I am new not only to street fighter but to fighters in general so please bear with me.
These are my questions:
How do you practice meaties in training mode?
What I’ve been doing is that I record the CPU back-dashing all the time and then practice the meaty setups but, I don’t know something tells me there might be a better method.
How do you practice safe jumps? in training mode?
I just record Fei Long or Sagat doing flame kick or tiger uppercut and then practice the 4F safe jumps, is this ok?
Are BP and PP important? How do you measure your progress?
Any training mode routines that you can recommend?
For meaties practice with no block and watch the combo counter, or just know which attacks can only be linked meaty, like mp.oroshi, s.mp or s.hk, s.hp, or c.lk, U1. Backdashing gives the other character about 1-8 frames of inv and then they are airborne from then on.
For safejumps and pption selects it is much better to have Makoto as the dummy with the safejump/os setup as her recording and then use the character whose reversal you want to beat and try to beat her jump in.
Bp and pp are probably the lowest form of following your progress. Keeping track of your percentages is a decent way. I personally watch for a certain player who beat me some what decisively, if you run into him again and consistently do well/beat him is the best actual sign I use.
probably been ask alot but how long did it take till you guys felt consistent with mak. still in the baby phases of learning and just wondering about my fellow mak players.
I always thought it was weird that the best way to “practice” safejumps and OSes is to basically not do them lol. I wish there was a way to set the opponent to automatically try and do a wakeup reversal special that way you could actually practice the safejump more effectively.
(This was back in Super) it took me a good 2.5 months before my basic execution was consistent (links, dash spacing, combos, ect), but I was only playing about 3 hours a week. Wouldn’t be surprised if you were able to learn that stuff faster. The hard part is learning how to apply everything to the various match-ups.
What about crossups.
Against players that do a lot of crossups what i should do?
i know we have a great dp but sometimes that’s not enough against solid crossups
Updated the first page with some match-up discussion on Sakura, Abel and Seth. Still need to find video examples. If you some really good ones with teachable moments, please post so I can add them.
The fact that it’s the longest and easiest to kara normal throw that she has available makes it a great throw to use in a mixup or post Hayate to get that last amount of 200 stun needed to dizzy(which is above average). A stun caused by a single hit (throw) is the best stun you can get as far as I know.
As much as I wish it did knock down, it’s definitely not too bad.
Most people aren’t going to Flame Kick (or do any uppercuts) because if you don’t do it, then they are gonna hurt a lot more than if they just took the hit from EX Tsurugi after you block their move. It’s also something that works multiple times a match for me.
To be honest, I’m surprised you’ve only just found this use/starting using EX Tsurugi like this.
Yeah man DAT STUN. Also, given all of the Kara normal throw whiff LP Fukiage that we’ve been working on its one of the safest options she has:
-on opponent wakeup
-post hayate
-in a block string
-after s.LK (to see if they’ll jump, LP/kara EX fuki if they do. If they don’t you know Blockakusa is a GO, if backdash you recover in time)
-after dashing in
-to force constant throw teching (to open up MK Tsurugi)
There’s more, but the fact that it beats damn near every move (love beating things like Lariat or a vulnerable uppercut lol) that’s not invulnerable makes it extremely safe. The fact that you can OS it with Fukiage makes it extremely dangerous, and as Scrub 'n Shine said getting a stun from it is about as good as it can get for Makoto. Time for TOD combos… It has lots of uses. There are a few things you can do afterwards to beat any mashing:
-My favorite is f.MP. It beats anything that’s not an ultra, but trades with most SRKs. If you aren’t launched, then you have the advantage while they are reset. If they mash you will get a CH, and can link to s.MP for full combos
-Next is s. HK. You can’t combo after this, but it beats EVERYTHING including SRKs clean. I’ve never had it lose. It would lose to some ultras of course but if someone is mashing ultra after a normal throw that doesn’t put them on their backs then I should not have done this. But i’ve never met anyone that thirsty before lol. Since it is done so far away, it stuffs anything without armor AFAIK. But it will whiff if they just stand there and block and won’t bring you any closer to them.
-F.LP (just to screen and/or CH a long range poke should they mash. happens a lot with adon), and Dash EX Karakusa. TON of stun from this. Works on those who second guess themselves a lot. if they mash and get CH and hesitate at all then they get grabbed. Really frustrating for them. If this is done in the corner, I, instead, dash and prep for Fukiage, not Karakusa. Basically Normal Throw, f.LP CH, dash Kara Normal Throw OS Fukiage. Love this shit.
-s.MK works nicely, but i would only do this in the corner. Since you’re much closer than usual, the s.MK will stuff all jumping and give you time to reset and discourage them from jumping. if they actually make it over your s.MK, you can EX fuki and catch them. Vryu did this to me twice lol.
Back throw is definitely better in many situations, but the closer the opponent’s back is to the corner, and the closer they are to stun, the better Normal Forward throw works IMO.
@godly
I used it to counter antiair normal move (dhalsim knee, sakura crHP) but never used it to trap. I found if it only hits once, that does only few stun/damage.
But because it works every single time, i think ill do it more often. LOL
After hitting HP Hayate (close distance +2F), do cr.lk -> EX Hayate, other than invincible reversals, it will beat mashing, standing guard, jump. If you mash the button (from EX hayate), you can catch backdash over 25F as well. You can also use this for opponents wake up as well.
Backdashes under 25F include: 24F Boxer, 22F Chun Li, Claw, Cammy, Rose, Adon, 19F Fuerte. Also, Dictator, Cody, Yun and Yang can cancel their backdash in theory but there’s no way anyone can counter EX Hayate on reaction.
And here’s one for vryu lol, from Haitani:
I feel like Vryu-sensei thinks like me when using Makoto. She moves like mine.
There is a 2 frame gap between the time the block stun starts and the HK Kara grabs. The only way to hit it is to just frame an invulnerable move or buffer a jump/back dash. If the move is not already input by the time Karakusa starts up, then they will get grabbed. if the move they buffer is not grab invulnerable then they will get grabbed. On hit it is a little less reliable, but you have to wait until the last active frame of s.HK do do HK Karakusa or it will not connect. There is a better chance of getting reversal’d in this case.
Otherwise it will not lose to anything else. That’s why its so cheap lol. and we LOVE cheap :D:D:D:D