kal el, I know what you mean.I was using Abare for a while here too, but when I started getting desperate when things wernt going my way, id corner myself and try to set up a karakusa. pretty dumb on my part. haha
with her SAI, I think it just rolls a lot better w/ her over all game plan, you can just tear into them then unleash it on a UOH or c.short or whatever. just too good!
keeps me a little more conservative w/ my EX moves too. I will burn EX all day w/ the abare and that would get me in trouble at points.
anyway,
can anyone tell me if you dash back and do a c. short will it stuff a wake up DP? It def. works against ibuki, and when I was playing the other day it seemed to keep stuffing kens dp as well. not sure if the other guy was just sucking and maybe doing another move.
i also wonder if maybe its jsut kens dp, and maybe ryu and goukis take her foot clean off.
if you time it right, you can stuff dp attempts from pointblank range with a crouching short. experiment.
i’ve only recently watched sbo(right?) finals with izu action on it… i was stunned. some questions:
wtf was wrong with that chunli? there were like 2-3 instances where makoto’s ass was chunli’s. i’m not talking about places where chunli could have stuck out a crouching forward (and outpriotise whatever makoto was doing) -> super, but stuff like blocked hayate, WHIFFED dp, etc. ;(
i think the chunli lost from the mindset already.
there are two places where izu does short xx seichuusen. were they randomly pulled out, or did izu see a move whiff and do it?
comparing j with izu, j’s makoto is always hyperaggressive, no matter who the opponent is. on the other hand, izu seems to wait for the moment to strike. i won’t say who is better than who, because they’ve both had their share of winning streaks, but the question is: what are the (dis)advantages of playing in such ways?
izu used sa2 against urien, sa1 against chunli and ken. any idea on the reasoning of the choices?
p.s. haha, all 3 opponents of izu were like IMMUNE to makoto’s tickthrows… they still work wonders for me
all inputs are welcome, and thanks in advance for comments.
The chun player is only human, he can’t connect everything. Izu’s performance was intimidating, so you’re right, his mindset might not have been there. The Chun-Li player did make it to the finals, so he must not have been a random scrub, so I wouldn’t take anything away from him.
Izu saw two whiffed moves, and took advantage.
I’ve been studying J, Izu, and Ino’s makoto alot these past couple of months, and they definitely all have a different style. Which is more effective? I dunno.
Some argue that Makoto’s full potential and strengths come from rushdown. But others say that a safe Makoto can win by her high priority moves and mindgames.
Lately, I’ve tried to play both ways. Safe, then whens there an opening, rushdown.
Both styles are very good.
I addressed this in a previous post as well.
SA2 - Urien - mainly because he is taller, and he doesn’t have the great of a wake-up. Thats two opportunities Makoto can exploit off characters. Urien knockdown will allow Makoto to EX Axe Kick safely or Jump Away Forward kick.
SA1 - Ken/Chun-Li - SA1 is the safer super in high levels of play. Good players should know all of her tick throws and mixup games, so they know what to do to get out of command grab situations. Thus, being harder for Makoto to be close to the corner and be able to grab the opponent.
against Urien, it’s a no brainer, SAII simply because you get the EX’s to keep him grounded and yourself in close.
I don’t have the vids off hand, but I know for a fact that he guessed the opponent was gonna throw, so he dashed back, c.short xx SAI. I figured he guessed throw, dashed back, c.short, buffered the motion saw that it was a throw during his dash back and reacted by cancelling the buffered motion.
Also, J’s makoto was a lot of tick -> strike to train the opponent into staying grounded. lots and lots of s.jab/s.strong/c.short -> c.roundhouse which is pretty safe and knocks the guy out of the air. Opponent starts to think he’s gonna tick - > strike, gets thrown into combo.
This seems to work better with a more aggressive play style because you can squander opportunities when you’re in close because you figure it won’t be long till you get in close again.
SAII gives you the option to whittle your opponent down by constantly hitting them with EX’s that knockdown, and gives you time to get in to throw. SAI maximizes the damage you get when the chance to hit it arises. Plus, it gives you more defensive damage options other than c.forward, or c.short xx dash punch.
ok i’m making the switch from mvc2 to 3S (an odd transition, but i love this game) and makoto is badass. i’ve got some questions…hopefully they haven’t already been answered…
what super art should i start off using, 1 or 2, and why?
what is this 100% combo that i hear of? which super art does it involve?
what strength kick should you use on her karakusa and why?
when i see people hit the karakusa, standing fp, ex hayate, another hayate/standing hk in the corner, how do you hit the extra hayate/standing hk, is it just timing?
what are her best pokes/anti-airs?
i’m used to tiger kneeing the AHVB, but i can’t tiger knee her axe-kick, is it possible?
once you dizzy an opponent, what’s the most damaging combo you should do without using a super?
what’s her best move to use air to air?
what are the uses for her fukiage? is it a reliable anti-air?
how important is kara-cancelling in her overall game?
