Are you sure about Dudley? Ever since AE came out, and c.MK got a slight buff, I’ve noticed there has to be a sweet spot for Dudley to jump in on Makoto, unlike in SSF4. I’m not sure, I guess if I do a little list I’ll check it out more.
LP Fuki is the one to use on bad crossups, yes. Least startup + you don’t move. Makoto’s main goal, in my opinion, is to scare people into not pushing buttons. Depending on who you play this gameplan can be very effective or next to worthless.
after cMp hayate i normally throw out a cLK since you are at a heavy advantage on hit…don’t abuse it though people tend to mash when they started getting their asses handed to them because of that…after landing it a couple of times just backdash to be safe and punish accordingly…as far as dashing go i never dash 2 times in a row, i normally dash and then do a f.MP to close the distance
If you’re hitting your opponent with Hayate, then you’re not at disadvantage. The LP version leaves you even, while the other two leave you positive.
I wrote down all my testings on paper for AAs. I put some of them down in one of the OPs. Yeah, I screwed up the code, I’ll fix it later.
I’ll finish soon.
EDIT: added videos for Yun (Haitani) and Dictator (Combofiend )
Kara karakusa + pad anyone?
I pick ultra 2 only in matches were people have fireballs + Srk. Are there any others I should apply it to
Finished the AA section. It might be a bit boring, because I basically stopped at any testing if c.MK worked, but there are some interesting finds, and I personally learned a bit. If you see anything wrong in it and can get into training mode and confirm for sure it’s wrong, I’ll re-test it.
- Robo.
Pad or not, the easiest way has been and always will be 236236+LK,4+K.
U2 is situational. Generally the better your opponent is, the better U2 can be as an escape, but against a truly good opponent, U2 is risky as there are safe options to destroy U2.
Fei Long, Cammy, Guy, and Sakura are good to run away from without necessarily eating a big punishment for trying it. U2 can get you out of or punish vortexs/mix-ups, like against grapplers, Akuma, Ibuki, and Viper. Vega’s wall-dive, Blanka’s balls, T. Hawk’s Condor Dive, and certain meter building tools like random Lariats can be flat out punished with U2.
Personally, I usually find myself going to U1 unless I NEED U2.
Question on Zangief match up.
I main zangief and this match up seems 6-4 now to makoto…
I find when i have life lead all makoto needs is a lil meter and ultra- then boom 35-50% life gone
I really have a tough time playing her…and for mid-high level makotos i just wana drop the pad…
with her air tatsu kick and her EX comand grab…What he frame data after landing the comand grab? any tips would be really helpful
http://forums.shoryuken.com/t/makoto-strategy-and-match-ups/95710page-39
Look for posts from GuroPrimo and Mossad Man. Since Guro also plays 'Gief he gave us a nice little rundown of possible tactics from the big guy’s perspective. Mossad gives possible counters to said tactics. Also check out the first page. It has our match-up info.
A fine kara karakusa , never heard of it xD , just kidding , did that in case the guy doesent realize you meant 63214
Another thing I wanted to add , just to make this comment usefull because I dont know how many of you know that , BUT when you pick Ultra 2 you basicly stop the fireball game , once I t thought that it’s useless in ssf4 (non AE) and I stoped using it until a sagat destroyed me a full round only with fireballs … then I thought why did he spam so much ? When you actually get in his head you realize that the makoto player is no thread for you because you got fireballs, so you’ve got nothing to worry about if he keeps throwing, so in the end i started picking U2 against sagat just to make him overthink while i’m getting closer inch by inch, also for this plan to work I think it’s important to get up close in the beginning of the round ,otherwise when you get the ultra you’ll be at a super disadvantage unless you absorb , block and then absorb again.
Thank u much
I understand the number input from looking at the keyboard but I’ve seen so many different versions I’m confused
It’s actually 63236+LK, 4+K. My bad. I’m not sure if the 3 on the way to 2 is necessary, but I do it anyway.
It isn’t necessary, I do mine 6236+LK, 4+K but it is just preference.
I tried out 236236+LK, 4+K in training mode and of course, it works with the way inputs are in SSFIV.
6236 LK 4LK works fine
(simply do shoryuken input until 6, push LK, then back+kick)
Personnaly, I use U2 on every shoto plus Juri (I don’t know how you guys handle this match up, but it really gives me hard times when she’s zoning with her FBs).
Don’t be too predictable with U2 though, good players can easily bait it.
I can pull it off about 80% in a match on pad now, 100% in training. I used to use the method Zakbg recommended but I found it cumbersome when trying to work it in block strings. I just hit f + lk and roll my thumb back to b + HK. When I do it the input is 6214 HK. I’ll try to record a vid for my hands if necessary.
Thank you guys again. What would u guys say separates a average plater from above average. Considering after above average would be pro
I’ve been practicing It seems I have to be very fast or strict with 6+lk ,4+lk part. Now that I know about it I’m probably using it for all the wrong reasons. Like when kids learn to curse