You can cancel chop into SA2.
yeah i thought about that too, and that’s why i’m so confused…
yeah, please direct me to where i said urien OWNZ makoto? i said he can beat her if both players are of equal skill. its the other dude who went off on how she completely rapes urien…not true at all.
Alright, explain to me in an EQUAL skill matchup, how Urien is supposed to defeat Karakusa and EX otg Axe kick. You just come right out and say how a Urien of EXACTLY equal skill is going to stop Makoto from rushing him down. Bring it.
Also, on the SA2 followup fukiage, I use Fierce. Same same. QCB roundhouse, although different characters fall to different sides, you still get solid stun damage if you’re not so observant and just get a jumping Roundhouse. If you’re really nervous about it, just use Crouching roundhouse.
N
actually, you have time to determine which side your opponent flies after the fukiage after SAII
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seeing as how SAII, jump cancel, axe kick, hayate, hayate works, I see no reason why the juggle meter would prevent axe kick, dp, j.fierce to work also.
i just tested out SAII - fukiage - axe kick - hayate, and it just doesn’t work, the hayate will simply go through the opponent.
it seems that the fukiage count as two juggle… :mad:
any tips about it? Arlieth?
To get a karakusa she has to get inside, if that wasn’t a problem we wouldn’t be discussing this match in the first place lol. The main issue IMO is that once urien has meter, he’s nearly uncounterable unless he whiffs a move, even if you parry he can cancel to close reflector and zone off your options. So IMO it’s a meter race, then if they tie, you now have a 2nd game to play. it’s makoto trying to land a clean karakusa, vs urien trying to get a corner matchup, a trade, or a clean anything. IF they tie at this game, THEN you can go to normal SF to see who wins.
The EX kick is helpful to help try to get her inside, but it’s not like ‘omg EX kick lockdown can’t do anything’, it’s just a move. I believe it’s safe range also makes it 1 parry.
There are some people that makoto owns, akuma, sean come to mind, Urien is definately not one of them, from an objective point of view they both have too many powerful weapons to just say ‘oh she shuts him down’, or vice versa.
I don’t know exactly how to explain why Urien doesn’t have problems with Makoto. But from my experience, Urien does fine. He’s got long leg to keep her from always tring to grab you, his stamina and stun are good enough not to get stunned by her death combos. His Aegis is good against everyone, Makoto is no exception. His jump back roundhouse is also good against Makoto if she likes to dash in and grab. Also, Makoto really doesn’t have a wakeup so Urien can mess with her on wakeup, and just throw her xx Aegis trap.
see, this is where I, and probably most of us here, disagree. Makoto, imo, has probably one of the best wakeup games in SF3. she just has too many different options to put you back on your back. when she crowds your body, she can karakusa, drop a meaty strong, tiger knee ex axe kick, or just c.short; if she pulls back, she can kara-karakusa, ex overhead, towards strong. This is just a few things listed here, and every single one, as urien, you have to worry about. He has no simple wakeup other than ex aegis to stuff these. Most of this matchup has urien on his back, trying to figure out what makoto’s gonna do next. Landing SAII isn’t the priority here for her, it’s keeping urien on his ass so he doesn’t have time/space to build meter and throw you into the corner.
Hi,People!
Here are my 2 cents about Makoto:
-she is very hard character to play with,all of her combos are hard and risky to perform…
-she doesn’t has a wake-up move at all
-SA3 sux!!!
but for me personally she is a OK player a I love to use her with SA2,(SA1 is for Makoto beginners I think!)That is for now,bye!
Maybe you guys just don’t have enough RTSD good Makotos in your area, hey? Cali’s all “Well shit, we’ve got Arlieth AND Adolfo, of COURSE we know about Makoto” so I figure that’s the way it is.
I don’t know of any Urien or Makoto players anyone’s ever heard of in your respective necks of the woods. We’re not talking mid-level game, here.
N
erco:
man, ur confusing wakeup with anti-wakeup. I’m talking about she has no wakeup games for when SHE IS WAKING UP, not when her opponent is waking up. what you said was right about her anti-wakeup games…she has tight shit…just like alex and hugo.
I’d like to think her SAI seves as a good wake up move to utilize. Not as great a SRK mind you, but it works.
Another question, if I happen to connect her DP+FP, can I follow it with anything (like the SAII combo we’re talking of)? An example being fuikage to stop a hurricane kick of the shoto crew.
While I agree SA2 is very strong, There are very good players who pick SA1 at times.
SA1, is much more ‘consistant’ than sa2. It is useable after parrying almost any move on the ground, and combos from a LOT of things, unlike SA2. Also, if your strategy relies more on the rush down game and pinning people with hyates and less on the more defensive karakusa game, youll get more mileage out of SA1 as it combos easily after any hyate.
Im not bashing SA2 at all. Its an amazing super art… But, I just think SA1 is discarded a little too fast sometimes…
Actually, SA1 is great. It’s really scary and partly makes up for her lack of reliable wake-up, and it’s a threat anywhere on the screen. It’s super easy to connect and Makoto can still be somewhat effective without EXes. I used to think SA2 was better, now I think they’re both great.
I’ve been playing with her SAI ever since I started, and truthfully it’s all I really needed. Those four or five frames of invincibility are often all I need to be of worth, and connecting it after a c.MK is a great and easy link to use as well. About the only problem I do have is those rare players that actually KNOW to parry that one intial hit correctly, or that happen to parry it accidently. When that happens I actually wait a second (or however short a time it is) after a connected dash punch, making them think I’ve not managed to link it. At that point most people go for knockdown. Well within that instant I throw out the super and happy days it works. Quirky and somewhat risky tactic, but it works.
The best I can do off a connected karakusa is a s.FP, hayate xx SAI (does it ‘link’ or cancel, I’m not sure)?
Does s.MP, s/c.LP, hayate xx SAI work after a karakusa? I haven’t been able to connect it yet.
SA1 after Hayate is a link.
It’s fun to make people you will grab them, than SA1 them instead when they jump or counter. Really reckless but fun.
You can dash under and do another roundhouse abare if you initally hit them mid screen. Learned this just a couple weeks ago. Finish off the second one w/ whatever combo you please.
I love SAI. Problem is, I love her EX moves too. If it had a longer bar and the ability to store 2, I’d use it in an instant.
Which moves in particular do you use most anyway Erco?
I just use her ex chop as anti wake up, otherwise her ax kick serves well on its own, without the need to be ‘ex’. I rarely use ex hayate, if ever.
I hardly use SA1 for the reason of not having enough bars, too. I must use her EX moves!
EX hayate is great when hitting someone when they are on the other side of the screen. People fartring around trying to build meter or just genreally turtling dont really expect an EX hayate.
EX chop is one of the best moves ever. Bait them to block low, then, WHAM. Once you learn how to connect it you will never stop using it. Works as a great anti air too. I also read the EX chop can be linked from a s.feirce, but that might not be right.
Ive also heard using EX Axe Kicks -right off the ground- is good for something, but I dont know what. My ex Axe Kick always seems to get stuffed.
btw, Chibi, are you still having trouble w/ Hugo?