Learning how to Kara-Kara isn’t going to stop him from murdering you, sadly. Try 63236+LK, 4+HK/KK, works the best for me, just make sure you do the 63236 part very quickly and don’t delay the 4 much.
Just sayin lol. Am I just imagining things or didn’t we have a fuller os section. I’m getting the feeling that my wake up is to easy to figure out and am trying to remedy that.
I’ve been playing Makoto for quite a while now and I feel like now is about the time I should just straight up force myself to learn the f+lk Kara karakusa.
My execution with the stick is just bad though. I always start with down-forward + LK instead of f+LK.
I have a theoretical question, as a Gen player I love to explore character capabilities and I have a thought.
I succeeded in learning the st.lk karakusa cancel, and I managed to use and land it a few times in serious matches and it seems nice, however the chance of landing the st.lk seems to be a problem that is potentially devastating against the wrong opponent.
Has anyone cancelled the st.lk into mk.karakusa, and if so, is the range good enough to substitute for hk? And if so, shouldnt the target combo theoretically come out if you mistime the setup and at least give you an opportunity to break focus attacks, execute the target combo into hayete, or at least push you away from the opponent at the range st.mk would on block?
I (and most likely other Maks) have already thought about this. No, it doesn’t work unfortunately.
S.LK into Karakusa isn’t a cancel like say C.MP > Hayate. Cancelling a S.LK into a Karakusa will result in a Karakusa coming out on hit, block or whiff.
Yep, day 1 of learning about the TC becoming cancellable we were trying to concoct some OSs to beat backdashes. As you said, there’s no OS of any form, because Karakusa and st.LK -> st.MK come out no matter what.
Sounds inconsistent, sounds like you’d get EX Hayate no matter what, or accidentally cancel the second cr.LP into EX Hayate. I like df+LP, f+LP+HP to OS Yamase against backdash, st.LP on block or hit.
In corner : Ex Oroshi => Dash => 1f delayed s.Lk => Jf.Hp
Fake cross-up Work on : Ryu, Ken, Viper, Rufus, Dudley , Guile , Cammy … I didn’t Test All cast
Has anyone tried spacing it right so that if say your fighting an Abel and they go for say a cr.hk cancelled into roll they whiff it? I’m just wondering if it’s worth it for makoto to play that game and tempt other characters into it cause with Abel if your watching for the sweep you can dash in on the recovery and karakusa. It would work with any character whose recovery is 23+ on the move.
Against Balrog I find most are gonna throw out dash punches. If there is a bit of distance between yous just throw out the LK MK TC. I love beating their EX and non-EX dash punches with it, it’s easy to confirm into a hayate as well. It’s pretty much just a normal game to me aside from those EX dash punches, be careful of those overheads though…they are annoying like his jab.
As for Cammy. I’m not sure what exactly I do right and what I do wrong…iirc Banbabans Cammy raped me even though I didn’t play him much. There just seemed like there was no option but to block until he lands something.
Although I think matches usually go differently for everyone. :\ I find it easier to learn the match ups myself rather than read the match up posts since I usually have a different experience to what it describes.
My balrog players play fairly differently from eachother. The first one changed his main so I wont go over his, but the new one is very good at spacing me out. If I rush in he mashes jab and hit confirms his bnb by catching me without a true blockstring, or he will armor through my standing strongs. It sees like any bar of meter can be used to disregard my close range attacks. Maybe I was doing st.mp HC karakusa too slow but he jabbed me out of that.
If he gets a jab that is blocked he begins a blockstring that goes like this: cr.lp>cr.mp>dashpunch, and it leaves me at maximum range to be forced to block dash punches into the string some more. If I manage a normal to get out he armores through it, If I dash out he resets his game, and if I strike invincible through any of it with ex oroshi he jabs twice into a bnb, usually for ultra.
My primary successes is with oki. I standing throw tech late and catch alot of ex dash punches when he has meter, and then try*** to meaty him. A few times hr actually ex dash punched through meaty st.hk… so my setups must be mistimed. Axe kick on wakeup forces him to waste a meter, but one game I got him to 50% and he literally dash punched 10 times in a row to my oki, and 3 landed, the overhead caught me and I ate ultra. I began saying, “Disregard meaties, aquire Ultra.” Which was funny but seriously frustrating.
Cammy info will be provided.
Oh and his jumpins unless safe were easily beaten so he didnt use them often, maybe my bro has no safejump for makoto.
Balrogs dash punch is -3 on block so if you were to stick out a mp it should ch anything he’s throwing out after. Even a lvl 1 tap is -2 so worst comes to worst throw out an lp/c.lk and let him know to not mash c.lp after a dash punch. Don’t rush him either. Balrog has to get in on makoto not the other way around. He can’t jump cause makoto covers his air normals pretty well. He can’t come in with dashs thanks to mp/lk^mk and the fact they don’t leave him at advantage. Cr.mp buffered hayate is easy to pull off on him 2. When your playing him position yourself constantly for that. It gives you time to react to dash punches/jump ins and he can’t throw normals cause they’ll get hit by cr.mp. In a gist of things space correctly and don’t get aggressive. Let him know you know his dash punches aren’t in his favor and watch for throws cause eventually that’ll be where his damage comes from.