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

I need an independent test
I found that stand forward beats Claw’s off the wall options. I dont know the names of his moves but it easily anti airs the way bounce when he comes down on you with the claws out (beats it even when he comes down behind you!) and its extremely easy to time. Also beats the wall bounce when he flies across the screen horizontally but its harder to time.
I did it consistently to the cpu then tried it in training and it works every time. Unfortunately Im not a claw player and I dont have friends so I cant know if I was executing his wall bounces in the most efficient manner. Also I couldnt perform the suplex one at all. So maybe someone could verify this or atleast meet me online so we can try it together

I imagine the throw follow up might win, can’t you fukiage all of his wall jump specials? Also, would the LK MK TC (that is TC1 right?) work?

This is actually the style that suits me best although I don’t seem to keep to it…maybe that’s why I lose. You really need to control the speed of the match though to get it right. You need to slow it down, and have good defensive use of normals to keep the opponent from getting anything started, so the surprising sudden burst of speed catches the opponent off guard.

I admit that fuki is the best counter for damage, but I guess I should also admit that I still mess up on executing them so stand forward is suppose to be an easier option. Plus even if my execution and timing is good on fuki, sometimes claw will go behind me which reverses my inputs. I’m not as quick on the adjustment reactions as I should be. Also I don’t think that you can fuki the claw horizontal special? Lastly, the recovery on fuki has gotten me into trouble when claw basically empty jumps the wall divae and lands next to me. Stand forward has more range and less recovery…and less damage : (

I’ve actually adopted this style recently as well, but it was more because I wanted to see how often I could make people run into her normals. Also, I’ve been losing a lot to incredibly defensive players who just wait for me to run out of patience and do something stupid (which happens more often than I like to admit). I’m kinda surprised how often this style works. I mean, I’m doing my best to play her in extremes. When I want to move toward my opponent, I barely use her forward moving normals, I just walk. It’s definitely a change of pace for me.

Use the shortcuts for the SRK motion for better consistency on Vega’s wall dives (so basically 1313+lp), he also shouldn’t be able to punish lp fukiage after a dive because he has an insane amount of recovery on that move unless you do the fukiage really late. Once you have him afraid to try to dive on top of you ready yamese, EX hayate or kara-EX hayate depending on where he lands for a near full screen punish, or if you have it use ultra 2.

IDK if this was answered already but how much invincibility does ex oroshi actually have?

I think it’s 4 frames?

What ever it is, its not enough : )

12F invulnerability except throw. Active at 18th

EX Oroshi starts up in 18 frames, only 12 are invincible, although still completely vulnerable to throws. Where the 4 frames come from, Bleachy?
Gah, V-ryu beating me to the answer.

so then what are those six frames in between, just extra start up frames? if so thats r-tarded

Hmmm, not sure really. Had it in the back of my mind, clearly I should leave the advice-giving business to the real experts :stuck_out_tongue:

I can has question! Can Makotos C.MK be used to consistently beat or avoid Viper Burn Kicks similar to shoto C.MK?

The 6 frames after the first 12 invincible ones are just 6 completely vulnerable start up frames…that’s where you’re able to be hit out of it by mashing bums. :stuck_out_tongue:

For Bleachy. :smiley: The only thing I don’t like about the Shoryuken Wiki is that a lot of the other characters have no side notes for special properties (like invulnerability to certain attacks or whatever) of their moves.

Abel for example;
Falling sky (LP version) damage is '0140’. They don’t note that the 0 part is the damage for when it ‘trades’.

I don’t know why you don’t just go in training mode and see for yourself, but yes it does. You don’t recover in time to punish, but you get a chance to gain momentum. cr.mp also works. f.mk as well, which is useful if you want to escape the corner or something.

Just lazy for once. Thanks for the answer.

Generally, when can you do Ex-Kara to get out of pressure from normals? Sometimes it comes out and sometimes it does not. Is this relating to how “tight” their block string is?

If it’s a true blockstring, IE chains or receiving enough blockstun that the next move attacks before you recover, you can’t mash through it. You will block while mashing as long as the attacks in the blockstring don’t require blocking low or high.

Mash VERY SELECTIVELY. EX Karakusa is used to target frame trappers, almost nothing more. Don’t do it on wake-up and don’t mash it, use it carefully with good reads. Have a reason that warrants it.

I think one can do an ex Oroshi by pressing the PP at the same time has an up key (like 2147 + PP) and Makoto is considered airbone making her immune to throws.
Or am i totally wrong?

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I wonder if this thing is usefull or not.
I tried to use it after a ex oroshi.
I usually do ex oroshi, dash, hk feint, dash, karakusa lk.
I wanted to do : ex oroshi, dash, hk feint, egyptian walk, karakusa or better, tsurugi.
But it seems to be too slow to be effective, a reversal shoryuken hits the egyptian walk even before it ends, the next move has not started yet.
Is it possible to do it faster, or even usefull in another setup ?

This does NOT work.

What the hell is this??? I don’t get it.