I feel kind of like a noob for writing this but I have trouble vs wake up parrying, and in general people who tap down a lot. Sometimes I feel like getting a knockdown isn’t even a good thing because I have like a 1/3 chance of taking big damage.
Wake up parrying gets a lot easier for the opponent when I do meaty attacks. The obvious ways to beat this are:
Attack non-meaty
Throw
The problem is, I feel like if I don’t do a meaty attack I’m sort of letting my opponent off the hook. I’m letting them jump away, start poking me, walkup and throw me, or whatever. I knocked him down, shouldn’t I get to attempt some extra damage?
The first option is something I see lots of high level players do. They sort of hover back and forth in front of an opponent and either walk up throw or go for a hit. (Is there a term for this?) I can do this pretty well when I play Chun/Ken/Yun/Yang, but my main is Makoto, and I don’t really know how this translates to her. Her walking speed is the slowest in the game, and it’s not like I have a great low poke that I can stick out once in a while to prevent them from doing anything, so…what exactly do I do? Am I just not mixing well enough, and I’ll inevitably have to deal with wakeup parriers?
Any thoughts you guys have on wake up parry-ers/parry spammers?
When I feel a parry attempt or a block attempt, I go for throw. Also, keeping a good high low mix-up game with Makoto should keep option-selecters weary (unless they’re like me and pretend stun doesn’t exist). Also, if you can manage timing the command throw, that means you have a way of dealing with option selects that leads into big damage.
I also try to pay attention to how much meter my opponent has. At least where I play, people tend to guess parry more with meter.
I’m afraid that’s about as helpful as I’m going to get.
Makoto’s probably best off just staying right next to her opponent. She can either early EX tsurugi, c. FP, c. LK > hayate/oroshi, s. MP tick/hayate or straight karakusa.
If people keep trying to guess parry and succeed, it means you’re not throwing them enough.
As for people who guess parry repeatedly throughout the match, remember that attacking at the very first opportunity isn’t necessarily a good idea. There’s a reason why you see a lot of good players doing nothing after a blocked attack. Lots of people will bait counter attacks like that.
I’d say, go for a universal overhead. It’s safe from low hitting attacks and the recovery is pretty good, too. Or go backwards and then go for a kara-throw.
In Makoto’s case I would even recommend to do a kara’d Karakusa (command grab). Just do her s.Short and then cancel it immediately into her command grab to increase its range.
But attempting a meaty is generally a good idea because many of them can stuff reversals, but only if timed properly.
i agree a lot …you need positioning your char in a especific distance (like a body) because he can do a weak up grab and do moves from this distance (you can tap a parry , walk and grab , grab baits…etc)
wait like half second and do moves…is very very safe maybe he can know the move you want do…but he not know the time of your move
When i use Akuma, and i have one bar, I go for Cr.lk x2 , if it hits, i use super, if they block, kara throw.
well, with anyone with a kara throw and any meaty hitconfirms, or unless you don’t want to use your bar.
just to clarify, IF your char (I use akuma also) has a useful kara technique (most likely throw) then you should back up (or back dash) and then kara-whatever (not every time but alot). And if you dont have a good kara technique, you should either poke, hit confirm, or meaty?
here’s the thing about meaty attacks; they could give you away, or they could set your opponent up.
i could do a “meaty” UOH (MP+MK) a little early, so that it’s finished right before the opponent gets up. they “see it coming”, they parry/block high but nothing hits, you hit c.LK xx hayate.
or i’ll UOH extra early, c.LK early, qcb+PP. in this case i’m not even sure if the c.LK will hit; but i’ll time it so that if the c.LK hits, it buffers into the overhead. if it doesn’t, they still react to the c.LK but the overhead’s there as cover.
i think they call that “dancing around your opponent”. you could also jump straight up > instant parry, but that’s more defensive and Makoto shouldn’t have to defend. but whatever works. also helps to play mirror matches and see how they’re “concealing their intentions” on wakeup, why it works on you, what you’re doing wrong etc.