AEMAKOTO Guide and Q&A: Ask all your questions here!

well, none really crouches when they see the opp in the air, its a common reaction, but I agree we need a way to condition them to block. prob using the same setup but doing regular j.mk crossup instead, or just oroshi.

Anyone know how to contact Haitani and Shiro? I think they’d love to add these Tsurugi cross-ups to their game.

Just use twitter:

@shiro346
@hai090

But I’m sure they know about it already by now. JPs subscribe to youtube too. Whenever I read jp forums they do watch for vryu posts.

That is pretty funny but I only use the xarcade on my handmade arcade mame cabinet. I have 3 custom sticks for ssf4

No, you can’t.
Jeez, can I get a real answer please!?
Beyond pressure on wake up which was explained awhile back. I mean I win the matches by waiting patiently for the mistake but is rather shut down all the crazy moves directly. Because then I think it would be an easy match

i talk to them on twitter already. I send them new video everytime I do one :smiley:

and as said farplaner, i post them on japanese forum too.

I went ahead and put the set ups in a google docs spreadsheet:

I tried to do the best merging the video and the list from OnlyAshRemains, but feel free to edit if there’s anything wrong.

If Cody is right next to you don’t hit buttons, his frame traps are killer. Max range his Criminal upper is pretty safe. Play him at your max poke range and don’t let him in; play for KD with OS exhayates and sweep. His wakeup is not good, so see if he goes for Bingo! on wakeup, and if he does he is probably open for throws. His only saef wakeup happens with 3 bars, meaties can eat him up. I suck at n.jump defense, but the discussion from a couple days ago with kara forward throw whiff to fuki will do some damage to nuetral jumping hp. Also, most Cody’s I have seen rely a ton on up close pressure without really accounting for ex kara wrecking their shit.

Not very comprehensive (or informed lol) but hope it helps a little.

Sick!!! So glad there’s communication between the east and west Makoto communities.

But back on topic. I tried a couple of these and yes, they are “brutal”. Hell, at my skill level (intermediate) they’re practically murder. One guy even sent me a message asking WTF was going on, lol. Instead of being an asshole and telling him to learn how to block, I directed him to the video. He messaged me back saying this shit was borderline OP.

If only I could respond on XBL with this:

http://www.google.com/url?source=imglanding&ct=img&q=http://upload.wikimedia.org/wikipedia/en/archive/7/73/20110128203738!Trollface.png&sa=X&ei=QdZ4ToSWCaSFsALsu4HYDQ&ved=0CAcQ8wc&usg=AFQjCNEp1X4PDtzePF4JlCsEUP155ojp_A

How do i do one of these instant hayate cancels that i´ve seen in the last video? Mine take way too long…

More like east and FURTHER east lol. Then west is in there somewere, for flavoring. Like butter. or Black pepper.

OH yeah:

http://www.google.com/url?source=imglanding&ct=img&q=http://upload.wikimedia.org/wikipedia/en/archive/7/73/20110128203738!Trollface.png&sa=X&ei=QdZ4ToSWCaSFsALsu4HYDQ&ved=0CAcQ8wc&usg=AFQjCNEp1X4PDtzePF4JlCsEUP155ojp_A

OK so here are some notes from cody. The first is from Cydvis

Cydvis on Cody

[details=Spoiler]

[INDENT=1]Ultra of Choice[/INDENT]
[INDENT=1]U1. Can be OS on his wakeup, can punish EX zonk, can anti air.[/INDENT]

[INDENT=1]Offensive Opions[/INDENT]
[INDENT=1]- st. mp is good at max range, 2mp max range stuff his far hk, during his pressure 2mk beat his “hop kick”. 6mp beats a lot of stuff but none of the ruffians kicks.[/INDENT]
[INDENT=1]- Cody have a slow walking back speed and a nice hitbox, dash forward karakusa works perfectly.[/INDENT]
[INDENT=1]- on wakeup, meaty mp is totally safe on cody ultra 1. On cody ultra 2 it’s better to safe jump (meaty lp is possible but it have to be on the last frame to be safe vs ultra 2).[/INDENT]
[INDENT=1]- do not jump on Cody.[/INDENT]

