All About Makoto / Read this first

another hayate (lp) would typically teach them not to try to poke (if it is, in fact, them poking you back being the problem)… i learned this from fighting this chun who kept spamming c.lp post hayate. i’d hayate again THEN karakusa, works wonders at times, but of course, dun abuse… :slight_smile:

also, if the try to jump and get tagged by the hayate, followup with hp hayate

EDIT: My question tho, when i find my scrub ass cornered by, say a very aggressive alex, i duno what to do. am training myself to tech throws, but when i try to tick-and-dash (hoping to karakusa x abare combo), i always get parried :s

any tips?

dun tick just throw alex is fat

My answer to people that have gaps in their oki, for example: jiggle out of your throw range to mess you up, is to get up straight into karakusa. If anyone is NOT immidiately attacking with shorts or other things but is rather waiting for the unthrowable window to pass, you have enough time to grab them with a karakusa. It’s a total guess obviously. Or… do that thing Ken I talked about. It was an option select Ino (or someone) taught him, of basically superjump instant EX Tsurugi (d~u,uf,f,df,d,db,b+KKK) so that the DOWN input of the super jump would parry anything low (or high jab) and do the input so you would get a karakusa if you do get a parry.

Something I do that catches ppl off guard is to go straight into c.lk xx lp Hayate as I get up. Again, if they’re not piling on the pressure, this works. Some Yun players do the same thing (c.lk x lp dash punch) because often when someone finally has Makoto/Yun on the ropes they get over-zealous and usually don’t block. Besides, what’s either of them gonna do? DP? lol.

EDIT:
I just read my own post and, it makes it sound like you should try to reverse the situation whenever you can, but honestly most of the time it’s in your benefit to just block and try to either jump OUT of the corner (over them, and try to parry stuff as you go over) or straight up into your usual jumping shenanigans (tsurugi, whiff j.hk, hit j.hk).

? I’ve never seen that before. Is it as obvious as it sounds? Whiff on the way up, hit on the way down?

whiffing j.hk really late is difficult to discern from a hitting j.hk. If you whiff and land and then throw people will often freeze up ‘thinking’ they’re in block stun. You see Alex players do this with j.mp too.

carefull though some people will just crouch for a forced whiff as j.hk doesn’t hit c. characters but like hugo or urien or something like that

I need some help against Urien. I fucking hate him. Just general strats would help.

Don’t get cornered. Adapt your followups to the headbutt, which can mess you up after a hayate combo and on wake-up. Ummm, against the Uriens I’ve played against they usually AA, as opposed to block or parry. So I would say when you jump be prepaired to air parry, but that may just be my personal experience. But seriously, try not to get cornered.

EDIT: To elaborate on the adapting to headbutt thing: On wake-up they have very few options so they have low-teching (essentially a low jab) knee drop, headbutt and throw. Both kneedrop and headbutt are otg on the first frame, so a meaty will get you an air reel. So tick throw needs a little mental pause in there to see if they’re still grounded. Dashing back works great as oki cus it’ll cover a bunch of their options. Also, if they jump at you or straight up from neutral situations, Urien’s J.HK is very strong, but it’s almost always done early to take advantage of its vertical range (think makoto’s J.MK). So parry earlier and at ranges you normally wouldn’t.

kneedrop isnt otg first frame, you can fucking meaty him into death for that shit

hayate beats jump and headbutt

Ah, my bad.

Zen you left out wakeup throw, guess parry into launch/throw (depending on meter/what they parried and screen position)

also more gimmicky shit like wakeup st. rh, launch, ex headbutt, cr short/jabxtackle/headbutt

as for Urien j. rh is best use as late as possible to make is virtually unpunishable on parry if they do it early and hit you high you can parry and juggle them with two hayates

as for very general advise cr fwd thrown from a range that they can’t parry it and st strong when somewhat closer (even if he parries it he can’t launch you)

c.jab alot =)

unlike the the rest of the cast (excpet chun and/or ibuki) when urien parries a c. jab from makoto and c. fierce’s she only get’s hit bye the first hit of the elbow, so basically you don’t get launched, not to say he can’t do other things but a lesser experienced urien might know realize this especially in the heat of a match.

sue…Wheat.
Thanks for that tip

For the most part this is only true if mak throws it at max range and Urien down parried it… So to summarize expect to get launched if you get your cr jab parried

I did mention that one ^^

but you’re right about there being more options on wake-up, though IMO none of them should truly change Makoto’s normal options (the mixups I use anyway). A lot of his options that involve an attempt to turn the table get foiled by dashing back out of range (or my preferred way if making distance: whiffing s.lk from up close). When they start doing ‘crazy’ (read: smart) things like wake-up dash > throw, then you know you’ve been dashing back too much XD

The more I think about it, I think I like instant EX Tsurugi in this match. Don’t know if I would have to do it a bit earlier to avoid getting beat by headbutt.

you can punish knee drop with 2x hayate i beleive >.>

depends on how high it hits you… if perfectly spaced(just catches maks foot) its pretty much completely safe even on parry.

If it hits you really high you can do lots of things

Zen

ex tsurugi is pretty good

due to how tall Urien is it almost always get both hits (be careful if you start abusing it too much on top of him as it is a free launch if parry/red parried and it also gets beat by ex headbutt (but usually beats jab headbutt) if done close and/or deep.

Also backdash gets hit by ex headbutt (assuming your doing it on the later side to try and bait something)

why do i always cr. block uriens cl.RH -_____-

bad day of 3s today =(

So i’ve been playing shotos a lot lately and i’ve realized that they never ever go on the defensive at all. They just constantly attack even after i’ve hit them. The stupid part is that it works. I can’t do anything. It’s like they’re just mashing buttons. I don’t understand it.

Like, after a hayate they always hit me. ALWAYS. Either they SRK or just a c.lp or c.lk even if I do a lp Hayate after the first one. My mind is blown and I hate shotos.

Try option selecting during the post-hayate mixup. Tap F then Hold DB. You’ll either parry or block the next attack. Punish accordingly.

I normally punish a blocked Shoryuken with a c.LK xx Jab Hayate to repeat the mixup once they do the lil landing animation. Timing is easy and maybe convinces them not to SRK so much.

I probably should punish the Shoryuken with a Karakusa, but I don’t try that a lot because the timing is tricky before they can jump/attack again. I sometimes fuck it up. Once I tried that and the Ken player just held up, jumping on the first possible frame and my Karakusa missed, he j.HK > supered me on the way down. But if you can do it, go for it.

Also, try not to have your non-EX Hayates blocked.