MM here,
Come on RM, you know I had to add your “Guy” info from the Strat/Matchup thread…
Just saying :).
MM here,
Come on RM, you know I had to add your “Guy” info from the Strat/Matchup thread…
Just saying :).
So, since MP Fukiage’s first frames count as being airborne, is it possible to auto-correct it on wake up after Ibuki knocks you down to avoid her Kunai mixup? (aka. get the air-reset instead of guessing)
Need some testing… Good shit on this thread btw, really helpful
3131+MP. Really, if you just mash 31 as much as you need, it’s foolproof.
Do you get a air-reset or does it get stuffed though?
I’m asking because I know a couple characters with air-borne reversals (shotos, viper, etc) can get away with a reset instead of the guess. I would test this out but I’m at work right now
You should get a reset. This has been known for some time now. Although Ibuki’s vortex is a bit weaker in AE, this was possible before and is still applicable to this matchup AFAIK. Need testing though…
Would hayate canceling mk be beneficial in any scenario other than keeping u closer. Ive been practicing canceling it on a blocking dummy and it feels like the next mk comes out faster. Which would be odd considering they both recover the same
Actually, s.MK xx HC recovers a frame slower than naked s.MK. Thus, you lose a frame of block/hit advantage and it takes a frame longer to get your next s.MK out. It’s just easier to time another s.MK after seeing the end of the HC, that’s all.
s.MK xx HC doesn’t really have any practical use. *Maybe *it has its use in corner trapping an opponent who you think will jump, even then, there are better options.
Very true weve all been there. All you really have to do is bait idiots like that though. they just look for random shit to do so yeah bait the crap out of em and the rock em.
Yeah, but it gets boring doing that. The real enjoyable part of playing Makoto is making those reads. It’s no fun when your opponent only knows “mash SRK” when it comes to defense.
I saw a link to option selects in the other Makoto thread that ended up being a bad link. I see a few mentioned in the guide, but with no detail into the input. Can someone point me in the right direction? Can’t currently play AE so I’m trying to make mental notes for the next practice session.
This is true it makes the game devolve in to "block and punish" fighter 4. My only advice is try to get up with somebody from SRK on the matchmaking part so you can have enjoyable matches. Im right there with you though. People who just mash buttons have been a plague in the fighting game community since the dawn of time.
jHP, stHP, MP Oroshi, stMP,MP Oroshi, c.MP, MP Hayate, cLK, EX Oroshi. when doing that block string is that all suppose to connect on the blocking opponet because when I try to do it the mp oroshi pushes me back too far to continue. I could still probaly just continue the blockstring but idk can someone explain how the st.mp is suppose to connect?
I’m pretty sure that is a counter hit set up for people who are pressing buttons and not a blockstring
that list of moves wasn’t listed as a counter hit setup I saw it on the blockstring section on page 1
That block string set is based on short gaps that would allow your opponent to push a button and get punished. If they mash Jabs or throw then one of the hits will connect. If one does connect you transition from the block string to a full combo (since the blockstring doesn’t combo).
Also take this with a grain of salt. It won’t work on everyone. Particularly grapplers and people who mash ultra/3f reversals. It is good if they are mashing jabs/throw, though.
Although Oroshi does combo after a CH s.:hp: this was not meant for that. This was meant, in super, as a means of playing a high/low/framtrap minigame. This is good, and is AN option, but you have better options now. Namely blockakusa.
The big problem with s.HP xx MP Oroshi on block is that there’s a 6 frame gap between them. Even someone like Viper can crouch tech through that, and much more easily anyone quicker.
I put in Captain Bob’s very considerate upload of the hitbox data into post #2. It fits beautifully all in one place!
[media=youtube]GqfSub088jE[/media]
LOOK AT IT! LOOK AT IT!
do you’s makoto’s agree Dudley vs Mak being 5;5
I’d personally say 5-5, that sounds right to me from my experience.
Dudley lost that random j.HK jump-in because c.MK got buffed, but aside from Makoto’s s.MP and c.MK, Dudley’s s.HP and f+HP can fuck up our best zoning pokes, c.MP and s.MK. They’re both fucked on wake-up against the other.
I favor Makoto playing offense in this match, it can be too hard trying to zone the guy and eating f+HP, combo of death into the corner.
I dont include jump ins apart of the match up at all.
Dudley’s s.HP and f.HP aren’t a problem for makoto as she can easily EASILY c.MP xx EX Hayate.
In footsies it’s more Makoto c.MP, s.MK xx Hayate vs Dudley’s s.HK c.MP xx MP/EX MGB
Dudley uses Ultra 1 in this match up. Short swing blow and ultra 1 beat her backdashes.
Makoto uses U1 in this match up, good axe kick guesses, and s.MP OS dash into karakusa does too much damage.
I think Dudley has the advantage when on defense than Makoto does. Havnt had to worry about any safe axe kick pressure on wake up yet.
I’m pretty sure I’m forgetting something Makoto has in this match up.
Ultra 2 useless for both characters,imo,
Makoto cant escape with u2, dudley cant OS backdashes with u2
all based off of experience and training mode