Intro: Shobu ja Let’s fight.
Outro: Nanija? Ay toko nashi jano What? That wasn’t your true power.
Geni yo waka. You’re too weak for me.
Intro: Shobu ja Let’s fight.
Outro: Nanija? Ay toko nashi jano What? That wasn’t your true power.
Geni yo waka. You’re too weak for me.
So…
I’ve gotten Makoto’s universal, basic SAII followup down cold. I’m pretty content with the amount of stun + damage it does for the little amount of actual effort applied.
I mean, I don’t need any validation here, but are there successful Makoto’s out there that do not do the 100% stun? If there are, great. But if Makoto truly needs the 100% stun in order to win consistently, then I guess I’ll start learning…
you don’t necessarily need it to win, but against ken and some others it helps greatly. i usually use the fierce xx sa2 - fukiage - jump rh and you get a free dash mixup.
Actually, a lot of good Makoto’s don’t even use the 100% stun. That’s not saying they don’t know how to do it either, most probably are able to, but are just probably not as consistent as they would like to be executing it. I would say about half of the great players use it and half don’t.
You really shouldn’t need to rely on it at all, but it can be a great helper in a tight situation. And I guess just the threat of having the 100% stun can help you a lot also if you show them you can do it.
I usually use what xsonicc uses or if I have enough bars I use the double EX Fukiage setup to do a 100% stun (if I think they will fall for it). Personally I am able to do a 100% stun, but I am not confident enough of executing it, which may be the same for a lot of other people.
Thank you very much!
random Q
wish i would have saved frame date on my hard drive or something when it was available
how punishable is f.hp on block? is it better to do all three hits? i like to throw this move out on rare occasions, when the opponent is whiffing moves for meter… has retarded priority and trades with chun’s b.hp, at worst…
in a recent tournament, some chun-li tried to reversal-super it (i think he was a little late), and it looked like it shouuuuld have hit me…
i’ve had somebody do urien’s EX tackle as a successful punishment before… i don’t know how fast that move is…
frame data
http://home.att.ne.jp/star/GR/3rd/index.html
twds fp its -4/-2/0
as for how many hits to due generally its safer to stick to just the one due to the other two hits do very little damage and if they don’t suck they will know its pretty much a risk free red parry attempt
not sure if it’s been covered, sorry if it has been. how do you do kara her moves? more specifically, what would be the inputs?
low kick and hard kick and c. hard kick just do them before a move >.>
thanks mac. guess i still need to get the timing, move still comes out whenever I try to do it.
is fukiage ever used as an anti air?
If any good Makoto players out there are playing 3s on MAME would you care to give me some good Makoto vs Makoto practice, I have never yet faced a Makoto in a tournament or anything but I will eventually so I know I need the practice.
regular fukiage… not really, i only use it against elena. ex fukiage is a decent anti air, but you usually have to anticipate their jump ins and stuff. it trades and even beats a lot of random shit on wakeup too.
not that i’m that good but i would play with you, but for some reason mame seems to run choppy as shit on kaillera for me. sorry
Awesome, my name on there is “Your Majesty” so if you ever see me try to get my attention. I always play on “excellent” connection which makes it twice as good, not sure if your doing that currently. Still some input delay but I guess I can get used to it, Ill look out for you on there.
could you hook me up with the info on how to get this started? i would really like to play you guys
I sent you a message, just so you know though I cant gaurantee you will like the small input delay, hopefully it doesnt frustrate you too much.
small ? or large c.c;;
Iv recently decided to try using makoto here and there, starting to get her style and timing for karakuzas down, BUT…I cant do s.FP xx SAII for the life of me so I always end up just s.FP -> ex hayate, which isnt bad, but i want to get automatic with s.FP xx SAII… is there some kind of trick to it? any tips? any help appreciated, thx in advanced
sa2 is a kick not a punch… with that just keep practicing
I don’t think he’s trying to do sa2 with punches, he’s jsut doing ex INSTEAD cus he can’t get the sa2 to come out.
As for input, everyone finds their own way. Some more ppl have asked the same quesiton in the past, but cus I’m bored I’ll summarize the tips I can remember:
-start with holding your stick back if you get c.hp too often
-practice
and for the tips I can give from personal experience:
-don’t think too much. You have a lot of time to think about the timing and motions when you’ve karakusa’d them. This time is what usually screws me cus I get tense and my motions become very very tense and very very bad. Try to relax and not to think about it.
-practive s.hp xx sa2 without the karakusa first until you get that down
-relax (it’s worth repeating), the more you practice the more you realise you have enough time to do the motions and there is no reason to force them.
This is actually harder than karakusa -> s.hp xx sa2 since with the karakusa you can hit the s.hp earlier before the karakusa finishes, and it’ll still come out after the karakusa, giving you more time in between to do the motion for sa2.
The best advice I can give on executing it is to stay relaxed and focus on doing the motion smoothly rather than quickly. Like kara-throwing, you’ll hear a lot of exaggerations on how quickly you have to execute it, and often people end up executing it too fast, which is the problem I originally had. The time in between the s.hp animation and the kick input for the sa2 is probably a little less than half a second, which if you count in your head is actually quite a bit of time; you’re granted even more time if you hit the s.hp earlier than the animation, in the fashion I mentioned above.