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

from personal experience & watching videos Tsurugi is a horrible tool to be throwing out at random, in most air confrontations you’re gonna end up losing with it. it’s most effective for jumping over fireballs, pressuring/punishing opponents blocking low or trying to tech throw, & if you think you can bait Ultras like Hakan/Znagief’s #2, Gens 3K one

very useful when applied correctly

so s.mp HC then karakusa hits? don’t they have time to mash lp to knock you out of it? also which kara do you do? mini, true, original and what kick do you use? i find mk never reaches when i use it

I meant after a blocked level 2 FA. It seems like it would beat everything except for reversals, and really good, pre-meditated AAs.

If you stand right next to an enemy, like on wake up, and do a MP HC, you can do any version of Karakusa, no trick to it. Two MPs, the second one HC, it seems like only the RH version will reach without any Kara-Karas. The mix-ups posted above are how to train your opponents not to spam OS crouch tech or just one thing. It seems if you time it properly, you can EX Karakusa before the jab or kick becomes active and you can throw them every time, until they start reversal spamming, counter throwing, or jumping. That’s when you counter your enemy’s new pattern with a mix-up.

Blocked lvl 2 FA leaves you at + 5 so a lk karakusa should be a frame tight tick, and st mp hayate feint adds 2 frames of recovery in total, so you are at even frames after blocked st mp xx HC.

Might be pointless to mention, but…

There is an additional 2 frames after an opponent recovers from hit/blockstun where they cannot be thrown. lk karakusa would still work as it is active for 2 frames. mk karakusa has the potential to be just as tight, while having additional range. Though lk would probably be easier to keep as tight as possible, since it’s difficult to get things on the first frame even with double-tapping.

Well not really man, its a buffer not a link, you have a buffer window in the dash to input it before the dash ends so it comes out straight away.

I tend to rely on the assumption that there are no buffers other than reversals and landing recovery frames. Though I sometimes suspect otherwise, like in the case of dashes. But are you sure about that?

Im pretty sure about this one. It might just be bufferring whilst dashing or something. For the fa2, fa1, fukiage combo, you can dash and fukiage straight away after fa1 and it’ll hit crossunder or not.

Its the same with sweep > meaty mp oroshi, you buffer oroshi way early and it still comes out.

I believe its only 1 frame before you can throw from hit/block stun. Otherwise tick throws would be missed on block in +2 situations. Now and then.

Well, if the joystick inputs are entered before the crossunder, then it should still be valid from that side, whether the button is pressed (or released) after the cross-under or not.

I do recall having normal throws whiff now and then in +2 advantage situations at very close range. So 2 frames after does seem to make sense. But, then… My memory is shitty. So who knows.

As to sweep > meaty mp oroshi… It could be negative edge at work. Sometimes this stuff really plays with your head.

Vs crouched rufus:

stHP -> MP hayate -> stMP

3hits :slight_smile:

So the hayate stops early, goes into active frames earlier before he recovers from recoil to get hit, enough to give you +5 frame advantage? Crazy.

Stupid, pointless, and unconventional, but CH neutral jump HP can combo into Ultra 2 if in YOUR corner.

Question: are s.MPs easier (as in less strict timing) to link on bigger characters? I just pulled off 4 s.MPs on Abel - I say this because it’s a 1 frame link, and I’m not exactly the best linker. It honestly feels like a 2 frame link against the bigger characters, and I can link them all day - is this totally mental, or is there some game engine reason for this?

there’s a lot of weird stuff goin on with MP, like being able to link it a lot easier if you jump in with HK, i don’t know if the stun from HK plays into that

CH jump up HP > ultra2 works everywhere :slight_smile:

Rumors abound about hitbox recoil artifacts allowing extra frame advantage in some situations. Entirely unconfirmed, of course.

WTB 2-3 more frames of hit stun so that would be a reliable confirm ><

jump up HP has more hitstun than forward jump HP

Yeah…doesn’t even need to be counter-hit. You can combo plain neutral jump fierce into toward fierce, fierce. Does a shit-ton of stun if you can manage it.

Edit: OHHH, U2. Nevermind. Reading comprehension fail.

Experimenting, sorry if this stuff is old as damn:

CH st.MP> U1

st.HP xx Tanden Reki > U1

st.cl.HK xx Tanden Reki > U1

CH f.MP > st.MP

CH st.MP > st.HP

And I’m almost sure you can do

Meaty CH HP.hayate > U1.

It’s pretty hard and useless though.

I tried this today in training mode on Zangief and Juri and I couldn’t get the CH neutral jump HP to combo into U2… maybe I didn’t do it fast enough or something?