Oh~ you are Makoto user too? Happy to see more Makoto around~ Check out one of my latest replay against gc: M.Bison! The first round I KO him with one combo set up~
Random fact: EX Tsurugi does need to be blocked high, and you can instant it like an instant cannon strike. (QCB, UF+SP) But... EX Oroshi probably comes out just as fast and does 60 more damage. And the input is easier. Why does EX Tsurugi do less damage than normal Tsurugi, anyway? A jump-in punch does as much damage, and can be comboed...
Haha, I will do. I'm nowhere near your level, but I think I'm slowly improving... Edit: Just watched - didn't know you could go for another Karakusa after that Karakusa-punch-Hayate, though I imagine it's escapable? Definitely an awesome set of combos!
Haha~ yea it escapable so gotta bluff/bait your opponent~ normally after few grab~ they might start to be alert jump off and you may wan to follow by a jump punch. If they are upper cut-er~ do a EX-Oroshi will be much safer~ For Ex-Tsurugi, I only use it after Fukiage. Using it alone is not safe and it hang Makoto in air.
Heh, I'll keep that in mind. I'm only just starting to work some Fukiages in, it's a hard move to work out.
No one can help me? I just need to know what move zangief users most likely use to throw me on wake up.
I didn't think there was a particular throw on wake-up that's better than the rest. Typically if I'm using gief, I'll throw an SPD within range on wake-up. The command grab would have priority over regular grabs and any regular move (and some special moves). Only real option would be a wake-up counter with no start-up frames, back-dash, or jump. edit: and it sounds like back-dash would cover you for both a re-sweep or grab attempt scenarios
Fukiage is an anti-air move, pull it out when opponent jump towards you, and follow by a Tsurugi > Ex Hayate. Or when you manage to focus attack them, when they in the motion of falling down, you can do Fukiage > Ex-Fukiage > Ex-Tsurugi
Do you tend to use your meter with Ex-moves, or use it with her Super instead? I mean, I find the Ex Hayate great for running through projectiles, but I really like the zero-frame Super allowing for moves > Hayate > Super > Ultra. Thoughts?
Spd is the best, it can't be teched because it's throw invincible and it does more damage than the other command grab (lol nobody ever uses that). Backdashes are considered airborne and have invincibility, so you should avoid anything fief throws out. The best way for gief to counter this is to do a move with small recovery like st k or cr p and then greenhand as soon as he sees the backdash, but Backdashes like cammys and chuns are too quick to do it on reaction, so you have to guess. honestly though NOBODY backdashes on wake up so a meaty sweep should catch them in their jump frames.
Ex hayate doesn't go through projectiles, does it? I always thought general consensus was makotos meter is used for more damaging combos, ex oroshis invincibility as a reversal and ex karakusa as a reversal with the super armor, but that's just from me watching shiro and mildcocoa....
Thanks, I didn't know if some throws were preferred over others. I'm having a hard time pulling off a wake up throw with zangief so I want sure if only certain throws worked.
Shoryutofu and I just played our matches for the tournament. The replays are up, I will not spoil the results. Don't cheat by looking at the post on the tournament thread...
Yeah, it can do but it's pretty hard to time. I think the frames are in the latter half of the move, so if they just started a fireball you can bypass it, but if it's near you you'll get hit. I've experienced both a lot, since I often just use EX Hayate for a rapid approach.
I will depend on which character I facing and situation, in the early of the match you can use her Ex-Move for surprise attack. Her meter can gain easily by keep doing oroshi. If you meet shotos, you may wan to focus it and gain the ultra meter. Her hayate > Super > Ultra is a turn table combo, normally I only use it when my health bar is balance/lower than opponent else the damage is rather low. You might like lure opponent to hit you and you pull out Ex-Karakusa > ultra. As Karakusa has the armor to absorb one hit
I just tested. The invincibility frames are actually at the beginning. You'll sail through projectiles if you perform the EX hayate just before the projectile hits you (at least, that was the case with ryu's fireballs. I'll try with a slow deejay/guile proj next). If you catch them with the EX Hayate against the corner, you can follow up with a Fukiage. edit: Against Ryu, the EX Hayate successfully fly through a fireball and hit Ryu (from around 3/4 screen). Against Deejay, the EX Hayate has to be executed quite late (again, just before the air slash hits you), but Deejay will have recovered in time to block.
I want to shadow highly skilled Akuma and Bison users on SF4 replay database, is there any particular users I should look out for? My highest BP is 2750 but I'm currently hovering 2200 because of several back-to-back losses to 3000+ BP users.
Round 8 matchups for the double-elimination tournament has been posted. http://forums.toucharcade.com/showthread.php?t=112715
You are right Mestre7, Ex Hayate only will go through projectile from their starting position. When facing fireball spammer (Not for Gulie & Deejay), in the mid range, block the first fireball and pull out Ex Hayate immediately, it will go thru and hit them if they keep on spamming fireball.