Hello everyone. First of all: congrats to VRYU!!! Poongko is a beast but your showing was excellent; hopefully next time you win the whole tournament.
I have a quick question: I was in the training room the other day (barely have time to play) and I was experimenting with blockakusa. It really seems like blockakusa works from crouching light kick, but I was unable to test thoroughly. Does anyone know if this works??? The animation looks a lot like the one for standing light kick. Thanks very much!
As long as that xu doesn’t become the center piece of your game, you’ll be fine. I use the Tsurugi xu set-ups frequently, but they aren’t what get me my wins. Funnily enough, lately, it’s my footsies that are getting me that W more often. Understanding how to use the c.MP OS is what’s really getting me that damage. The xu is just a nice little addendum.
On another note, I think someone needs to teach FlashM the benefits of punctuation.
@ Nuts and Robo
I would hope I wouldnt rest all my chances of winning on one move, but then again, I did start the rage thread : )
Only because I said I would post- standing tsurgi cross up. These are NOT set ups, only a proof that its all about distancing. And I plan to get the distancing down perfect!! Dummy was set to all block, HK tsurgi. Sorry again for video quality
A sweep from very close followed by a f+mp will put Makoto at roughly the same distance, but a sweep from that range is trouble. You wont get that distance right from any range other than point blank.
Just a quick question, since most of the crossup tsurugis aren’t meaty and performed quite high in the jump arc what kind of frame disadvantage will we be at if they suss out the crossups?
I’ve just tested it out a bit, got hit by 3f reversals on block but managed to block Yun’s EX upkicks which are 4f I think. Going to test it out a bit more, but I feel that not all the setups will be the same frame-wise.
of course it’s all about distance (i hope everybody knew that). But it’s easier to do it with whiffing move. Otherwise, it’s like waiting 32F to do a meaty instead of double-dash.
And about your video, dont forget that during a match, opponent isnt standing right there. He goes back/forward, standing/crouching, and that screws and random crossup tsurugi you would attempt. That’s why setup are better, when you can put opponent exactly where you want. When you know opponent wont move.
So learning perfect distance is useless, imo (except on wakeup). And it changes depending on opponent character.
I didn’t mean just the distance from me to my opponent. I mean ALL distances involved, such as the height of my jump, the distance a tsurgi moves me forward(edit- sorry the tsurgi doesn’t move her forward on forward jump, it STOPS the forward movement), etc. Absolutely my video is pure theoretical, I even said that it doesn’t show set ups, but for me I need to visualize where I need to be in the air for me to then use the set ups more effectively. After back throw, you have the time to visualize where opponent will stand and where your kick must land in order to to it 100%. If the set ups were frame perfect then it would be a timing issue but they are not, therefore I’m going with visualization.
Hey, I wanted to say that my background in gaming is not fighting games or video games at all. I just got back into gaming this past December and my last console was a sega Saturn. So the past 12 years have mostly been spent playing chess. Because of that i believe I may be analyzing differently then most people on this forum. I looking at things in a more abstract fashion. This may lead me down the past to ruin or not, but i wanted you guys to know where I’m coming from when I post an idea that NO ONE agrees with. (and that has been the case 9 out of 10 ideas)
I’m kind of in some trouble here… A local player, often considered the best in my scene, plays Boxer and has been giving me a HUGE amount of trouble lately. I’m not so much concerned about his option select sweep or his mix ups, but the neutral game/footsies is what drives me flippin’ crazy. I’ve never really had Boxer trouble until I started playing this guy again. Can anyone shed some light on some proper footsies to work on against Boxer? I’m aware that s.MP beats a lot of things, but with the lack of mobility, I’m finding it difficult to get anywhere near him without being counter-hit by far s.HP or other pokes by Boxer.
Take into consideration that this scene considers me as one of their top 10 but this Boxer is considered within the top 3 (If that helps gauge anything…) I tried to find videos from a few months back of me and him in the grand finals of our local tournament, but it seems Justin.tv didn’t keep those videos after 4+ months… Of course, I would assume I’ve progressed quite a ways after 4 months…
In short, I need some footsie advice in regards to the Boxer match up. Help a Makoto out!
