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

It doesn’t seem to matter. Seems like most people do LP+LK but I’m strange and do HP+LK most of the time, or just use any punch button depending on what hayate I’d normally use in the combo + thumb on LK.

Mainly I don’t like to move my hand when I don’t have to, so that I can do motions faster/more flexibly out of combos. For a similar reason I also don’t really like noisy buffer motions like 6236+LK 4+K, it feels like I’m overcommiting and possibly warning the opponent.

I’ve been experimenting with full screen EX Hayates in training mode under the merit that it should theoretically be +2 frame advantage on block at max distance, but even essentially full screen Kara-EX Hayates are punishable by Chun-Li’s Super (1 frame). This should not happen, at the worst I should be a few pixels off and lose a frame, maybe two. Is it possible EX Hayate is less safe than we thought? Maybe there aren’t that many active frames?

I don’t think Hayate active frames work like that. You jet forward and then the active frames start when you’ve almost stopped. So it’s not really the type of move where you can reliably hit it meaty outside of wakeup, by the time it’s active the hitbox is kind of just sitting out there. I think Balrog’s dash punches work similarly. If you want to make it safer you want to rely on pushback, but that’s also hard to do with any consistency aside from LP hayate. There are some strings into LP hayate that push you out of range of a shoryuken for example, but LP hayate is unsafe enough that the gimmick is rarely worth it. It doesn’t have an ideal range for that sort of thing like Soul Spiral does.

So there’s one big clump at the end when she’s finished her dash. Alright, thanks, that explains a lot.

huh… interesting… i didnt know most people hayate canceled LP+LK, im like you I do HP+LK or MP+LK if im doing one of those meaty MP ticks

edit: also, hello mak thread, my first time posting but ive been playing her for ~1 year now

Isn’t LP+LK the best option because it’s the fastest?

hayate cancel speed doesn’t change depending on which buttons you use.

Well there’s a few things from me , I knew that from like 1 month but I just decided to show it to you guys if you haven’t seen it , it’s nothing special but if you dont have bar in the corner one of the combos can help :stuck_out_tongue: The first combo was discovered by l peqqi l while playing casually against me, enjoy

[media=youtube]-RtEKkFAK6o[/media]
[media=youtube]ao_5Bn1EqZw[/media]
[media=youtube]kNubTl7C4Uk[/media]

Can you do that anytime? Or only on wake up?

Well for the first one with F+MP you have to time it right , the setup isn’t really reliable but it’s not hard either

For the double tsurugis I guess you have to catch him high in the air so you can hit both and it does quite a reasonable damage :rofl:

Well since each heavy hayate can be done with heavy punch , medium with MP etc , I just use the hayate with the punch im using for a cancel and then I hold down LK (on arcade stick) that means that means I use MP+LK and HP+LK since the other cancels are pointless (except maybe st MK but I dont use it that much , only against some characters like akuma) … it’s all the same , it matters how comfortable you feel it, so all that adds up to : HP feint MP is still hard as f*ck …

Cool looking combos man.

I’m not sure how you’re doing it, but the easiest way I’ve found to do FFS -> EX.oroshi is:

HP -> 236 LP+LK -> MP~LP(hold) -> 214 (release)MP+LP

[INDENT=1]I don’t know much about Makoto, is the “lvl.2 FA xx Dash -> lvl.2 FA etc.” infinite confirmed or disconfirmed?[/INDENT]

I believe it’s confirmed. However, it’s just about the worst infinite in the history of SSF4. You’d be lucky to get 200 damage out of it before dropping it.

This next post is for anyone who believes Makoto is the new Fuerte. I’m not aiming this at you, Doopliss.

The first two FAs count as four in terms of damage scaling, so it jumps straight from 100% to 70%.

1 FA: 100%: 80 damage, 150 stun, 40 meter
2 FAs: 70%: 64, 105, 28
3 FAs: 50%: 40, 75, 20
4 FAs: 30%: 24, 45, 12
5 FAs: 10%: 8, 15, 4

8, 15, and 4 thereafter.

Assuming no life scaling on the combo, that’s 216 damage, 390 stun, and 104 meter gain + 8 damage, 15 stun, and 4 meter for every single one after.

FA2, s.HP xx HP Hayate: 221 damage, 394 stun, 116 meter.
FA2, LK Karakusa, s.HP xx HP Hayate: 234 damage, 426 stun, 138 meter.
FA2, IA MK Tsurugi, s.HP xx HP Hayate: 282 damage, 474 stun, 138 meter.

Then we’ve got universal AE Fukiage combos.

FA2, HP Fukiage, HP Fukiage, EX Tsurugi: 326 damage, 522 stun, 100 meter usage.

Plus many more. Case in point, this infinite is not going to be worth anyone’s while, from the looks of it. It might be used to corner people into a mix-up, but I think most will just go straight for the real combos.

Well, it can be used for a free time-out win if nothing else I guess. However, as a combo maker, this is a lot more interesting for me than for the average player, thanks for the help.

Btw, it’s a lot better than, for example, Abel’s infinite, which is Chun-Li and Rufus only, and consists of four light moves and a medium move per repetition. But then again, I think they patched that in SSFIV. In fact, this probably the best infinite in the game simply because it’s universal.

Sup Mak players, I’ve never posted here because there were already better people sharing their knowledge and well, I dont really know Mak in depth at all to post. Anyways,I’ve been messing with Mak a little bit in training this past weekend.

Is the tsurugi unblockable already known? I tried to do a search but I dont think its working right now. I did a search through google and the only one I could see was the one translated from Shiro(on Fei).
Is it also known that it can be done on Abel and Fuerte? (and Viper but kinda useless)

edit:unblockable on Vega as well

Hmmn I take it yall already knew about them lol. okay carry on.

yes, VRyu posted about those a whiles back