draft for specifics until we get some better info

Newly added characters that it works on (as far as I know) will be bolded

Works:
Abel
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Cody
Dhalsim
Dee Jay
Dudley
El Fuerte
Fei Long
Gouken
Guile
Guy
Juri
M. Bison (Dictator)
Makoto
Rose
Rufus
Sagat
T.Hawk
Vega (Claw)

Doesn’t work:
Adon
Akuma
C. Viper
Dan
E. Honda
Gen
Hakan
Ibuki
Ken
Ryu
Sakura
Seth
Zangief (I’m putting him here because although I could get the combo off, there was a very small chance of actually being able to do it to be considered efficient, but as I said, it may be due to my inability to link very well…could someone else test this?)

Also, if any of you can, try to test the ones I wrote down as not working, because there still might be a chance that it can, and I just wasn’t able to do it…

Is that list for pure s.MPs linked into themselves? Because I remember in a video you could get 5 s.MPs on Honda after a deep j.RH. The number of s.MPs you get also varies by range. You may end up losing one if you try it from dash distance and not the point-blank range you get from walking to them or jumping in their face.

On one note, I think Makoto can land an extra jab at point blank against Chun. What it means is that you should be able to easily hitconfirm:

cr.LP cr.LP, s.LP, s.MP xx whatever

Let me get back to you on this.

A quite obvious method of character specific testing that not many people actually think of:

-Select character that said combo/tactic works one FOR SURE on player 1.
-Whatever character youre testing for needs to be** player 2** in training mode.
-Set to record.
-Walk all the way up to player 1 to where you make them move.
-Perform said combo/tactic.
-Set to playback.
-Keep changing player 1 and enjoy the show.

This method has its flaws. Especially if the input method is complicated. For instance, I recorded Ibuki’s EX Upperkick into last moment Kunai, and playback gave me NO kunai.

Everyone probably knows this, but if FFS Strong works on a character, so will FFS Short. Against some (not all) of the characters FFS Strong doesn’t work on, FFS Short will, since Short has more range.

Is FFSS supposed to work after karakusa or does it have to start with st.HP? I was trying it on dhalsim and i couldn’t land the second st.MP when i started with karakusa. I could do it fine just off st.HP though (when i didn’t screw up the feint).

off topic… ibuki sure is popular online lately :arazz:

Good stuff. Adding to character specific section now…

Anybody got any good Kara throw set ups? (Not karakusa regular throw)

karakusa -> st.MP*3 works on:
Dudley, Gouken, Juri, Chunli, Dhalsim, Abel, Sagat, Cammy, DeeJay, Guy, Hakan, Guile, Blanka, Zangief, Rufus, El Fuerte, Claw, Boxer, T.Hawk

EX Hayate -> LP hayate (corner) works on:
Seth, Gouken, Sakura, Dhalsim, C. Viper, Cammy, Boxer, Feilong, T. Hawk, Rose, Guy

EX Hayate -> LP Fukiage (corner) works on:
Juri, Dhalsim, Makoto, C. Viper, Boxer, Cammy, Feilong, DeeJay, T. Hawk, Rose, Sakura (you can resume it with all female characters except chunli + the rest of the list)

FAlvl2 -> dash*2 -> HP Fukiage works on:
Guile, Honda, Makoto, Abel, Rufus, El Fuerte, Dictator, Sagat, Gouki, DeeJay, T. Hawk, Cody, Sakura

FAlvl2 -> dash -> walk a bit -> HP fukiage works on:
Seth, Gouken, Hakan, Zangief, Claw, Boxer

Nice work. I will print out that list so I learn to do that stuff in those match ups.

Like this one? Sorry, if it is. I was making it before I reloaded this thread.

What is the commands for the FFSS? Could someone please clarify?