[INDENT=1]**Defensive Options **[/INDENT]
[INDENT=1]- criminal upper is hardly punishable. Most of the time makoto is out of range, safe for zonk (non ex).[/INDENT]
[INDENT=1]- ruffian kick lk is punishable if it didn’t it on the last frames, mk and hk are easy to punish.[/INDENT]
[INDENT=1]- Cody’s jump-in are quick, it can be hard to fukiage. Cody far hp can beat st.mp, trade of loose vs 2mk and/or st.hp (depends of range and timing of the jump-in). Straight jump hp trade with mp.[/INDENT]
[INDENT=1]Fukiage juggle fuki is hard to do on cody (even with kara fuki), do j.hp or tsurugi juggle instead.[/INDENT]
[INDENT=1]u1 beat all jump-in non crossup, beware of j.f.hp: u1 move slightly forward and can make cody goes crossup with a non-crossup move.[/INDENT]
[INDENT=1]- watchout of Zonk during footsies or blockstrings, invincible to strike basically safes. Zonk startup is throwable (ex zonk fully invincible but can be punish with u1/mp).[/INDENT]
[INDENT=1]- don’t jump ![/INDENT]
[INDENT=1]-the knife is dangerous during footsies. Seriously.[/INDENT]

[INDENT=1]**Option Selects **[/INDENT]
[INDENT=1]- anti backdash + anti-reversal zonk/ex zonk + anti-wakeup u1: meaty 2lp OS U1 or safe jump OS u1 (<= that one work even on cody u2)[/INDENT]
[INDENT=1]- anti backdash (Cody can do the end backdash frame special cancel, so be carefull):[/INDENT]
[INDENT=1]meaty mp OS 6hp[/INDENT]
[INDENT=1]meaty hk karakusa hk[/INDENT]

[INDENT=1]**Reverse Matchup Information **[/INDENT]
[INDENT=1]They want to:[/INDENT]
[INDENT=1]- chip a maximum of life with rocks[/INDENT]
[INDENT=1]- mark a counterhit combo on their insane blockstrings with frametraps like 6mp 2lp. (don’t press buttons between those hits)[/INDENT]
[INDENT=1]- avoid close range if they don’t have the upper hand[/INDENT]

[INDENT=1]**Problem Solving **[/INDENT]
[INDENT=1]- on close range you can grab the startup of zonk.[/INDENT]
[INDENT=1]- when stuck in a blockstring, it can be better to eat a throw than a counter hit to big combo because of an wrong tech throw attempt.[/INDENT]
[INDENT=1]- 1f for juggle hayate after corner ex hayate[/INDENT]
[INDENT=1]- 2f for 6lk juggle after corner ex hayate[/INDENT]
[INDENT=1]- after karakusa, FFS is the best option (FFSS and mpx3 don’t work)[/INDENT]
[INDENT=1]- after karakusa, hp xx hp hayate, cody is at hk karakusa range[/INDENT]
[INDENT=1]- after FA lvl 2, dash x2, hp fuki, tsurugi works[/details]
[/INDENT]

And here is what Arc-rail had to say

Arc-rail on Cody

Spoiler

[INDENT=1]This is what I remember offhand from my notes on Cody (as far as jumping at him is concerned):[/INDENT]

[INDENT=1]-Not usually worth jumping at him too much, get a knockdown and then jump as much as you want.[/INDENT]
[INDENT=1]-At long range, whiff early LK Tsurugi to bait HK Ruffian Kick. HK Ruffian Kick and anticipation s.HP beat just about all jump-ins from this range, but Cody players usually hold HP for Zonk.[/INDENT]
[INDENT=1]-If Cody does safe late anti-airs (like b.MP): learn max j.LK range. At this range, j.LK, j.HP, and Tsurugi as a mixup can mess with the timing of b.MP. If he tries to do it early so that it hits Makoto above his head, it whiffs against j.LK at this range, and you can go into jab or tick throw/Karakusa (OS sweep if he backs out of range, backdashes, or does non-EX Zonk.) If he does it late so that it beats j.LK, it will usually lose to Tsurugi or j.HP. Different strengths and timings of Tsurugi can beat it as well, although relying purely on Tsurugi for mixups will just get you focused (early whiff LK Tsurugi, or late EX Tsurugi, can also discourage this behavior.)[/INDENT]
[INDENT=1]-At closer range, jumps other than quick Tsurugi are discouraged except anticipating a laggy move because he can slide under.[/INDENT]
[INDENT=1]-At the range where neutral jump HK Tsurugi will hit, it will often beat or trade with his anti-airs including HK Ruffian Kick, depending on how early you do the tsurugi. Also useful with later timingif you think he tries to Zonk/EX Zonk your pokes. Mixup between crossup j.MK and high LK Tsurugi (activated just after peak, for a non-crossup) can also be decent occasionally at this range, but most of the time you’re just going to want to poke him if you’re this close.[/INDENT]

And Me running my mouth:

The Mossad Man on Cody

Spoiler

I’ve personally had few issues against Cody. Given that he has just as hard of a time with pressure as Makoto does, you’re going to want to apply safe jumps and meaties liberally. Karakusa–especially Kara EX Karakusa as part of a block string–is king in this match. Most cody’s I’ve fought will only jump in a couple of situations, but most are neutral jumps becaue his nj. HP is an awesome move and can lead to a crap load of damage. You can Fukiage this though, so be prepared on wakeup to fuki if necessary. You are going to want to knock him down and pressure him with Oroshis and s.MP.