This really depends on matchups and how you play. Personal preference mainly. SAI for damage in one big clump, SAII to whittle down or to land corner combo.
Against Akuma only. In your own corner, karakusa, fierce xx SAII, dash cancel last hit, DP+strong, SJ cancel, fierce, DIZZY, jump roundhouse, fierce xx EX hayate. Does like 99% damage on Akuma.
I usually use roundhouse, there was a whole discussion in the old thread (you can probably dig it up) about what the differences are. Generally I use roundhouse.
timing and it depends on who you’re doing it too. Urien, Chun, you can hit an extra jab hayate. Shotos you can hit towards short. Not really sure, I think it’s in Arlieth’s FAQ.
Pokes: c.short, c.forward, s.strong, s.roundhouse, towards strong. c.fierce sweep is safe, unlike the shotos. Anti-Airs: most reliable ones are s.strong, s.forward, and c.roundhouse.
I think it is, but it’s counter productive. You wanna move forward on the jump, not backwards. So, what I do is a 225 degree circle, meaning from upforward around to back and 2 kicks as quickly as possible. Easy with like 2 minutes of practice.
probably jump roundhouse, s.fierce xx hayate. That’s with no meter, with 1 EX, against the tall characters (Urien, Alex, Hugo, etc.) you can roundhouse, fierce xx EX overhead.
jump roundhouse, or jump fierce if they’re parry happy. Jump fierce has weird timing to parry on it. if you’re sure they’re gonna parry, axe kick gives you combo opportunities afterwards and damage.
fukiage, by itself, isn’t super useful. EX-fukiage is a good AA since it pushes her forward. in combos, it’s super useful cuz it does a lot of stun. Cute little trick, against parry happy jumpers, do an early anti-air s.strong, they parry, you cancel into strong fukiage, they get juggled if they don’t know it’s coming.
it’s semi-useful. Kara-karakusa is good if they’ve never seen it before. After they get used to seeing it, they’ll learn to jump on reaction. Kara-ing her other specials is also pretty useful. Kara-fierce hayate let’s you follow up an air-air axe kick. kara-overhead is a fun little trick especially since it swats people out of the air once they get used to kara-karakusa. Just be creative.
BTW, I don’t have the 5on5 Coop cup vid, it’s on a computer at work
Dont u ppl find VERY hard to combo a jumping upwards roundhouse into standing fierce? The japanese player J does it all the time on stun opponnents and it seems quite easy but it is not. Maybe it is more difficult on the DC version? Or perhaps im not hitting deep enough with the RH.
0_o tiger knee motion starts from down up, her Axe kick starts from up down, so u would have to probably do a 360 to get her to crouch cancel it, if u are gonna combo it in after SA2 i suggest u just Crouch cancel and do the axe kick normaly.
Actually, yeah, this is a little harder than it looks, the timing is a little different. You just gotta make sure to hit the RH really deep, and practice the timing. Not really a ‘trick’ to it that ive found.
for some reason i find it a lot easier to hit with it, when I jump straight up and hit the RH on the way down /shrugs.
You can do the same damage with a jumping in fierce,s.fierce,qcf+p/pp, this is much easier because it allow you more frames to connect with a s.fierce.
you can also jump straight up and fierce but her air side chop is weird, you have to do it at the peak of her jump and she’ll hit them when she’s coming down.
I super jump cancel after it, but cant get the axe kick to connect outside of corner. When I dash cancel after it, I seem to always run too far and reverse direction, and the dp+strong cant come out or hit. Can anyone help plz? I also need help on kara-kara. Is the timing like other kara-throws? And is it the twd+short or just regular short? Thanx!
about SAII, make sure you sj towards the opponent, and not just straight up. Also, for the dash cancel, you’re supposed to reverse directions, just make sure you do the dp opposite the way you did the super. Say, you did qcf x2 to the left, after the dash cancel, you need to do a dp motion to the right. Lastly, make sure you use strong instead of fierce.
also, her kara-karakusa isn’t like any other kara throw in that the kara-cancelled move, s.short, fully comes out before it’s cancelled. That’s why you have to be outside of s.short range for it to work, since s.short is cancelled after it reaches its hitting frames of animation. Not quite sure about timing, but all I can say is that it’s fast.