Wow, thanks. That actually seems like it’d work. ^_-
Je reprend dans 2 semaines, wael. Je suis chaud pour jouer ca fait longtemps la. J’avais oublie pour les 10 euros en plus.
Here’s some of the DP+PP setups:
J.Short vs. aerial opponent, land before they do, EX DP
SA II, late axe kick, dash past them, Jab, Short (Karacancel) EX DP
SA II, late axe kick, dash past them, Strong, dash past them, EX DP
vs. quick-rising character in the corner: Short (Karacancel) EX DP
Too many people here (Frankie3s, StrikerGod, Paul Lee, blahblahblah) know how to avoid SA II setups, especially getting choke-grabbed in the corner. Sometimes I can get it off, but being able to reverse the match for 30% free damage plus offense gets to be really handy sometimes. I just wish the meter and time lasted half as long instead.
Wow! Those are nice tricks, I’ll start using them now.
I know how you feel, the little comp I have here rarely let me karakusa them near the corner and block my chop super cancels. ARGH!! I feel like I can’t land Abare anymore. I may have to start using Tanden Renki.
I’m looking at the vids and makoto does a s.fierce into SA2 RH against ken, by the time the super connects he’s on his half of the screen, i don’t see how this would normally combo. Also is there a functional difference between the 3 karakusas?
Yeah. I noticed that too. Wierd as hell.
btw, there IS a difference between the karakusas, but it’s slight. More lag, more range, more ‘hit detection’ time. Equal hitstun.
I regret saying things about Makoto. I might concider learning to play with her.
Lately I’ve been doing some more work on Makoto and her Fukiage against parried attacks.
Corkscrew Blow: Jab Fukiage after 4 parries. I’m not good enough to red-parry the 4th hit and uppercut the 5th, though.
Hammer Frenzy: Jab or Strong(?) Fukiage AFTER the final hit is parried/red-parried.
If I find more, I’ll post 'em.
Makoto vs. help Arlieth
I think that I play quite a good Makoto but recently a new player from Japan has started playing at our local gamecentre.
I have no idea how to beat him he is too good at parrying and whenever I try to dash he reacts to it with HK,(EX) machine gun blow with dudley.
he also uses hkxxduckingxxcorkscrew blow/mix-ups
How would you go aout playing against someone like this?
Your advice wanted please.
If he parries well trap him with some mix up high and low (mak is damn good at this) plus do that: jump and do hcb+hk very late the anim will come out but won’t hit and then command grab him. Also u said he did hk as soon as u dash to him. abuse of her back dash, walk forward back dash(he will have a reaction if he is that good) by example if u double back dash he might want to jump at you then dash forward and command grab or mp exshoryuken(if he parries the mp in air of course). This might be old stuff but it’s some little tips i’d recommand versus a dudley like that but anyway u just talked about his defense what about his attack skills (that might be in countering his attack that u will win) so tell me more about his attack style. one last thing PARRY!!
Sweep liberally.
Also, during certain karakusa clinches, after your Fierce -> Hayate, you MAY wish to consider DASHING BACK to avoid the Short Swing Blow. Afterwards, decide on whether or not you want to try to fake him out with a cancelled Hayate (QCF+Hold Punch or [P], K to cancel) or what. Also, if he jumps in on you at long distances, don’t be afraid to attempt a kara-cancelled EX Fukiage. At closer ranges, if he jumps at you, expect a very delayed J.Fierce- to counter, stick out an EARLY Strong punch and cancel into strong Fukiage.
If he reacts to dashes with Roundhouse, fake him out with those cancelled Hayates.
But honestly? You’re way out of your league, I think.
Well his attack style is Hkxxducking then Throw or d+lkx2 or some close range pokes that give frame advantage, not sure cos I don’t use Dudley…
He likes to use d+hk occasionally and also f+mp?? Overhead attack
He jumps straight up with no attack and Throws
He is a really fast player which causes a lot of problems cos sometimes I attack without thinking properly and get parried
Me too lol! Just wanna try and improve my Makoto game, I can win a match every now and again with Urien my best character.
Just a quick update, you can connect the combo in the vid. Grab ryu slightly on your half of the screen, fierce XX RH abare, the fierce pushes ryu to the other side of the screen and the abare still connects.
Odd. I wonder if the RH hits more quickly than the forward version.
Makoto Super arts
I play a whole lot of Makoto, and consider myself the best Makoto in the area.
The thing is though, I use and love super art 1. I understand, and appreciate the damage potential of Super Art 2, but it just doesnt seem ot have the uses that the first one does…
My problem with super art 2 is, you can play entire rounds, never getting an opportunity to use it. When watching or playing tourny matches 95% of the time I see it connect from a command grab on Makoto’s half of the screen.
With super art 1, you know, if you ever fill it up, the next time you hit them they WILL eat your super art. It combos from almost EVERY move I do. Once I hit meter, all i need to do is land a c. forward / c. short / c strong / c.jab / command grab / hyate / axe kick and you will hit your SA. Often if is even usefull as a wakeup, or after parrying jump ins. It just seems to be usefull in almost 10x the cases as SA2.
Yeah it sucks not to have as much EX power as SAII, and i understand that karakusa->fierce->hyate->Super Art isnt getting the most damage for your super meter, but it IS consistant damage that you can rely on, and is easy to connect with, and it IS decent damage.
I mean how many hyates or c.forwards do you connect with in a match? that number seems to be a lot higher than the number of karakusa’s you get when your on your half of the screen.
This is not a flame in anyway, I want to IMPROVE my game, so if you have advice or a counter point, please let me know =)
I can see where your coming from, I did some testing, the SA1 extends farther than the c.fwd (so you can do whiff c.fwd super). The reason i didn’t pick it at first is because i didn’t like the damage from the karakusa (51 with no followup, and almost no advantage while a fierce XX EX rush does 38), but after testing it does 69 alone, i got fierce, fierce rush, SA1 to do almost 100 (no grab), but then the next time it did 80 so i have no idea what the real damage is on that. I’m kinda tired so i’ll look more later in the week and post a better list. SA2 works great against opponents that don’t know you, basically anything inside 3/4 screen means they aren’t allowed to whiff moves, and they aren’t going to want to come inside your half of the screen, throws off gameplay. The thing it wears thin after a few matches, so i may try 1 since it’s a bit safer than 3, I just worried that 1 meter supers get a bit obivous.
Makato Super arts
MakOOOto
I didnt know at all that u could connect SAI after a hayate (works with all versions??) or after a crouching fwd. I thought u couldnt connect anything after a hayate.
yeah you can connect SA1 after a hyate…
The timing is kinda weird so it takes some practice, it is MUCH easier if they are ducking, but its pretty usefull…
Probably the most common way i connect it is, they jump, i dash under them, c. short -> jab hyate -> SA1.
You can also link it from the crouching forward if your close to them, just dont input it too fast, wait until her leg is coming back, and then hit it. As the previous poster mentioned, its possible to wiff this one if they arnt close enough.
Also, if they are on the ground, and you do a medium axe kick, when you land you can go right into super art… or, if you get it real deep you can do, axe kick -> c.foward -> SA1, or axe kick -> c. strong -> hyate -> SA1.
If you hit them with the medium axe kick in the air, you can juggle them into SA1 in the corner… axe kick -> juggle wiht hyate -> dash forward -> SA1. This is reallly hard to time though,but it kinda reminds me of juggling with Q’s SA2.
If your SA1 them in their corner, you also end up the perfect distance away to kara cancel her standing short into karakusa.
I dunno- I still like the EX axe kicks I get with SA 2. But right now I’m especially working on SA 3 setups for anti-air and stuff.