hey BK! I guess I’m part of this thing now too :lol:.
I would post some stuff, but having read everything, all I can do is agree (with Makoto anyway). I’m a Makoto player myself and as far as I can tell, the only hope Remy has is to keep Makoto away. But as BK mentioned, that’s only gonna help her build some SA2 which is quite frankly, Remy suicide.
I’d like to learn more to do against Remy players since there aren’t too many over here.
Hey Adverse, you still coming to Vancouver? I sent you an e-mail to that address you posted on the 3rdStrike strats thread. I don’t know if you received it. It would be great if you can come and “teach” us some of the things you see on a regular basis in Japan.
As for Elena vs. Dudley, I’d have to agree that it’s not in Dudley’s favor. I also use Dudley quite a bit, and I just find it hard to get up close and in Elena’s face. Sometimes it’s difficult to anticipate what pokes she’s gonna come up with and as such, I’m left blocking which is pretty much a bad thing. I just get kara thrown at will here :lame:. However, as with any Dudley opponent, once you get them in the corner, it’s pretty much game, set, match :lol:. I personally like Dudley’s jump though. It has the feel of SNK’s small jump :D.
To the twins vs. Dudley, I have an easier time against Yun than Yang for the reasons that Rockefeller posted. Until I play against a Yun of Mester’s caliber, I’ll keep to my statement :lol:.
Brazko:
You dropping by UBC this year? We can have a Dudley mirror match! I finally learned him :D. This is Miguel, btw.
9 out of 10 times most SAII attempts over a high LoV have gotten hit and if they made it through I was able to parry/block the super. The Makoto player has to know what kick to use from where they are and when to execute it. I don’t know how easy/hard it is since I don’t play Makoto.
I already know that Makotos dash and that special attack of hers goes under Remys high LoV. This is one of the reasons why a low LoV (though EX is better) is handy once in a while to stop those attempts. I am also aware of parrying before the peak a jump to avoid either her c. grab or her anti-air of choice.
I do enjoy doing cross over CBKs on dashing Makotos which allow me to RRF them in the back or against an attempted throw every now and then.
I don’t know about you but isn’t that c. roundhouse a little slower than Ryus s. roundhouse? Air parrying it means Remy gets a badass air fierce, s. forward, s. CBK combo and then set up for a throw/extra CBK afterwards (virtually 50% DAMAGE) which isn’t pretty for Makoto. I’ve only found that c. roundhouse to be a bitch when Makoto players anticipate that I’m just about to avoid a possible c. grab and I don’t parry before the peak of my jump.
As for keeping Makoto at bay or just getting some room, I can do plenty of that since she doesn’t have anything serious like a dive kick. Once she realizes that she can’t simply zone in to grab /overhead she’ll try to either to get in the right range to poke and out-prioritize or try to look for something to super which isn’t always successful. This stuff is not hard for me but fighting Chun Li and Alex is.
Some other stuff I’d like to add about that anti- cross up crap: The animation of Remys close s. strong is more of an arc that starts from his back to the front. The animation from the back to the front is so short that it’s hard to even see it. Due to this interesting speed, I haven’t been smacked by COs while using this. This also gives people a good laugh since it looks like Remy isn’t even hitting his opponent from behind “What in retarded CvS2 shit was that?!?” This move also beats Alexs head stomp for free. Despite this, I’m still tempted to try to parry Kens cross up to get a c. fierce combo.
Timing is successful Abare is not that hard since the player knows they’re coming. As for the strength of the Abare, if you’re playing a half decent player, he should never misjudge the distance.
Her EX Tsurugi and jumping forwards aren’t that different from the twin’s dive kicks and are excellent air-to-ground moves, actually. I already mentioned those moves, I think you should check them out.
The set-up you mentioned (potentially 50%) is what Makoto gets any time she set-ups the Karakusa…
About the c. Roundhouse, you precisely mentioned the situation when it should be used the most.
Seriously, a good Makoto owns Remy almost all the time.
Oh, just so you guys know, Makoto’s meter after a Karakusa series charges up disgustingly quickly. I forget whether her SA III has a shorter meter than her SA II, but SA III charges up to max in two karakusa combos and an extra hit.
