I’m sure most people know this, but for those of us who didn’t I found the easiest way to do FFS -> EX.oroshi is:
hp -> qcf+lp+lk -> mp~lp -> qcb+negative edge mp+lp
Does anyone know of a simpler method?
I’m sure most people know this, but for those of us who didn’t I found the easiest way to do FFS -> EX.oroshi is:
hp -> qcf+lp+lk -> mp~lp -> qcb+negative edge mp+lp
Does anyone know of a simpler method?
Never bothered to ask but is there any difference between the punch button Makoto uses for Super.
This is the way I go. I’ll also tap (read: mash) the MP+LP once more to make sure the EX Oroshi comes out, as I’m not totally comfortable with negative edging yet. But this is, IMO, the preferred method for a very important combo.
Question guys. (sure it must have been asked before but tis’ a big thread to read through to see if it has or hasnt)
The AE changes states Makoto can now kara cancel s.lk
But this has always been in the game. Doing toward.lk - kara.karakusa is alot better and easier to pull off (for me) than standing lk kara.karakusa, so my question is, why would one want to even do the shittier kara.karakusa and what does capcom mean by she can “now” kara cancel s.lk as she could do this before? is this a mistake on capcoms side, or just a translation error?
stLK Kara cancel is exclusive to Karakusa only. You cannot cancel it into anything else. I believe the biggest difference is that you can cancel stLK ON WHIFF. so whiff a stLK, OS a Kara Karakusa. That’s not shitty at all.
This is an extremely bizarre idea… Being able to cancel the recovery of a whiffed normal is extreme enough, but canceling it into KARAKARAKUSA??? that’s fucking awesome. It would be broken if you could cancel it into all specials… I’d just be whiffing stLK all day for extra range lol. We are not 100% certain but this is how it sounds it works to many of us.
For tLK, the biggest change is that you can Kara FADC out of it. Still unsure of how this works, but I know I can’t wait to get my hands on her lol. Take what I said with a grain of salt… There are many different opinions out there. Check the other update forum for more details
st.lk is going to be whiff cancelable, meaning that you’ll be able to cancel it during the startup AND active frames, regardless if it connects with the opponent. To get a basic idea of how far this will move her forward, go into training mode, get to where the very tip of st.lk connects with the opponent, and do st.lk xx hayate cancel/oroshi/karakusa. You’ll notice that once you cancel st.lk, she’ll move forward from her starting position. This is because her hitbox is shifted forward during st.lk’s animation, and canceling it roots her to that new position for the startup of the special move. In AE, this will be used to DRASTICALLY extend the range of Karakusa; however, it will not be viable when the opponent is within st.lk’s range, as canceling it at that point will cause the st.lk to connect and then simply special cancel into karakusa before the blockstun on st.lk has worn off, forcing it to whiff and leaving you dead in the water. That’s where f.lk kara will still be useful.
Edit: Slow on the draw. Fuck it, I’m leaving it.
You actually will be able to whiff cancel into any of her special moves if it works like it did in 3S, so st.lk whiff cancel lp hayate for punishing Honda headbutts, st.lk whiff cancel EX Chop for surprise, long range, armor breaking overheads, etc. You won’t be able to whiff cancel into KARA kara only because you can’t special cancel into a normal (in this case, f.lk). That’d be too wicked.
s.lk whiff cancelled into all of her specials in 3s, incl. supers. kara-sa1 had sick range. i dont see why you won’t be able to whiff cancel it into all her specials in ssfiv ae.
you can already do that. sagat can also do it with f+lk and f+hk for a really long, expensive forward dash.
Well they have said st lk can only be xx into karakusa i think is the point they were making, no other specials since she has f+lk kars for those.
Ahh I see. Those explanations made it alot clearer. Thanks everyone
x up mk or neutral jumping mk, crLP stLP ultra 1. works on akuma and and some others others.
when done correctly the 2nd lp hits on the last frame or something, allowing the ultra to connect.
also anytime u can connect ultra 1 u can connect sweep instead.
and u can do jump in fierce sMP crLP sLP sMK ex hayate lp fukage etc, on balrog and fei
Good found dennyes
counter hit csMP sLP ultra 1 . so far only tested this 1 on akuma.
dash up crLP crLP sLP ultra 1. works on dudley/fuerte/blanka
jumpin meaty, csMP crLP sLP ultra 1 works on ibuki/fei long
all non CH setups pretty much work on crouching e. honda as well
jumpin in meaty, crLP crLP sLP ultra 1 works on blanka/c.viper/ crouching balrog
Is it crouching/standing specific? Hit animation effects can be different for either.
must be standing as far as i know,
but the CH sMP sLP ultra 1 works on crouched or standing akuma
works only against standing boxer
u can dash up and do crLP sLP ultra 1 against crouching rog ^^b
Lol man against cr akuma you can do jump in heavy, st hp xx HC, st mp * 3 xx ex oroshi for 710 stun (760 if the jump in is CH). Weird thing though st hp will whiff akuma cause of the head lean animation, so you gotta delay the st hp ><
i quickly tried infinite setups like crLP -> LP -> f+MP -> LP -> f+MP -> LP -> etc…, but didnt work.
I’m sure we can find something intereseting xD
Something that just occurred to me for the first time but has probably been answered a million times: does it matter which punch you use to do a hayate cancel?