Are u crouch blocking?
yea
i record the setup with makoto and i control viper and try to reversal.
Make sure you’re blocking long enough through the Ultra freeze. The recording doesn’t stop for those two~ seconds, it will go on and probably loop back to a non-blocking input. There’s nothing special about safe jumping Viper’s U1.
Just wondering if you guys could give me your top 5 or top 10 things you would learn if starting makoto from scratch. What is it that over the hours you’ve put into her, that you just couldnt live without or wish you had learnt right from the start and not spent countless hours being frustrated?
Obviously everything is important and has it’s right time and place, I’m just looking at from more of a beginners perspective so as to not overload with new information.
Just want a few short goals to start the foundation and build upon for later. (btw im not new to the game, i know the basics etc etc, just knew to makoto… She both intrigues and puzzles me and i feel lost with her - its so exciting!)
Thanks all
- Throw while looking to AA your opponent. I used to let too many people get free momentum after a whiffed throw because I was caught off guard.
- Buffer poking with cr.LK/cr.MP/st.MP/cr.LP. Some match-ups are basically impossible without it.
- Safe jump setups and trickery. Safe jumps are the best meaty, without them you’re gambling. Learn to mess with people who simply block, like late neutral jump MK Tsurugi, or j.MK -> immediate HK Karakusa, or j.MK -> immediate MK Tsurugi.
- Anti-airing properly. She’s a fortress, but only as long as your opponent doesn’t have frame advantage.
- Messing with people’s reactions/expectations. Keep getting AAed by normals? IA HK Tsurugi. Keep getting AAed by DPs? Early LK Tsurugi to make them whiff. Keep dashing into normals? Use the right poke to beat it. They’re waiting defensively to react? Dash -> backthrow or dash -> EX Karakusa. She has the tools to get in, it just takes the right read and timing.
To add…
6. Movement.
Moving around with her is awkward and can be hard. This includes knowing when to dash, when to use normals to move, when to sit still.
7. Spacing.
Knowing what attack will work at which range. It’ll also help you figure out if you can dash > Karakusa or help with buffer poking (do it just outside of range so that if they move forward into it the buffer works like it should), etc.
Robot’s list is awesome, but I am a bad makoto so I will put more mid-level stuff, these are things that I wish I had grinded more earilier and now am trying to build into my game
- Blockakusa. Not every knockdown will lead to a safejump or a perfect meaty, and there are times when you will start a blockstring. Blockakusa gives you a way to “finish” that string with some destruction
- Fukiage Fukiage Fukiage Fukiage. It is really easy to use c.mk, s.mk, s.mp, j.hp “instead” of going for fuki when appropriate. Fuki hurts bad.
- See Robot Makoto’s #3
- Knowing when to go for a reset after dizzy vs. just getting guaranteed damage and building meter. Sometimes it isn’t worth the risk of letting them out of the meat grinder.
- Don’t rely too much on dash to karakusa/backthrow. If you go to it early in a set, by the end of a set you won’t have access to it anymore.
Nice lists guys… Thanks for the help!!
What do you mean exactly by ‘Blockakusa’? Is that like hit-confirming a karakusa on blocked attacks? For example j.lp (blocked) > karakusa? What other tools are there to use it? Normally if i have a ton of meter i just go for the EX one if im in range to make sure its safe, then follow that into st.hp xx hp hayate (then appropriate corner combo if applicable).
Basically instead of cancelling your S.LK into karakusa the same time you would for a hayate you delay the karakusa a bit. If done right it’ll grab opponent on first possible frame they can be grabbed. Hitakusa is the same thing, just needs to be delayed a bit longer.
Hey, V-Ryu, I found a video you might like. He uses axe kick cross ups without waiting for his opponent’s wakeup. It’s pretty interesting and I’m gonna try this now.
[media=youtube]DyL3vk7MAcE[/media]
(skip to 3:33)
that’s normal, since it doesnt require opponent to be knocked down.
BTW, you seem to just start with Makoto (jumping a lot, not knowing how to attack, eating 12837123 shoryuken, etc). You should focus on basic/easier gameplay and learn how to be confortable with her, before learning tsurugi crossups/kara-karakusa/fake crossup.
That’s just an advice^^
ps: dont watch fax movies. His opponents never punish his 123123132 jumps
Sound advice, and required for anyone that is starting or picking up a new character. Familiarise yourself with Makoto’s normals and movement and the most useful setups that you want to use are safe-jump setups.
What are some 5 frame safe jumps?
Check the first page of this thread. there is a spoiler with safe jumps.
well i’m not too inexperienced wit
Well I’m not too inexperienced with Makoto. I am 2000 PP, 4.8k BP with her…
Points mean nothing. Im 3k/10k and still ass lol.
experienced or inexperienced, vryu is right. if you’re getting reversal’d all the time, if you’re tsurugis are getting punished constantly, then you’re rushing too much, playing unsafely, or not reading your opponent and adjusting properly. it would be wise for you to listen to vryu and the other vets on this forum. we all need a little improvement, right?
another new tech^^
[media=youtube]MONTY6GeE1M[/media]
So Sick o__O I’m going to the lab too^^