Ah man you don’t have to feel like that. I get ideas shot down by vryu and RM all the time lol. Plus vryu is extra critical lol. and he should be, especially since, as far as most of us are concerned, he is the reigning authority on Makoto Tech. He was even critical of OARs setups remember? But he still used some in the tournament :). So don’t think about it as not agreeing with you. Its all discussion, given the opportunity, who knows what will and wont work.
Thing is there’s nothing wrong with looking for another avenue of approach when trying to open an opponent. But that’s why we’re here… to discuss things. Keep throwing stuff out there. When we all are contributing ideas (good or not) it helps the community grow as a whole. learn from what vryu says, and please try not to take it personally
Unfortunately, I don’t play chess, so can’t make any direct comparisons there, but I do play some Starcraft and I hear they’ve got a lot of similarities. Although SF doesn’t have an opening/mid game/late game, you do need a solid plan of attack that can be adapted on the fly but doesn’t deviate too far from your original intent. Let’s see if we can translate some of the way you think into SF terms (once again, I don’t play chess, so let me know if I’m completely off my rocker)
Here’s a rough outline of how I play:
Overall goal: put opponent in the corner
Opening (beginning of round)
DON’T back dash right off the bat. This goes against my overall goal. Moreover, this lets my opponent know that I’m not going to give up positioning. If he wants to control the center of the board he’s going to have to work for it. If unsure of what to do, then just hold down back and be ready for a jump in.
Use forward moving attacks (f+MP, Tsurugi, dash into lights, ect) to gain ground.
Threaten with c.MP OS when slightly out of range. If opponent is sloppy, he’ll stick out a limb, get caught by c.MP OS and I get to force him into the corner, much easier. If opponent is cautious and paying attention, he may go for a jump-in. Be ready with c.MK or Fuki.
Score a knockdown when the opportunity presents itself
Be aware that many characters with reversals like to throw them out now because they want to deter thoughts of hyper aggressiveness from the Makoto.
**Mid Game (I have at least two bars of meter) **
Time to press the attack, since I now have access to EX Oroshi/Hayate.
Continue to use objectives 2, 3, 4 from “Opening” gameplan.
Late Game (More about the opponent’s state of mind)
Be MORE aware of reversals since opponent will most likely have at least two bars of meter and Ultra.
It’s really simple, but you wouldn’t believe how much this line of thought helps me.
BTW, Sega Saturn was the SHIT. I loved that console. Had it modded to play japanese games.
If you’re having trouble with boxer, you need to learn to use Neutral jump attacks and max range normals, preferably the hard hitting and high priority ones. You’re going to need to learn his max range too, especially on c.jab and s.hp/hk. reason I say those two is because those are the ones that stop you from dashing in, and subsequently punish you the hardest.
Basically you just need to knock him down and get him to the corner. a couple of things to note:
-at max range, your normals beat his normals IF your normals are thrown first, OR if you time it in recovery. otherwise you’ll trade and lose the exchange.
-that is except standing and crouching HK. Max range both beat out all of his pokes. These almost always win at max range but be careful of c.HK until AE 2012. its ok to trade with s.HK cause it is greatly in your favor (250 Stun)
-You’re going to want to start your meaty setups with chops. Reason being is it beat all of his wakup options except backdash. If he backdashes on wakup more than once, then you’re going to want to go to meaty c.LK
-reason being, meaty c.LK, EX Hayate beats all non EX dash options (except ultra) and makes EX Headbutt whiff or lets you block (yes it stuffs regular headbutt).
-rog is, as far as i’m concerned, the easier character to cross up Tsurugi, especialy after back throw. Learn this and know that if the tsurugi whiffs, All of his options are punishable (headbutt whiffs, use Yamase/c.MP Hayate, if he does TAP, punish with Yamase, if he does EX dash whatever, punish with backthrow and begin again. Tsurugi hits backdash so combo into EX Hayate, etc, etc,)
-remember that you can EX karakusa any EX dash. So jumping into an EX dash and attack>land> EX Kara is always a great option
-if he’s throwing out a lot of TAP, every time you feel like focusing,especially from mid range, throw out random yamase. It beats TAP and all dash punches except dash straight from that range IIRC.
-try to throw a lot in this match. its easy to stun him. Thing is, once you throw him a lot he’ll start neutral jumping. Then start Throw OS Fuki. then he’ll back dash, throw os Dash throw/s.MP etc etc etc.
I got to go to my GF graduation now but if I come up with anything else i’ll hit up SRK on my iPhone.