CH f+LP should have +4 hit advantage. That means another f+LP xx whatever or c.LK xx whatever.
Wow , so there’s basically 2 different s.LK kara-karas. There’s the on block s.LK karakara which I believe you can only use MK and HK for. It must be delayed as you said, but has short range but can be done close. You have to do it really slow. Timing I’m finding is pretty strict. And then there’s the whiff kara-kara. It has insane range. And must be done very fast.
I got EX Hayate FADC MP Fuki to work on Bison. Fairly strict, but still perfectly viable with some practice. Didn’t test it on Fei.
good stufff ill try and add a little
back throw dash 2meaty mp orochi pushes them a litle closer to the corner.
ex hayete dash2 meaty st.mp link st.hp hayate cancel st.lk kara kara
ex hayate hit wiff st lk dash then st lk karakar
good reset for someone cornered and stuned lv3FA jump over lp fuki follow and reset with jumping hp dash under st mp. HC. karakusa if your karakusa lands they eat st.hp .ex hayate fuki tsurigi over 500 damage here
boom i think it works on guile also last time i tried
YEP witch MP fuki work on bison and viper, lp o mp fuki work on bison(mp fuki), yun, yang, oni, seth(mp fuki),balrog(mp fuki), viper(mp fuki), dj, vega, sagat, t.hack
Witch feilong for example work fuki ex but no more metter for tsurugi ex
Jump foward hp + HP + Ex hayate + FADC + fuki LP o MP + tsurugi EX = 442 damege and 765 stun.
Has anyone tried this in the corner?
j.:hp:, :hp:, :hp: Hayate, FADC, c.:lk:, EX Hayate, :lp: Fukiage, EX Tsurugi? I’m gonna look around for it…
I gave up trying that combo.^ Just can’t connect the c. LK.
Now, as you guys were saying earlier, the c. HP, Dash, (meaty) MP Oroshi doesn’t work anymore. I found the timing rather simple to guess though. I would sweep, dash in, but instead of doing MP Oroshi immediately, I rolled over d, db, b with a slight pause, then clicked MP. Worked about 60% of the time…which sadly isn’t as good as anybody would want.
i dunno for some reason i think slk karakara has so many ranges. it seems speed dependent. the faster u do the farther.
For example ex oroshi walk over slk karakara catches them but if u dnt do it fast enough u will just miss it.
Cr jab cr jab slk kara kara works but u gotta be super careful to not do it too slow or fast T_T
the mossad man, I’ve done your combo and it does 475 dmg/789 stun.
Tried to do it FADC, s.LP, cr.LK, blabla, it did 455 dmg/766 stun.
wouldnt a super to hp hayate do the same damage?
I don’t believe so. If anything, the 4 bar FADC corner combo has a crap load more stun, I think around 800? So, you’d probably stun them off that 4 bar combo instead of just land a super combo, which I would safe for a super > u1 set up if it came around.
Yeah I agree with the varying ranges. I was trying to compare the old f+lk kara with the new one and was getting different distances on the new one depending on input time. I wasn’t measuring the actual grab just the distance her front foot moved after execution on the training stage.
That’s actually a fun combo. Very stylish and can almost stun Seth (789 Stun). 472 Damage? Not sure if it’s worth all of your meter but I’d be hype to see this in a match.
Also, here’s a slight modification to the normal Hayate feint combo in the corner: j.:hp:, :hp:, :hp:, Hayate feint, :mp:, :mp:, EX Hayate, :lp: Fukiage, EX Tsurugi. Does 456 Damage and 808 Stun. I like the extra damage and the HIGH stun value. The trick is to get the j.:hp: deep to the point of almost crossing up. So far this works on Dictator, Honda, Akuma, Oni, and Gouken. Doesn’t work on Seth, Ryu, or Ken. With Ibuki, you can get the double :mp: EX Hayate but no :lp: Fukiage. Will update more on who this works on.
if u stun them wouldn’t you get a lot of meter back or at least a corner reset. i don’t know, it’s just to me it seems worth it.
For dishing out stun, I favor this combo. j.:hp:, :hp:, :hp:, Hayate feint, :mp:, EX Hayate, :lp: Fukiage, EX Tsurugi. It does 791 stun for only 2 meter. The one thing I like about that full meter combo is that it corner carries REALLY well.
i think slk gets the same result as the old one if u do it fast enough. my execution on the right is iffy so i cant do it as far lol
found a good post-sweep set up, not sure if it was valid in Super or not…
sweep, f.dash, fwd. LP (whiff), fwd. MP (meaty), s.HP --> Hayate/EX hayate. It might be character specific as the s.HP might be too far to hit smaller characters. But very nice damage; I didn’t realize that fwd MP does more damage than s.HP.
Yeah there’s definitely a range of distances s.LK karakara can grab at. However I can so far only think of 2 real different uses for theses ranges.
1.) at any point during a block string s.LK is blocked and you cancel into karakusa. Timing is strict and must be done late into s.LK animation. I do not believe It will grab if s.LK hits as the hit stun is more than the block stun. Only MK and HK.karakusa work. (this is just what I have found. Confirm/Deconfirm?) this works after any two hits. (ie cr.LP, s.LP)
2.) after a block string that has left you outside of s.LK range (usually 3 hits ie cr.LP, s.LP, s.MP) whiff s.LK and cancel into karakusa. Strength to use is dependent on block string but HK should always work. At this distance you must cancel s.LK as soon as possible to get the most range
slk range is very gd so were gona have to learn to do it late.