Forward grab also does 200 stun. Backwards does only 120.
I’ve been experimenting and I hope I haven’t brought old’d news but i find great success in using HP, EX Oroshi after a karakusa. I found that whenever I wanted a knockdown after karakusa and still get good damage would be HP, EX Hayate (sweep is good too but you don’t get nearly the same amount of damage/stun) but unless you’re in the corner the opponent would go flying and you’d have to chase them down. But with HP, EX Oroshi I get 16 more damage (not much, but it helps) and 40 more stun out of it. Plus the benefit of being right over them, ready to do whatever the **** you want. Anyone else doing the same?
I’m doing the same but I’m trying for karakusa, hp x feint, st.mp x ex oroshi
hey guys im having a really tough time with makoto,everytime i dash in to do damage i get hit by a random poke.also the fact that they can focus everything you throw at them,when im close i mix it up pretty well.between her slow walk speed whiffing command grabs and the focus-able axe kick.im having a tough time! i know once i get close i usually get a stun but im at a loss
Toward LK kara throw is good during strings to throw them off. Netting 200 stun for catching them off guard is pretty good. and it puts you in perfect range for HK tsurugi which knocks down.
Don’t dash in if they are on neutral. You have to move mainly with her command normals.
Against projectiles users, try to FA, forward dash cancel to be at the right distance. I like to stop at hk ia tsurugi distance so that if they throw another projectile I get a knockdown, and if they don’t I can begin the command normals game.
which command normal would you suggest? fwd.mp? and whats tsurugi?(not familiar wit her move names yet,is that the chop?) also i was baited into using axe kick and he got a free combo off of a crumple,how can i scare my opponent into blocking them insted of focusing dem?i tryed cross up but maks cross up is unreliable at some ranges.i find myself just going for cr.mp dash punch or axe kick into cr.mp dash punch over and over again @.@ then i follow up with the ground cross up , ive never been so frustrated in my whole sf career with one character.if you get caught by a random focus there goes 1/3 of you life maybe more! ima keep workin with her because its worth it once you get a nice rushdown and stun.:wgrin:
Many command normals make you move forward. Try them all. I like f.mp (specially against jab happy opponents), but use the others too !
Do not move forward by throwing upfront air axe kicks (that’s tsurugi yeah). Mak is not Viper, and even with Viper this strategy gets you punished against valid opponents. Only do them on reaction to a projectile. (or part of a mixup, or okizeme).
Her crossup is NOT unreliable, it is just shifted a bit comparing to shoto’s j.mk (does not hit with the rear knee). Practice it.
About crossups, are there any setups to be sure distance is right ? I mean, mak’s walking speed is so slow that finding the sweet spot that way isn’t really easy, but if she finds herself at the perfect distance after a few moves, it would help greatly.
About IA tsurugi, I have trouble using the “SPD starting from UF to Back” method, is there any better motion, maybe involving shortcuts ?
Finally, I tried to use the PJFC Oroshi and Karakusa, doesn’t seem to work that well to evade throws … only the first few frames during the PJFC aren’t throwable right ? or the whole move becomes unthrowable afterwards ? (meaning I might be doing it wrong)
Thanks in advance, training on f+HK(cancel) feints on waking opponents, seems fun ^^
Only the first few frames are unthrowable. It’s pretty bad on Oroshi unless you do it on their wakeup so they get hit if they throw as well.
If you have trouble doing SPD type motion of IA Tsurugi then you’d also have trouble with doing PJFC karakusa’s, just practice them as is. The only thing you can shortcut is the corners but it’s a really streamlined motion if you do it the SPD way.
Not sure if this is posted anywhere else but i’ve been having alot of luck recently by using s.fp xx Fhayate
then p-link s.mpXXex.oroshi and put in the dash input, if you do it right the only thing that has managed to punish it is any 3 frame punish. i’ve been doing this to bait reversals and most of the time they work out srk is gonna get punished leaving you to either kara kara or s.mp>c.lk xx l.hayate
Ok~ so I’m starting to think Mak doesn’t actually have any worthwhile cross ups. j.MK misses pretty often and is automatic throw bait~ and it seems like an empty jump can be punished with a throw (and I think can’t be escaped… tho this was all online). bleh~
I also tired to punish a grab after a wiff j.mk with mak online. It just never works.
Yeah I said this in another thread, but using j.mk as a crossup is getting me killed. It’s TERRIBLE when compared to other characters j.mk crossups. It whiffs too damn much and I either get throw afterward or eat jab spam. I just gotta stop jumping
I just want to confirm, that meaty ex-oroshi on wake-up BEATS Ryus Super reversal. The Super went through me and then I knocked his ass down.
Also s.MP works against that strange jump from Guy, where he come down in an 90° angle.
I’ve been trying out using meaty attacks on wakeups to screw over slower reversals, which includes the ever annoying Ultra reversal *sigh at flowcharts. Now Makoto’s Standing LP has one of the best frame data i’ve seen for a normal and it hits crouching opponents as well so as long as you do it meaty enough you can avoid Ultras anywhere from 7 or so frame startups. I’ve only been able to consistently meaty 8+ frame reversals though, but it’s useful atleast online with the rediculous amount of ultra spammers.
It’s basically a crappy type of safejump setup, without the jump.
It’s useful for ambiguous cross-ups on wake up. You just have to time it so that it hits meaty on their wake-up so your opponent can’t crouch under it.
Maks St.Hk is very good when it comes to getting hit by pokes and it has a very good hitbox
Very good mixups
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I can confirm with you that ex-Oroshi beats wake up Ryu super. I believe I also had ex SRK go through me when I did an ex Oroshi at their wake up too, which only allowed me to punish them further. I wouldn’t make a habit of trying to do this though, since ex Oroshi is pretty strict on the invinc frames it has.
I want to ask if anyone has tried the Pre-jump Frame cancels (PJFC) part of this post. I’m considering practicing these and putting them to use. Anything I should be aware of while doing these? The motion sounds exactly like doing a TK Saber if you played Nu in BBCT/CS.