if it’s a character that has a potential to reversal you with something that’ll hurt… (ken/hugo come to mind, shoryuken/360) be a little hesitant to approach. kara ex oroshi is a good option if they try to jump, also beats them blocking low. if you’re feeling a little conscious about your execution, a c.mp xx hayate will also catch them if they try to jump, but it’s risky so i usually cancel the hayate and dashup karakusa or just crouching fierce. kara karakusa obviously has the most potential for damage, but higher level players will know it’s coming and jump/dp/something you. it’s all in the mixup.
Some good options are your basic mixup, but I guess your a little more open after a reset than your basic options because they must think much quicker.
I stole this one from J - UOH, than s.lk --> EX Chop.
You can get away with this more often in this situation than most - Dash in, c.jab, karakusa.
I see some people s.lk --> jab hayate. To keep them grounded if they try to jump away, mix it up with a karakusa. (I forget if you have to dash in before that move though sorry) EDIT- Although, I like to use safer options to keep them grounded.
Those are the only special ones I can think of at the moment, the rest are just your basic mixup options on their wakeup. EDIT- Well now that I think of it, you cant really use ALL the options cause you have a shorter time frame, but I hope you get the idea.
Ah yes, this happened a little while ago but I would like to tell everyone a little tip.
I beat out Dudley’s corkscrew blow on his wake-up (a very well timed corkscrew blow mind you, the guy I played is very good) with an EX Chop. I believe I timed the chop very well also. But myself, the Dudley player, and tons of people watching definitely anticipated the corkscrew blow to take my life. To everyones shock the chop cleanly beat out the corkscrew blow.
Perhaps it could be useful to you. Or does the corkscrew blow have less priority than I assumed it had?
i stuffed(it might have matched blows in my favor i was really tired) ken’s fierce srk with an ex oroshi(chop).
also i found something interesting vs urien unblockables low parry and neutral grab not only will you get urien out of the way BUT you are invincible for some of the reflector suprising amount of time actually test it out those of you who have better execution other wise i suggest tech rolling ^^
I love the invinvibility on Makoto’s neutral grab. I’ve gone through a lot of low pokes, hadou bursts, and shinkuu hadoukens with it and it always feels good, real good.
Is it just me or is low parrying a shoto’s low mk to tatsumaki really difficult? I swear the tatsumakis almost instantly come out after you parry. I’ve tried doing a fukiage after the low parry, but I can’t seem to get that either. Could just be my timing but I just neet help dealing with tatsumakis as a whole.
No need to take a risk parrying something into tatsu since you can just duck under it and punish (hp hayate or c.mp x hayate depending on distance). If you’re fighting Akuma, then get used to switching the blocking direction whenever you see him pass over you. If you do want to parry and punish bigger then you can do Fukiage after parrying the first tatsu hit, but, again, I would keep it simple. If it is indeed Akuma you’re fihgting, your punishment after blocking the last hit depends on which version he uses since lk mk and hk are -12 -8 and -5 respectively.
I see. I was wondering because my friend uses Akuma’s tatsumakis to set up a reset so that he can use the ground punch sa while I’m still in air (bogus).
NO makoto SHOULD loose to akuma… although i do almost everytime. my probelm is i get intimidated bye the akuma rush down find my self in block stun most of the match or i’ll keep trying to jabfukiage his demonflip to no avail lol anyway i know if i have meter vs akuma all i need is 1 karakusa and it’s GG but i still find myself having a problem against him. oh well.
Try to kill him before he gets two meters If you block low for life once he’s got meters and punish consistently, he’ll move on. Since you mention parrying to punish I’m assuming he does them without a guaranee/parry. He should play Makoto.
Why don’t usse the Ex Fukiage when he is “fliping” ?? O__o. Against Gouki, your best choices (and friends) are j. Hk// any Tsurugi or the Dash under when he is jumping.
Mackinzie- We have the same problem.
Kyo-1- My friend is good at hitting me with air tatsumakis when I try to shut him down with a short tsurugi, I guess it could be my timing or he has gotten used to my Makoto tactics.
Try to hit him with j. Hk or EX Tsurugi or parry and hit. ;). The Tsurugis are very difficult to usse in “Air vs Air” scenario.
I see. I’m assuming that I should use short tsurugi after the air parry. I think I just need to not be so afraid of Akuma in the air and not want that sweet death combo so bad. It makes me sad when I lose to Akuma because I know that Makoto has the tools to drape on him.
If you’re parrying the Tatsu, you can’t usse any tsurugi, you must hit Gouki with normal moves (Mk for example). On Gouki, a efective S.A. is the S.A. III. (a Hp xx Hatate on Gouki whit this S.A. Hurts a lot) but you must be good at Parry and try don’t be cornered. The S.A. II is a good option too, cause if you can land a Karakusa -> Hp xx Abare. Gouki is stuned.
I FINALLY DID THE 100% STUN COMBO 1/175 tries the second uppercut still get’s me hung up IF i get the kara fukiage shit is the most difficult combo in the game. >.<
nice one dude.
thanks man! just hope you’re not my 175 attempt at evo this year =D jk jk
ps it was against urien because i heard it was easier on him ^^
um… for me, the most dificult combo is one with Yun on Cornered Shoto: 1 2 3 xx Genei Jin: Mp F+Hp, walk a bit F+Mk, Kara Palm, F+Mk, F+ Mk, Kara Palm, walk a bit again, F+Mk, Kara Palm. Dp+Hk K.O. Finish. ^^U
ill play denjin ryu just to spite your little combo.