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= | ==Introduction== | ||
== | ==Moves List== | ||
== Throws == | ===Normal Moves=== | ||
====Throws==== | |||
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== | ====Command Normals==== | ||
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== Target Combos == | ====Target Combos==== | ||
* LP -> LK -> MK | * LP -> LK -> MK | ||
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* F + MK -> HK | * F + MK -> HK | ||
== Special Moves == | ===Special Moves=== | ||
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== Super Arts == | ===Super Arts=== | ||
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== Strategies == | ==Strategies== | ||
work your entire game around the karakusa/ landing the abare tsunami. use standing jabs to poke jump-ins, dashing under after the hit. this sets up for low Lk-hayate, throw/ techs, or karakusas. this will become predictable to keep it fresh. jumping Mk are the all purpose air and anti air attack. jumping HK is great for swatting down jump happy combatants. | work your entire game around the karakusa/ landing the abare tsunami. use standing jabs to poke jump-ins, dashing under after the hit. this sets up for low Lk-hayate, throw/ techs, or karakusas. this will become predictable to keep it fresh. jumping Mk are the all purpose air and anti air attack. jumping HK is great for swatting down jump happy combatants. |
Revision as of 19:30, 4 December 2006
http://photobucket.com/albums/a347/givequicheachance/makoto-stance.gif
Introduction
Moves List
Normal Moves
Throws
Tacchuu | LP + LK |
Araiso | F or B + LP + LK |
Command Normals
Kazami | F + LP |
Kaoruna | F + MP |
Shimaki | F + HP |
Press HP during this move for a follow-up punch (up to two times) | |
Shinbuki | F + LK |
Naruto | F + MK |
Kurushio | F + HK |
Target Combos
- LP -> LK -> MK
- LK -> MK
- F + MK -> HK
Special Moves
Hayate | D, DF, F + P | (EX) |
Fukiage | F, D, DF + P | (EX) |
Karakusa | F, DF, D, DB, B + K | |
Oroshi | D, DB, B + P | (EX) |
Tsurugi | D, DB, B + K (in air) | (EX) |
Super Arts
I | Seichusen-Godanzuki | D, DF, F, D, DF, F + P | 1 stock |
II | Abare-Tosanami | D, DF, F, D, DF, F + K | 2 stocks |
III | Tanden-Renki | D, DF, F, D, DF, F + P | 1 stock |
Strategies
work your entire game around the karakusa/ landing the abare tsunami. use standing jabs to poke jump-ins, dashing under after the hit. this sets up for low Lk-hayate, throw/ techs, or karakusas. this will become predictable to keep it fresh. jumping Mk are the all purpose air and anti air attack. jumping HK is great for swatting down jump happy combatants.