I definitely like what I’ve tried of him after reading your synopsis. This is gonna sound really scrubby, but the thing I don’t really like about him is the need to do SRK motions off of neutrals, specifically quick normals like st.LK and st.MP. If I can get past that hurdle with some time in training mode, I’ll probably replace Nina with Heihachi, as Nina has Makoto’s damage off of footsies but without the hit-boxes to back her normals up, damaging AAs to back up the need to play footsies, and the can-opening when that fails. Actually, Nina does have a semi-Blockakusa type thing in the form of her EX dash -> unblockable lunge (imagine Ibuki’s Raida being unblockable when EX), but it’s not the best use of meter.
Sorry Mak forums, we will get back to our lady.
but, first
Yeah, it takes a bit of practice to stuff the buffer into a light attack, Gief is my main in SF so OS lights with EXGH is just natural.
But, to start you can forego the pokes with his f.lp>lp target combo, it is a true blockstring and is cancelable; on block cancel into qcb+lp (completely safe, can be charged for a frame trap if they touch a button for crumple) on hit cancel into SRK+hp into his juggle BnB.
The f.lp>lp isn’t the best starter because it only does 80 total damage and I am pretty sure it counts as 2 separate moves for scaling purposes. But it is a killer confirm blockstring from a utility standpoint.
I’m enjoying using these, against Bison you can os s.hk in case he tries to escape using EX Psycho Crusher, I actually did manage to os EX Karakusa Bison out of the crusher when I was trying to os U2 (only hits once sadly, gotta be a reaction to the Crusher). I tried osing fukiages as well but Makoto got hit by the tail end of the crusher.
How up-to-date is the info in the Rindoukan Bible? Is it worth printing to study? Getting back into AE a little and I’ve always wanted to play Makoto better.
Only things in the bible that are truly unusable now are the back throw meaties, since her back throw knockdown frames were changed in 2012. And there are of course some differences in matchups. Other than that, print her off and get studying!
Exactly what I needed to know! Printing now.
After MP or HP Hayate, if i want to IAT, does it matter if i jump up-forward or just up? Im having some problems with hitting crouching opponents, and most often get a jab too the face before i leave ground. Any tips regarding IAT after hayate would be nice!
I think it depends on the Tsurugi you use. A set up I sometimes use is in the corner after a reset (like Crumple > HP Fukiage > Jump > (last second) HP) I do a forward jump IA HK Tsurugi. It looks like it’s gonna be a cross up, and screws with a lot of onliners reversal attempts, tech attempts etc. Once they’re knocked down in the corner after that series you can usually stun them relatively quickly afterwards.
Generally I use a delayed mk tsurugi when jumping fireballs to hit confirm and combo after, but for my IA tsurugi’s I have much better success rates with HK. After a Hayate, I test them out with another Hayate string (like cr lk > lp hayate or cr mp > mp hayate depending on spacing). If you do it to them a few times you can condition them to try and block low, or even jab you out of it, which is when the IA tsurugi messes with their plans.
I’m no expert like, so don’t take my word for it
Sorry, I didn’t even answer the main part of your question! I usually do a forward jump, as I’m often terrified of whiffing the attack completely.
My crouching medium kick trades with Ryu’s diagonal jumping hard punch. Is Fukiage the only reliable way to beat it on reaction, or do I have other options?
So, today I got beat by a Seth. It’s happened before obviously but this one made me really mad. He had all this bp and pp, but all he did was whatever he felt like doing, I was helplessly blocking with no answer to anything, because I didn’t know what was coming. Yes, I am probably just salty, but does anyone know an answer to Seth? Is this a problem for makotos everywhere or am I just bad?
The one way to beat a Seth is to stop playing his game. If he keeps abusing your wakeup, make him respect you with proper reversals.
Welcome to Seth :giggle: seriously tho I’ve been thinking about this lately. Makoto has to be one of Seth’s best matchups. Considering he does whatever he wants against everyone else makoto doesn’t really have an honest answer to him. You can’t just say he’s doing this so I’ll ex Kara him and catch him. It’s a gamble for both with Seth having the odds in his favor. One of the things we have going for us is we can kill him in 2-3combos. My best advice is keep blocking and look for grabs/spds he uses to open u up. His ground mixup is weak and you don’t have to worry until your in the corner. IMO makotos hardest match up when the Seth player is on your level/higher.
ha, seth dies in 2-3 combos?
good luck trying to get him to stay grounded and be vulnerable. not to mention followups to max range jumping attacks sometimes whiff because of his wonky reelback.
If you have your links down ya you can do a lot of damage to him. I never said anything about keeping him grounded. Gotta make him scared to jump. I havent had many problems comboing Seth. Maybe an hp missing after a jump in hp but I don’t really remember. Like I said before (or didn’t) she can kill him before he can her. The problem is when up close he can pressure you into srk/spd/tandem/throw and you’ll have to guess right to get that damage. Throw toe stomp into the mix when in the corner and unless your haitani,shiro or vryu your sol. Btw can he stomp makoto if she’s crouching? Add makotos (IMO) horrible reversal options against him and his options to get out relatively safe. If you pressure and guess right tho he should be stunned after 2 combos and maybe an lk after… I’ve had 10 second rounds against horrible Seths. So yes. 2-3 combos. Thanks for coming
k
Someone tries to help and you start being an ass? Way to go.
God, I hate the term onlinewarrior. There is like 0 local competition here, closest being an hour and a half away in raleigh, but gas is like 4$ a gal now. Why does it matter if I play online? But anywho, sifting through these posts I’m getting that you basically have to defend perfectly against mix ups and shenanigans or get blown up. And maximize damage if you ever get a chance.
Congrats you live in the hotspot for fighting games in north America clap yourself on the back. You’ve personally fought the top 2 Seth players in N.A. Guess I’m kinda jealous :s I guess the 2 1/2 years I spent in Japan, going to the arcades losing 10s of thousands of yen to people like kindevu, mago, neurosis etc makes my opinion on the match up superior to yours automatically? And then you call me an online warrior AND quote my membership date and where I live? I didnt know I had to be on srk for 10 years before I had any worth :s I’m sorry sir but you are the kind of elitist troll that needs to stay away from useful threads like this. I’m trying to help improve fellow players and you come troll the whole thing up. He nor I ever said he was playing players like OT or 101. I simply gave him advice that I figure would help him in the long run. Now TROLL ON. But please don’t. This is a great thread and doesn’t need these kind of posts on it.
Btw the most damaging combo on crouching Seth without meter is j.hp>mp>mp>mp>mp hayate doing 310 damage. You can replace the hp with a tsurugi if you wanted to.
I think it’s the hit boxes. I’m not 100% sure tho. Ffs doesn’t work on a crouching opponent. Save it for karakusa or a jump in that you notice is hitting them standing. If their crouching go for mps.