It is important to know when he will use bad spray. a lot of codys will do this after EX Hayate, so dash x2 and focus the bad spray for the Counter Hit crumple. Please note that this will not work in AE 2012.

Tsurugi is great in this matchup. Cody’s tend to go for c.LKs to hit confirm into criminal upper, especially during your block strings. They will try to crouch tech often, so use this opportunity to Instant Tsurugi>pain. Also, late nj HK Tsurugi is excellent and beats most of his options. Mixing this up with nj.mk/hk and neutral empty jump you can throw off his anti air timing, and punish many of his attempts.

One thing to note on defense… when you are blocking… just stay blocking. do not try to counter hit anything of his or you will be punished hard. Just be patient and when the time is right (meaning he’s been pushed back just a little) c.LK will poke out a lot of his attempts to continue mashing buttons. It may trade, but consider that a way out since you can backdash/tsurugi/jump back to get out of pressure. If you are in the corner though, it can get dificult, but nj HK Tsurugi solves a lot of these problems. Be prepared to Fuki if he tries to take to the air. Also practice Kara Fukiage. It is the only way you can connect a second fukiage. I belive in most situations, kara HP fuki will work, but some will require Kara EX fuki.

Another thing to note is that HK Karakusa will grab him out of his kick. if you time it correctly, it will snatch him right out of it. This is especially useful when he gets predictable and does it from around 1/3 screen away.

Also note that after a reset, many cody’s will try to backdash/normal grab/EX Criminal upper/EX Zonk/ultra. After the reset, dash over, IAT beats all of these options or makes him whiff (getting hit by U2 dirt in the air is a win for Makoto. Not very much damage, and she recovers in plenty of time to punish). This is something Haitani does very well. The timing is kind of weird but well worth the lab.

Cody is so succeptible to pressure that I generally use a lot of Hayate feints in this match. something along the lines of :
(in this order)
Dash s.LP, s.MP, HC, c.LK, HC, s.lk. HC., f.LP, f.MP, f.LP, s.LP s.MP, s.LK Karakara/IAT.

For me this works really well because it is very dificult to get a hit in during this time. He will eat a lot of counter hits if he tries to mash during this string. Be aware of mashing throws though. This is especially true after the s.MP>HC because you will be at +0 frames. A good thing to think about when you’re on the offensive, and you’ll think they’ll mash is trying mixing in s.HK and s.HP HC. These both work really well after a crouching or standing LP.

Finally, yes U1 works really well. OS for his back dash, punishes EX Zonk, punishes any ultra, and you’ll be looking to land lots of Karakusas against him. If he neutral jumps prep for throw/tech throw > LP/MP/EX fukiage. I very rarely use HP Fuki on characters like this, especially outside the corner.

And of course, some Haitani
[media=youtube]ktCBtnIVdKU[/media]

just hold down a kick push down, down-forward, forward, punch.

WUT? What sorcery is this?

lol as long as you’re holding kick down, if you keep trying to do a hayate, it will just do a Hayate cancel.

Thanks for that!

Zonk can be punished by s.MK xx Hayate.

LP Criminal Upper is -5, but the push back will keep him safe so don’t press buttons. Any other button you can punish with c.MP xx Hayate

Ruffian kicks can be spaced so that they are safe on block. If they aren’t spaced properly, you can punish with c.LK xx Hayate, s.MP xx (X), etc. It just depends on how close Cody is to you.

Great video. So you extracted the ones from the list that are easiest to use / most consistent to land i take it?

lol!
Didn’t know that, tried to cancel it the old fashion way

ROFL, I do almost the same thing.
I have OAR post on favourite, and check it when I face a character I didnt play yet xDDDDD
"hmmm, ok, thats HC stMK, lets go". haha.

For shotos unblockable with LK Tsurugi, I found an easier way to do it:
f+MP -> f+LK -> LK tsurugi.

the one with LP hayate is too difficult. I miss a lot. I think it’s not frame perfect. You have to wait some time (before LP hayate) to land it.
Did this against a ken yesterday. Haha, loved his FA-backdash (resulting in FA -> forwarddash on me. BWHAHA).
He mashed shoryu -> whiff.
He crouch -> karakusa/oroshi->full combo. Too funny.