…:rolleyes:
epic matches =)
:woot:
I have a question.
I play alot with a guy that is arguably better than me, and each time I win a round or match he tends to tell me how shitty my timing on move “X” was and whatnot. One thing he says alot is that there “probably” is some bug with Makoto’s throw frames because he can’t seem to tech it or throw me first, ever. So my question to you peeps is if you know anything about any bugged frames in her throw? The regular f/b+LP+LK one, not Karakusa.
Edit; He plays Dudley and Yang, if it matters. It happens on both. “:)”
he has slow eyes hand reaction, that’s okay i can’t tech throws worth a damn but i don’t blame it on the game…
I don’t know if this is related to what are talking about but, Necro’s throw seems to have great priority compared to other character’s throws; maybe some character’s always beat out others. He could just be slower than you though.
as far as i knew… all throws aside from command throws are 3 frames (per ino) so he is probably just slower or expected you to do something else…
makoto wakes up really really slow, necro wakes up really really fast. nothing special about it, be faster(or slower…)
Throws have two frame start up, and pretty sure one active frame, and the range varies from character to character, especially after kara-throws are taken into account (though technically
To tech a throw, you have to press LK + LP within the first 5 frames of animation
so you got to have 1/12th of second to react to a throw that you had 1/30th of a second to see coming
sounds like your bud just doesn’t understand that you can’t really do throws on reaction, throw techs actually have a pretty narrow grace peroid and ususally can’t be done on reaction, they happen because one player PREDICTS, not sees, that the other is about to throw or they both happen to try to throw eachother around the same time,
when I try to throw tech, or just throw, I mash LP + LK just in case to reduce the chance I don’t get jipped by something stupid like grabbing one frame too early or late to tech
Throw ranges are at the SRK wiki. Makoto has one of the lower throw ranges and their isn’t anything messed up on Makoto’s normal throws. You probably don’t throw at what most people consider “optimal timing” and so when he tries to throw he ends up not teching from throwing to early. I know i’ve tried to tech before and failed. That’s the only reason that makes any sense.
All throws have a 2 frame startup, only difference in priority is that some have more throw range so if you whiff a throw they can throw you back whereas if they whiffed a throw you’d have to move forward to throw them if spaced right.
Ya necro wakes up REALLY fast and has one of the bigger natural throw ranges. If he tech rolls I recommend chasing with f. FP or kara-karakusa as they are both safe to techroll > throw which most necro’s use as if you try to dash to chase them you’ll most likely eat a throw. Learned that the first time I went to dallas and played a solid necro. Watch pinoab7 or Sugiyama and you’ll see people fall for it all the time. Just got to learn to counter it.
Breaking throws on reaction, HA. It’s all prediction. Their is a lack of animation on a successful throw that makes breaking them on reaction nigh impossible. By the time you see yourself getting thrown that’s about the end of the throw break window their so if you see yourself getting thrown, you can’t react to tech it.
against dudley, does anybody have some method of protecting yourself from random backswing blows (other than just blocking)? it’s relatively easy to parry, but then you have to guess whether or not they will cancel into super, and that usually ends with me getting embarrassed.
example: ken can like… mash on c.lk or something.
i don’t really like to be blocking/immobile against dudley at close range
i dunno about preventing it but most of makoto’s mediums will beat it before it gets back
cr. MP that shit on reaction unless of course you already threw something out pre-emptively and it whiffed like a cr. lk :sad:.
But ya … moment you see them go backwards cr. MP them without any fear.
that guy sounds like a jerk.
oh yeah, c.hk… i always wondered if that move is comparable to ryu’s s.hk… as far as beating-dudley-for-free goes…
Ya … use cr. RH a lot in this matchup. It tends to Beat most of Dudley’s pokes and has pretty hella quick recovery for a fierce. When I see backswing blow I’d still reccomend cr. MP as it’s faster and like they said cr. RH will sometimes trade, However, post -hayate if you want a solid move to use cr. RH is great. Beats jump away or backswing blow clean in that scenario and worst is they block it and your perfectly safe as this move on block puts hella distance between the two of you and has great recovery.
I love your avatar.
don’t use cr rh too much. risk/reward is not in your favor because dudley can still tag it with his own hk. you could hit him 3x and the one time that he tags it:
- gets his damage
- gets his wakeup game because you wakeup way too slowly
- gets you cornered
use it sparingly, just enough so you condition the dudley not to press so many buttons. and it does beat out alot of his shit, but his fierce/f.fierce can both beat it out. once he starts looking for it, you need to start moving on. if you know they like to do backswing blow post hayate, just backdash. you can whiff punish it on reaction there, whereas if you just stand there you have to time it pre-emptively.
Got a general question about makoto and techrolls. I’ve seen japanese vids of makoto crossing up someone when they techroll by dashing through them, but I’ve never got it to work on Ken so are there certain characters that you can do it on and if so who?
Necro and dudley? Im pretty much 100% on necro but not sure about Dudely… Alex too…?
paging mike wakefield… paging mike wakefield…