I’ve been doing quite well with Makoto I just need to use Karakusa and Oroshi more. I’m already pro at spamming Hayate since none seems to block them ^^ I already got 4 consecutive ranked wins and I even perfected some people that froze when I began my hayate attacking.
Is there any way to use tsurugi effectively ? It’s slow, has bad hitbox and it barely hits on standing opponent. Today I used it on air against jumping Ken but magically it went right through him. I also have problems to get in range to do karakusa so is there any tips on how to work on that ?
Also fuakiage is not much used but it has it’s moments, especially when the round begins and people usually jump on me.
Ugh… apparently EX Tsurugi doesnt have any invincibility at all -.- , just tested on training mode. It doesnt go through fireballs or normal moves, maybe I was just lucky dodging fireball with it lol. Sorry guys
use it to punish techthrow.
for example:
cr.LP2 -> kara throw
then switch to
cr.LP2 -> MK tsurugi. If opponent stand tech throw (b+LK+LP), he will get hit.
In fact, just learn your opponent and watch when he usually stand-techthrow, and do a IA tsurugi -> combo, to punish him.
You can also use it to avoid throw.
For example:
opponent often does (in your guard) shoryuken FADC -> throw.
just IA tsurugi after his FADC.
Use instant tsurugis vs incoming pokes and grabs. Say you get a reset or jump in, then go s.mp > s.mp on block/hit whatever. Then they’re thinking about throw teching or throwing out a poke. NOPE. Instant tsurugi beats em, then depending on the range and if you used LK or MK, you get a free s.HP/s.MP > hayate/EX oroshi/Hayate feint mix ups or c.MP > EX hayate. Oh yea you can link Tsurugi into Ultra 1 as well.
Also use it as an approach.
You can also do meaty lk instant tsurigis to beat wake up shoryus(they go behind you if they wake up shoryu).
On a side note, it feels like in order to play Makoto, you have to master her normals via. when to use them and WHY to use them.
So tsurugi can be done like cammy’s air spiral arrow ? I mean instantly after jumping ?
If so then it becomes much better. Actually it becomes awesome and that motion is easy since I have practised it quite a lot with cammy. I just thought that it can’t be done so I didn’t even try it ^^ Thanks.
Also I don’t know why but it seems to be really hard to use karakusa. I just played some ranked and beated many people but I just couldn’t take it into my arsenal even though it would give me free chance to punish them. So any help for that ?
I played like 15 ranked matches and won over 10. So many ken, ruy and sagat scrubs but they all ate my fist. I don’t know where makoto hate comes from. She’s awesome and I’m not even that great with her yet. Well I use her normals pretty much since they are great. HK and HP are great no matter standing or crouching.
technically like 1 in 10 you can use TK input to IA tsurugi but it’s not practical because it has a min height that is right around the max leniency the input buffer allows (at least that’s the best way i can describe it). just jump and do it really fast.
what is the most basic mixup on wake up,im just starting with mak. i have air to air mixups(dont know what their called when you meet someone in the air then dash under them) but my ground wake up game is lacking i usually just mix command grabs and axe kicks and kara/tic grabs.i kinda play her like i play abel
…hld fwd+fk cross-up, ex oroshi… (mixup is hld fwd+fk cross-up cr.lk xx lp hayate)
…throw (mixup is hld fwd+fk cross-up, throw) OR (mixup is also fast and low mk tsurugi, ex hayate)
…karakusa kara-karakusa or tick karakusa + followup (mixup is hld fwd+fk cross-up karakusa variant+followup) OR (mixup is also fast and low mk tsurugi, ex hayate)
…then you got jump in cross up with j.mk…
I’m sure there are a bunch more that could be added like focus cancel setups… n.jump overhead strings… and more…
My problem with mak is waking up once I get knocked down…
i know!O.o but backdash has saved me many times but you have to use it wisely and sometimes just take one for the team so that they dont expect backdash all the time
I was wondering about what you think is the best thing to do when your getting up off the ground. And how you counter ibuki repeatedly dashing in for her neck snap I tried backdash but i guess its not fast enough as your getting up could have been lag though.
block them,expect neck break to be abused especially if your not blocking the,i know its fast.but sometimes its better to just block.im not sure how to punish.cr.mp?:wonder:
But is it really useful? I prefer the forward grab to keep my distance at times, also doing LP Hayate stuff lots of reversals after the grab, well so far with me. Dunno if this is true in all instances.