Adverse: Looks like I’m gonna go to Nebraska. Man, now I gotta like, do testing on dodged command throws to see if I can get a free Fukiage uppercut out of it. I’m also planning out a ‘combo’ video (more like a Makoto tutorial/exhibition) with something ridiculously funny at the end.
After extensive, somewhat nauseating testing (GODDAMN Q, I WILL KILL YOU) I think Tang definitely eats up Urien (almost) for free. The big problem is that Yang has such low recovery time on so many things, ESPECIALLY the Mantis Slash, Urien ends up sitting there like a dumb ass waiting for an opening. And you can’t throw a fireball from ANYWHERE unless there is no possible escape, or else you’re getting roll-kicked in the eye. It’s not even like Yang has to anticipate it, he can literally stop, take a breath, say “Hey, look. A fireball. Urien, you ass!” and THEN do the move, and Urien still won’t have recovered, unless it was the farthest possible full screen, and even then it’s iffy.
Although they are semi-interchangeable on some aspects, I think Urien has a better chance against Yun, as he seems much less likely to punish fireballs, and his setups are slightly more vulnerable to Urien’s particular brand of attack. The singular evil that plagues Urien, being Yang’s Mantis Slash, is nowhere to be found, so Urien can create breathing space in a much more plausible fashion. And since Yun is such a meter-whore, he ends up getting poked a little bit just for fun, and even trading hits will always work in Urien’s favour. It’s mostly just a race to damage Yun before he damages you.
In closing, it should be stated:
Q IS WORSE THAN ROLL CANCELING, HE IS A BIG ASS GAME BREAKING GLITCH IN AN IRON MASK AND SHOULD BE BAN BAN BANNED!!! GODDAMN YOU RICHARD BERGMAN!!
Being a yun player myself I notice this. Dudley beats yun, Urien beats yun, Ken beats yun, and Alex beats yun. There is also the occasional annoying Oro/Elena that gives problems.
Frankie3s’ Ryu and Akuma do not beat yun. Just wanted to clarify that.
Yup, Oro and Elena definitely give me problems. Sometimes, it’s a turtle Chun-Li. Now I suck with Urien so I can’t do what Tokido did against Justin Wong’s Chun-Li :lame:. The only character I use that gives me easy wins over Oro, Elena and Chun-Li is Makoto. Her dash makes it easier to catch up or to gain ground. Her pokes don’t hurt either :lol:.
Let us know if/when you’ve finished your Makoto vid. I’d love to see some cool stuff. Even if it is ridiculous.
Also, would you include some Tanden Renki stuff as well? At the moment, the only thing I can do is to Karakusa -> HP -> Tanden Renki -> low strong punch -> strong Hayate then pressure afterwards. I’ve read your FAQ as well, but I don’t know if you’ve actually found some new use for the super.
One thing I found out about Yang vs. Urien when I was messing with Rockefeller the other day:
Yang’s quick-roll is quite fast. Fast enough, in fact, to actually recover in time against a throw (Spartan Bomb version at least, dunno about the choke) into Aegis corner trap, and nail Urien with his EX Mantis Slash before the Aegis actually solidifies.
It was nucking futs. Rockefeller had me in the corner, threw me, immediately activated Aegis, and then Yang goes HWAI-HOO-HWAI-HOO-HWAAAIIIIII~~~ and the poor Aegis is sitting behind Yang all alone.
Unfortunately, Makoto doesn’t recover from her quick-roll fast enough to do the same thing, but I would assume Yun can also pull this off. I’m not sure if Yang actually gets a REVERSAL on Urien, but EX Mantis Slash is quite safe if blocked. As safe as you can get in 3s, anyways.
Can anyone give me the quick-roll frame data and distance for each character from a 3s bible?
To Kal: Basically, the new strategy with Makoto’s Tanden Renki is to ‘dodge’ an attack or throw with its activation. Check this thread for details:
i was at the brunt of that Q torment Thongy. if my Selective SF memory serves me correctly. we beat Paul about 20 or so times. you probably continued the beating after i left. tee, hee. late