Perhaps the trick is to do it with your back in the corner and use the lk version?
I swear the FFS is gonna be the end of me, I mess that shit up like half the time.
Does the s.mp not combo to another mp hayate?
yes of course it does. But this other hayate doesnt have late hit, so you cannot do infinite
Um what on earth are you on about vryu lol, record it or something
lol, i wont have time until tuesday xD
the most i did was:
MK tsurugi -> MP -> HP -> MP hayate -> MP -> MP hayate -> super -> MP -> MP hayate
wow it works, good find.
does it matter that much on what HC to use? i always just do lp one
All the same frames
If you do j.hp late enough and from the right distance, you can combo into meaty st.mp after it. Too difficult to be practical, but interesting.
edit: [media=youtube]T24wlOUhUOc[/media]
i wouldn’t be surprised if the difficulty of landing that was heavily character dependent due to everyone having a different reel animation. try standing ryu (flys wayyy back) or crouching chun-li maybe?
The last combo with Gouken seems practical enough.
It’s a little easier, but the spacing on the jump in still seems too precise to pull off reliably.
Unlike the first one, it’s practical from an execution standpoint. But to get that st.mp to hit meaty, they have to not be blocking, and I’d rather go for the guaranteed knockdown/whatever after the st.mp x2. But even if they block it you get extra frame advantage from the blocked st.mp this way, so there miiiight be some shenanigans you can set up because of that.
IMO, anyway. Heaven knows I thought some stuff in the past wasn’t practical, then someone comes up with some shit to make it practical.
Vs crouched rufus
Straight jump hp (counter) > hp > mp hayate > mp > super > hp > mp hayate > mp > mp hayate
937 stun (he has 950 )
Vs crouched rufus
Straight jump hp (counter) > hp > mp hayate > mp > super > hp > mp hayate > mp > mp hayate
937 stun (he has 950 )
Might have been asked before, sorry if it has: anyone have info on Hayate cancel frame data? I want to incorporate more HCs in there, but I’m not sure how useful it would be (ie getting OS crouch teched in between). Mostly looking for frame traps.
I saw somewhere that s.HP HC is +1 on block, +5 on hit. Really curious about s.MP, c.MP, and s.LK HCs.
Edit: Looking at the frame data, it seems like you would take the active frames + recovery of the HC + 1 frame to actually cancel, so it seems you would essentially subtract the active frames + recovery of a move by 17 then add that number to both block and hit stun values. If this is correct, every cancel-able move besides s.HP would actually be worse off than if you didn’t cancel at all. IF MY THEORY IS CORRECT, these are the HC values:
Block Hit Knockback
s.LP - -6 -3 Drastically backwards
s.MP - -1 +2 Slightly forward
s.HP - +1 +5 Quite backwards, enough for a MK Karakusa after one at point blank.
s.LK - -6 -3 Quite forward
s.MK - -3 0 Slightly backwards
F+LP - -6 -3 Mildly backwards
c.LP - -6 -3 Slightly more backwards than F+LP
c.MP - -3 -1 Either 0 knockback or insignificant enough to not be seen
c.LK - -6 -3 Slightly backwards
Does anyone know exactly how long PFJC Karakusas and Oroshis have protection from counter throws? Is it from the second you press up/up-back/up-forward, you then get four frames from that frame on to not be thrown?
Vs crouching chunli:
StMP -> stLP -> ultra1
Im pretty sure st mp xx HC leaves u at even frames on block, and +3 on hit.
Yeah, I just tested it, Zangief’s Reversal Ultra 1 couldn’t grab Makoto out of a blocked s.MP xx HC - unless you can jump out at -1, which from what I’ve seen, you can’t. I’m guessing all my numbers are off by one each, but that wouldn’t explain s.HP xx HC being +1 and +5 instead of +2 and +6.
makoto is a beast
light – ultra
awesome…