This is very effective. I was setup like that more than once and didnt know wtf to do. No time to jump it seemed like, it all happned so fast lol. Boo@Rickys Mak.
Hey Arlieth! I got 2nd at the last 3s tourney here. I used mostly Makoto, thanks to your bad influence at SHGL (^_^). One thing though: I tend to be REALLY jumpy with Makoto. Is that necessarily a bad/good thing? And what can I do about runaway genei-jin Yun? Any ideas?
-Gandidoo-oh!-
:lol: Yeah Arlieth, I’ve been using that for a while now. If I think they’ll jump on wake-up I do either kara EX dp or kara EX chop.
Current Project: Trying to not to jump at all with Makoto.
Status: Working very well.
I find that by having her constantly moving (to the best of my strategic abilities) I can have the opponent continously try and guess what I may do next, and thanks for being to sweep an opponent in one of two manners, I can further set other things up otherwise. Any jump ins are either knocked out of the air with a s.MK or parried and waited out as best possible.
I have two friends who think foolish of me to stick with Makato. I’m working on her as best I can to prove them wrong, but it is proving difficult, especially against a seasoned Ryu vet and Alex lover.
Taking away her Air game is a good way to train all her dash tricks (if u want to learn them perfectly).But if it’s to take them away in a real competition it’s silly. Makoto has a VERY GOOD air game that can lead to a lot of her tricks. My advice would be use it A LOT
Well I pull out that qcb+k on that rare occassion I do get into the air, but I know very little of what else she can do in the air.
Do tell me how to better myself though.
when im in the air i like to j.fp them and then dash up to them and grab or EX karate chop.
What would be the better retaliation option after dashing under a dive kick? A strong hayate for a juggle option maybe? I’m still really not good with this matchup AT ALL. If anyone could give me some pointers, I would really appreciate them.
Ricky or Arlieth: What are the EX Fukiage resets after an Abare? I’m trying to deepen my game with her a little bit, and it’s working pretty well. I just need to know about these and how to pull them off, and on who. Thanks
EDIT: I can’t get the j.fierce to connect after the axe kick -> strong dp -> sj. Any pointers whatsoever? Is the axe kick with short or forward?
And how often do you do normal chops? What’s the purpose for it besides being an overhead?
EDIT 2: Current Project: Perfecting distance for kara-karakusa after an air to air j.forward. (Ex. If I jump back and nail him, I know it’s dash then kara-karakusa, but if I jump towards him and him towards me and then I hit, it’s kara-karakusa, but you need to move slightly).
Progress: Doing really well with it, and it works wonders because usually when people play against Makoto they jump on reaction to dashes, even though you could hit them with c.rh while they do, I find myself more in control with a Karakusa. Besides, you get more damage. I’m still trying to master low short into Hayate cancel. It seems rather fast, and my fingers hurt.
BTW, are there any more setups for the kara command grab? I mean, I know to do it on their wake ups, after low strong and towards + strong, as well as low forward, tick once and then kara grab. I know that karakusa, s.fierce, hayate cancel, kara grab only works on shotos as far as I have seen. But are there any other practical ones that should be taken into account?
Last (whoa, I’m talking a lot), doing Abare on reaction to when people parry s.strong as a meaty OWNS. You make them fall for it once, and when you have another super, they won’t dare try and hit you after the parry, which means free command grab.
-Gandido-
Gandido just wondering, do you play 3S at the Timeout in Plaza in PR? I was there in the summer a few times(w/Ken usually).
Karakusa->s.fierce XX Abare->late mk axe kick->dash behind jab->kara EX dp, jump cancel straight up fierce, will stun all characters. I have yet to encounter a character it doesn’t work on, you’ll just, for various funny falling characters, need to ajust the timing on the axe kick, late or earlier than usual (usual being shoto timing).
Sorry, I don’t even fuck with that combo anymore. IMO, the damage isn’t worth the difficulty, I play to win.
The only time I do normal chop is when I press 2 punches for EX and only one comes out.:bluu::lol: Seriously though, I NEVER, willingly, do normal chops. They are way too slow, people parry them on reaction, then its good night.
Well, these two aren’t practical but I throw them out every once in a long while for variety: towards+fierce (3 hits) and s.rh both setup perfect kara-karakusa distance, for shoto’s atleast, can’t guarantee anything for other characters, I never checked, cuz I’m lazy.
Very nice trick. I’ll throw it out from time to time, another way to land Abare, and a karakusa trick.
Yeah, it’s the only arcade that has 3s there. I wasn’t there much in summer. If you played a Makoto player with the yellow color, that wasn’t me. I’m blue Makoto
Ricky: Yeah, I kinda figured s.rh would set it up. Thanks for all the input too And on the combo, damage isn’t worth the difficulty. I wish one of you guys could just get over here and beat some of the local scrubs so they get off their high horse. They make ST throws look like nothing
can someone clear something up for me what does meaty mean
?
meaty = throwing out a move so that people get up from a fall into it. So, you sweep, dash up, and hit strong so that they get up from the sweep into the middle of the attacking frames of the strong so they are forced to either block or parry it.
thanx alot for clearing that up
I’ve started using this reset alot lately, can you share some more info on it? Like timings for the axe kick against certain characters? Thanks in advance.
I think one problem with makoto is that it’s easy to go for too much. It’s becoming sort of like magneto with all the resets and the exhibitionism. When you try to get too fancy, you start losing damage and initiative to people that know better. IIRC in a lot of the best matches there was more usage of the EX moves, quick jab short sequences, then maybe one setup into the s.strong, postitioning through the f+normals, the threat of traps, then through a single stun or choke the fun begins. I didn’t want to kill the thread, just throw a little spin on the strategy.
Well said FMJ, personally for a while, I completely forgot how effective her poking games were and I payed for it for a while. But after realizing again the sheer power of Makoto’s pokes I realized that poking with her is a must. However, its important to note that being well prepared and knowing the best setups for stun combos and such is VERY important with her, especially for those who play her with SA2. And hell, if I cant fuck with my opponents head during a match by stunning them with a single combo or ticking off a move they didnt realize was tickable what fun is playing Makoto?
Hmm yeah good point. Ive lost plenty of rounds I should have won but was 2 concerned with landing my abare combo 2 actually PLAY makoto. Also, i think the point you made about losing initiative is very important. I know ive done some foolish things trying 2 position miself for the death combo. Fuck all that though SA1 hardcore >) Dash, poke, super. 2 good!
Orochi Kyosuke:
I was trying your ex Fukiage reset combo, but since I never seen it I am not sure how to do it. The dp after the reset, does it hit your opponent while they are still in the air or is it a hit from behind after they land, counting on block confusion? And sequence is dash jab reset, then short cancel into ex dp, right? And on some characters SAII knock them up instead of away so if you sj. cancel, you will fly behind them quick that you cannot wait for a late forward axe kick. Will this combo still work? Thanks in advance.
First of all, you said its my reset combo, I don’t want to take credit for it, I got it from Arlieth and I don’t know where he got it. I just reposted it. Just wanted to clear that up. You pretty much understand it. It hits them from behind when they land and it happens really fast so if they don’t expect it they’ll get hit, due to blocking the wrong way. Yes its dash behind jab, cancel s.short into EX DP. For those characters that get knocked up like you mentioned, it still works but for them you must do the axe kick hella early (example: Elena).
Ricky