lol, ye olde there are no tiers, it depends ye’s skill argument!
dumbass, wake up, characters all have bad matchups. Take Sagat vs Gief in CvS2. Sagat beats gief because he zones the shit out of him. It’s inherent in their design. When one tries to see how characters matchup, you take into account everything in the game, and exclude everything outside of the game. That means, you exclude individual skill level since it’s not relevant to the discussion at hand. Not once did anyone here say that a superb urien player will get owned by a fuckup makoto. Why? Because everyone of us are operating under the assumption that, all things being equal, Makoto will prevail over Urien more often that not. That’s what’s being said.
Again, she has the tools it takes to whittle the big guy down. As Thongboy above posted, ex axe kicks and karakusa’s are so readily abused against Urien. He just gets rushed the hell down, because he lacks the ability to say to her, “get the hell off me.”
Err… I’d say I’m a pretty HUGE Urien player. Not quite fanboy, but hey, if you ask on the right day…
When I said Makoto owns Urien for free, I was saying it as a Urien player. Who would understand the concept of “Being Owned” better than he who is on the “owned” side? If there was a legit way of getting around it, of course I would’ve said “Da, Makoto’s great, but Urien can do X”. But unfortunately in this matchup, X = jack diddly squat.
Also of note: I honestly believe that Twelve owns Makoto. No bollocks.
Ha, either way. I’ll just reference it in the 12 thread.
Twelve spends a majority of the match either in the air or WAY the hell away from the opponent. This essentially renders the karakusa useless. Makoto is seriously lacking in anti-air as well, so when you’re Twelveneto dashing on her you don’t have much to worry about. If the opponent figures it out and eventually staers trying to kara-EX-fukiage you or something, you can easily just start baiting them with empty dashes and early dive-throw mixups. It’s not a pushover, but it’s a damn fine chance if you’re (one of the what, 3?) a good Twelve player.
My friend constantly throws out sonic boom after sonic boom, forcing me to:
-= Parry them as they come.
-= Block them as they come.
-= Jump away from them as they come.
-= Jump onto him (and an awaiting flashkick) as they come.
And with a mean poking game, I’m drawing straws here. Anyone care to help?
use SAII.
parry from full screen, charge with s. strong in between.
unless he’s quick-charging, you should be able to tag him with a super when he’s going to throw one.
Remy’s another battle Makoto should literally NEVER lose. Along with Akuma, Remy’s one of the two lucky 100% combo recipients.
If he keeps throwing booms, parry them until you have some meter. If he wants to give you meter with minimum effort, that ain’t your problem.
You can parry a flash kick, right? Right? Ok, so when you jump in, get that nonsense out of there, and walk under (past him). When he lands, karakusa. That’s where the round ends.
Karakusa, standing fierce, SA2, dash, fukiage, Roundhouse Tsurugi. Hey, he’s stunned. Happy day. Taunt it up, and kill him.
N
Special fun fact: Makoto can dash under high LoVs. No, really.
It’s accepted that there are good and bad matchups, that, say, Chun-Li can OWN Sean in 3rd Strike. There ARE TIERS in every fighting game, whether you decide to blind yourself to them or not- but in no way are we using them as excuses for our losses towards the unfavorable matchup. It’s simply a fact that Character A is better equipped to capitalize on Character B’s weaknesses, etc. A game that is balanced doesn’t mean they all have to be the same- each character simply must be able to, in some manner, be able to dominate a match with strategy and not through sheer dumb luck. Super Turbo is fairly well balanced.
Skyl: Like I said, answers will be posted in due time, in a manner that you will easily be able to understand. In the meantime, keep trying it out until you can figure it out for yourself, if you so desire.
Hint: It works on DC. It’s not a joke. Remember to turn off Autoblocking on your CPU dummy in Training, though.
I’m not skilled at using SAII, nor all the juggling that best follows it. I’ve been using SAI for a year now, and only recently started linking it after a F+MP or c.MK. Still, I suppose I should try it out, it may suit me better or not, its best to test it anyway.
Thongboy: I like the way you think. One question though (pardon my ignorance) what is an LoV?
or with ANYONE who throws fireballs from acrss the screen, jsut charge up your SAII meter till you have one super then just do the roundhouse super and catch them from all the way across the screen. one of the reasons if you are a shoto, and mighting makoto w/ SAII, NEVER THROW A FIRE BALL. not like they should be throwing fireballs anyway.
I’m well aware that certain characters are better than others. But Makoto and Urien are both top tier. And there is no way Makoto DESTROYS Urien like some ppl here think. No way. As I said, I think the match can go either way.
Of course if the Urien player is out and out BETTER than the Makoto player, it’s a possible win. But it’s still like 1 in 5 unless the difference between the players is absurdly wide. If Urien telegraphs and fierce-chops Makoto EVERY time she dashes in, and headbutts EVERY karakusa attempt, then sure, he can win. But it’s not a match in Urien’s FAVOUR.
I just punked out by a shoto crub doing something I never thought Id fall victim too while playing makoto.
rushing at me after ive been knocked down and mixing up f.strong and c.roundhouse constantly.
what can I do against this when playing makoto? Id try grabbing him, but id only get him 30% of the time becuase the other 70% he’d sweep. and vice versa while blocking low.
is there anything I can do against this besides just taking an overhead hit?
EDIT: I meant f.strong, not short. durr. btw, he was playing RYU. haha. i am really tired.
react better. by f.short I assume you mean towards+medium kick? just block low, and react to the overhead. if he tries to sweep, block it, and punish with a hayate into mindgame of your choice. Boom, you’re on the offensive now. Alternately, you can learn to red parry the last hit of the overhead and karakusa combo of choice.
Unless he’s doing it crazy early, shouldn’t you be able to karakusa the overhead? You could just parry down quickly as a safety and go for the 'kusa, grabbing him no matter what, ne?
Ha, could always try EX Fukiage, too. That thing works in the strangest places.
N - Haha, learning to react instead of sitting there getting kicked would probably help too.
thing is, he will toss out that over head punch a little early, if I block, then he can either sweep or do it again. So I block low, and I get another fist to the forhead or block high and get swept.
I figured reacting faster was my only hope but I was wondering if she had any wake up moves that could save me from this.