I have tested if i can get an EX Hayate by trying to Release MP~push LP ASAP and i have obtained an EX Hayate so Negative Edge P-Linking definitely works. To do it, i let the same finger slide between the two buttons, this is easy this way.
Same sliding method works for P-Linking an LP Hayate with Negative LP~LK it works and i was able to pull EX Hayate -> LP Hayate five time in a row on Chun-Li so i guess it helps a lot.
There’s no guarantee that just because the system can interpret two buttons released at the same time, or even one button press with another release on same frame, for the purposes of an EX special that it will also be able to interpret two releases a frame apart as some sort of plink. (Though at this point the term plink is just not all that descriptive about what would be going on. It’s more like a phantom release? I don’t know.)
“Plinking doesn’t work for normals, only specials, i’m sure of that.” Guess this is the other way around?
One thing I saw from NinjaCW, and I really like, is after any reset, do a lk -> feint to karakusa. Against jumpers, it really stumbles them and allows you to get the karas against those trying to move or jump out.
And p-linking works on normals. It’s what you do to help on those one frame links. Plinking has upped my sMP->sMP linking a ton.
Do this to get the hang of the timing! I didn’t think of it earlier so thanks for that.
It has nothing to do with pressing a button and releasing a button simultaneously, as doing so will never trigger an EX. You must either press two buttons or release two buttons, never a mixture.
EX Hayate comes out because the following occurs
Frame 1: Release MP + Press LP
Frame 2: Release LP
The act of pressing LP is inconsequential, it’s the release of it a frame later that triggers the EX.
This MP~LP slide is perfect for getting used to the timing. Just do it until you can get an EX special to come out 100% of the time (non-EX means you were too slow). Once comfortable, swap out MP~LP for LP~LK and try the corner juggle. with it
Lol too many terms used sorry i must’ve got slightly confused. I meant “Negative edge doesn’t work for normals, only specials i’m sure of that”. We use plinking for normals, because negative edge doesn’t exist for em, and we don’t get additional chances to hit a link from button releases with normals. Hopefully that makes sense. However with specials you get 2* the normal amount per “tap”(press and release), so attempting to plink them is rather redundant.
IMO i’d think it’s a bit of a waste to plink in whatever way for a special, since tapping is nearly as good anyways, and you can do it several times really fast, increasing your chance to hit far higher than plinking would. This is all assuming it’s not a 1 frame link, even then it wouldn’t be too bad.
Also I still can’t plink every time 100%, maybe 50% but sometimes i check my inputs and i get a string of useless “plinks” which is as good as a single button press, i watched a replay of a friend doing the Combo challenges and he had similar inputs with all of his plinks, just as good as a single button press.
cringe
- This is a 1 frame link we’re talking about, so I don’t know why you’re wasting your time on a post that assumes otherwise.
- Tapping out a Hayate sucks.
- Someone suggests a method that can reportedly result in a near 100% execution rate and your immediate response is to try to argue against doing it? What the hell is wrong with you?
I Didn’t realize we were talking about ex hayate > lp hayate link, my bad. Thought it was just about negative edge plinking and whether it works or not.
check out my makoto [media=youtube]9GH_sBOMhT0[/media]
set 2 [media=youtube]DCkFvaJdikE&feature=related[/media]
Killer Makoto, but I noticed that you jump towards them after nearly every single anti-air crouching medium kick in all of your matches. If the opponents were better at reading you that could be a problem. Just saying.
Wrong topic to post casual matches especially when you already posted your videos in the appropriate topic before. It Look like spam this way.
By the way, the opponents you are playing on this videos are really weak so i cannot judge how good your Makoto is.
But to start, you shouldn’t go for so much Karakusa reset like you do or you’ll get your ass kicked with big big combos against most of the cast. Especially when you reset Karakusa with another Karakusa, you gain +40 damage and +80 stun to risk a minimum 300 to maximum 500+ damage in return. Definitely not something you should try on a good opponent.
^ all this
Guys FA crumple -> pause -> hp fukiage -> hp fukiage -> EX tsurugi works on Sagat. You don’t have to kara the second fukiage.
I don’t know if this is true for any other characters though.
Did someone compile a list of chars cr and standing that hayate xx super, st hp whiffs on? Seems to ring a bell, but can’t find it.
Edit- just did it myself, even more character specific combos!!!1111…
-HP Hayate (on hit) xx super, st hp whiffs 40% crouchers + some chars standing
-Whiffs Standing; shotos (inc dan ) & zangief & ibuki & viper & dictator (UNLESS delay st hp to hit their head as comes back), sakura & adon (misses completely)
-Whiffs Crouching Except; Honda, ibuki, makoto, Dudley, seth, gouken, gen, sakura, juri, abel, DJ, Cody, Guy, hakan, blanka, zangief, fuerte, boxer, fei long, T Hawk, adon.
-MP Hayate xx super, same rules apply except: doesn?t hit crouching seth, gen, sakura, juri, DJ, blanka, fuerte, fei, adon standing Honda, Gen, Guy, Shotos, Ibuki, Viper.
-Lp Hayate xx super doesn?t combo st hp?; except against crouching t hawk, abel, Honda, makoto, hakan, zangief standing abel, Dudley, makoto, DJ, boxer, rufus, dhalsim, juri,
nono, it doesnt whiff against standing shotos. You just have to wait a bit before doing st.HP. (you have to wait that opponent’s head comes back xD)
Btw, if you remember, it was a trial combo (and its against dan).
Oh really, i did not know that, thx!
If you guys go for two meaty S.MPs on the opponent’s wakeup, and they block both of them, what do you guys like to follow it up with?
This really doesn’t add to anything, but the title should be renamed to “Protect Yo Neck!”, the one right now is kinda redundant.
This is what I do; depending on the opponent if he’s blocking high -> go for a sweep /hayate feint into mixup
blocking low -> oroshi/ hayate feint into mixup
There’s alot of options really. Btw, when he blocks the first s.mp I usually go for a karakusa since you have a slight better frame advantage.
If I assume they’ll hold down-back: Karakusa or kara-karakusa depending on the distance they are after the block stun.
If I assume they’ll are hold back: Sweep
If I assume they’ll back dash: iTsurugi
Mastering the s.MP x n links helps a lot in terms of opening more opportunities to karakusa. Sometimes I’ll drop the link intentionally to slip in another karakusa if they aren’t mashing reversal.
In the case that they are, I’ll either backdash or iTsurugi depending on the character and their ideal reversal type. Backdashing being ideal for making shotos whiff DPs so they can’t FADC. iTsurugi being ideal for making grapplers whiff reversal grapples.
Thanks for the replies, I didn’t realize doing a Hayate Cancel on the second MP would set up a Karakusa - I’ve always been doing straight up one MP HC to do the job. I’ll definitely try to play more of a high/low game, too.
I might as well ask here: what’s good to do after a blocked level 2 FA? It might be my timing, but I can never get a LK Karakusa off before I’m crouch tech OS kicked out of it, or straight up thrown, even when I try to do the PFJC Karakusa. I’m pretty sure I should be blocking or backdashing if I smell a reversal coming, but beyond that, what should I generally come in with? Maybe C.LP, C.LP, C.LK hit confirm into Hayate? Have you guys had a great amount of luck with IA Tsurugis, beyond getting reversaled?