touching the corner from a raw st.HP Works on RY, YU, GO, OR, DU(cr), UR(cr), CH, IB, EL, MA, SE, TW, KE, AL, YA asd space= left, down, right and up uiop= punch weak, medium, fierce and macro 3 punch jkl;= kick weak, medium, heavy kick and macro 3 kick SAII (Abare Tosanami) Lead-ins: Note: SAII tracks based on which kick is used. LK travels nearly vertically, MK goes to about half-screen, and HK goes about 3/4 screen. Sometimes there is character specificity involved in which kick to use; taller characters, for example, can be hit anywhere between pinned in the corner and half screen by MK (and sometimes HK, even), but shorter ones require LK if Makoto is pinned in the corner (MK hits once and then flies over the character's head) and MK otherwise. (Karakusa), HP x SAII (only if opponent is on your half of the screen after the pushback from the standing fierce.) MP Oroshi, SAII (same condition). Juggles after SAII finishes: Note: All dash-cancels are in the direction your opponent is hit; therefore, if your SAII activates from the right corner of the screen, dash-cancel left, and vice-versa. Also, all follow-up uppercuts (fukiages) are in the opposite direction of the dash-cancel. Therefore, if you dash-canceled to the right, you have to do a left-directional DP motion. Finally, «JCD» = Jump-cancel directionally (towards opponent); JCU = Jump-cancel up. (Dash-cancel) Hp Fukiage, (JCU) Hp (Dash-cancel) Kara-Fukiage*, (Dash-cancel) Fukiage (JCD) Mk Tsurugi, lp Hayate, hp Hayate (JCD) Mk Tsurugi, hp Hayate, hp/cr. hk (corner only) (JCD) Mk Tsurugi, SAII, (JCU) mk Tsurugi, hp hayate, hp hayate (corner only, 2 full stocks, strict timing) *Character-specific, and sometimes the second fukiage is kara'ed, not the firs
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