Noted. I wonder if Fukiage can be OS’d into it. Gonna hit the lab.
I’ve used it to tag guys that love to spam lights on wake-up. As you know, solid players will maybe throw 1 or 2 jabs since the recovery is low enough that they can block if you go airborne. Well, IA tsurugi LK is fast enough to hit them while they’re in the jab animation. However, the execution has to be on point. When I say Instant Air, it means that Makoto does the animation, but it looks like she’s barely left the ground. Hard as hell to do online since there’s still a couple of frames of lag (I was doing it in the arcade), but it can surprise people who are expecting the MK version.
i thought all tsurugi had 11f recover for all version? i heard lk tsurugi is a dp bait i use sometimes
does makoto have any fuzzy guard tech? sorta like jury or adon doesent seem like it but anyone know anything
I dont’ think so.
But it would be interesting. Juri for instance can attack 2x in the air. Can Makoto cancel a normal into Tsurugi? has anyone tried this?? I don’t think she can. But it would be awesome if:
A-she could attack twice and
B-She has a move that hits on the way up.
So I’m thinking jump in hp, jump up early (insert attack here for overhead), MK Tsurugi. But I don’t think its possible.
Unfortunately it doesnt work, makoto doesnt have any special cancellable air normal, its one of the first thing I tested back in the days.
And Adon and Juri only have one air normal which is special cancellable, respectively neutral jump mk and forward jump mp if I remember well.
I doubt they ever give such thing to makoto since she can combo after tsurugi. But hell yeah it would be nice (and broken). :wgrin:
Added a quick little Super section (not much to say about it), and my Safe Jump Guide.
We just have to get these OSs in order and this guide will be the best on SRK … er, the bester.
- Robo.
Got an online question for you guys regarding Ultra1. It seems like people I play against can block this 60% of the time after I karakusa, is this a lag thing? I’ve been practicing this in the Training Room since the beginning but I seem to be mistiming it online. Does a yellowbar and below guarantee that this won’t work? Am I better off to just HP into Hayate or some other punish?
And if it’s an execution error, is there a better method to do in the Training Room to test why the opponent can block the Ultra?
Sidenote (still new to SF4), how do I avoid reversal Ultras after Ultra1 flashes? (other than doing it when they don’t have a Super/Ultra of their own). This is probably related to the above as well.
No offense but It’s probably on you, I’ve hit that shit in the worst of lag.
nah I still have the problem online with U1 after karakusa part of it can def. be lag. The problem is if it is lag that is causing the problem even if you went for the HP into Hayate they can possible ultra you or dp mash through that as well. I had someone last night do that to me in between the karakusa and the HP they got off their ultra. I’ve have that psn lag though don’t know how different it is from xbox live, I’ve heard lag is worse on psn.
You could always go into training mode record Ken or Ryu mashing out dp’s or ex dp’s over and over. Then on playback kara as they are landing and try to go into U1 to make sure you are timing it right, though auto block should be showing you that already.
Ah okay, thought it was just me. I figured autoblock “should” work and I can bust that out 100% in Training Mode but I noticed the “dummy” is quirky at times.
But the above is the exact setup I do in Training Mode (record a dp and switch to playback) to see if they can break through a karakusa, but I think there might be a little hesitation still when the playback starts, so that’s why I tested both the autoblock and the instant dp dummy. And yah, I’m playing this through the PS3 as well.
If you want to test something, the best way to do it is to set Makoto as the computer controlled character and record the set-up. You have to make sure the set-up is, in Robot Mak’s words, “frame tight”. Then you let your recording play while you control the shoryu character (or which ever one you’re testing against) and mash that DP as hard as you can.
I mash dat shit. Never have ultra 1 problems. More so command grab xx s. Hp problems
is it posted with a list of all of the characters we can do this on?
whats the set up for this i have tried and tried to figure what i could be but im stuck at the moment lol
normally, I will release the video tonight (“had” to play WoW yesterday. LOL).
I have 40 clips to put together. It’s a bit long :x
I think most of things are known by experimented players, but who knows.
why should i play makoto? what am i getting myself into? whats her bad matchups and why? why do you mak players play her? just some simple question i like answered please
Mak is fun as hell. It’s really rewarding when you mindfuck an opponent with a flurry of attacks and they don’t know what to do. I’ve been training with her for a month and played her online for a few days. I’ve been losing a lot because her spacing is unique. Trying to master her dashing is a little weird for me, not to mention I still have Dudley’s muscle memory in me (tried to AA with what I though was EX Jet Upper only to have Fukiage come out and eat a full jump in combo)
the more experienced Mak’s can speak on bad match ups, but off top I know Tyrannosaurus Hawk and Gief are 2. Bison, Guile and maybe Chun are hard, but they are definitely winnable.
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Cause she’s baller status
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Rage and elation. There’s no middle ground with Mak.
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I started making a list here but it was pissing me off, so just learn the matchups and jump back fierce if you can’t figure it out.
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Cause she’s baller status
Only you can answer that
A world of hurt, disappointment, pain. For your opponent.
Yun/Fei. That is all. The other matches are player based and much more balanced (i.e. - you vs. daigo yun is a worse matchup than you vs. my yun). I don’t think many other characters can just beat on Makoto enough to call it a bad match up. Some people have issues with THawk, Cammy, and Rog. If the play is solid, its pretty even though. If you are as inconsistent as me though, it is 9-1 one way or the other depending on how you’re playing haha. Oh and I had trouble with Bison. Until he met my s.HK. Now I wear bison’s hat.
I personally play her because she has an incredibly complex move set. Although she has less than half a dozen special moves, the manner in which these moves are successfully utilized is more important than the variety of the moves. Makoto is a character that requires intense training… I’m sorry, its the most intense of any character. Including Viper. I played viper. Yeah she’s tough, but not Makoto tough. Makoto requires a particular dedication that not many people have. She is not for everyone. But, IMO, she is by far the most rewarding to play.
But if you pick her up be prepared for an actual relationship. I mean with actual love, and fighting, and seperation, and committment and shit like that. For real. And I hope you like to study. Jusayin.