Be happy that you even get hits. When guile does his follow up walk/dash with sonic boom, mix it up with regular air jumps and air jumps with the QCBK to adjust your trajectory. He’s going to want to air throw you. This match is stupid for Mak. Her walk sucks, her dash is useless in this one, and what you’re going to be doing is doing a lot of neutral jumps. When you do the QCBK though, it’s really to avoid getting air thrown. You will get lock down zoned by guile easily here.
I just beat 2 Guiles recently and another should have but ex Hayate (LP version came out) didn’t come out after UC2 into Tsurugi. You must play very patient, and advance with IA Tsurugi or j. FP. FADC his c. RK for a free hit then dash back right away, most of them will do a flash kick so I dash will get you out of its range for a free karakusa when he comes down.
Oh, don’t EVER use ex Hayate unless its a guarantee hit, especially against Abel and Zangief, they can throw you out of it like nothing with a normal throw, worse if its a command throw. Now I know, Zangief did his running command grab so I hit a ex Hayate hoping to stuff it but got grabbed instead, fun.
Like some people say, you must mindfuck to win. I’m always able to do at least 3 Karakusa a round and have UC2 to put fear into fireballers. UC2 is also very good for jumpers especially Ibuki with her Kunais. Time it right and you get the full animation. UC2 is also a great way to escape the corner or if you know you can hit it, use the short version for easy hit. I think to be effective, you must fake so many things, like I lilke to use LP Oroshi early after a knock down to bait them into a wake up attack then actually do a FP Oroshi after the next knockdown. So far 1900+ BP and 850 PP.
Oh, we must figure out a way against E. Honda, I got nothing on him. I feel like its 1-9 when ever I face him.
Got done playing Bronzefist and P. Gorath for a couple of hours; also played DiosX for a bit. They mostly used Ibuki (Gorath), Adon (Bronzefist) and Hakan (Bronzefist).
I think Makoto might end up being disadvantaged against Ibuki (due to her strong okizeme or whatever the Japanese word for “wake-up games” is), even against Adon and advantaged against Hakan (it seems she beats him air-to-air, jump on him for relatively free [I’m sure he has some anti-airs besides Ultra II] & seems to be able to cross him up a lot more easily than others since he’s wide and can poke the hell out of him on the ground since he can’t duck s. MK like a lot of the cast).
Even if I’m wrong, I’m pretty sure Makoto will end up having at least one advantageous match-up even if she ends being the worst character in the game. She already seems better than SF4 Vega, who himself was a strong “bottom tier” character.
Yo in 3s, you could land a karakusa RIGHT after landing a hayate. It was super nasty. They killed the range for ssf4 though so thats no longer an option. It really seems like her standing normals have RIDICULOUS sized hitboxes now. They were nice before,but now it’s almost like playing as a mini Hugo. The more I use her, the more I want to use her, especially with so many people sleeping on her.
Oh btw, since online is really sucking for me, i’ve been playing a lot of arcade mode. It seems like her jumping fk straight up beats blanka ball. I have to examine closer, but everytime, I did it, the ball got stuffed.
Yeah, seconding the Gigas hitbox thing. I’ve been cleanly anti-air people with s. HP, f. HP and s. RK when it looks like I should have no business doing so.
Alright guys, I just came back from a small tourney at my school. Although i didnt play as Makoto in the tournament (I love Chun-Li, I’m sorry), but I did manage to get some casuals in with her.
I agree with Ibuki having that matchup in her favor. She can zone you with the kunais, but its nothing FAs cant handle. Although the Ibuki I fought didnt use it, I can see the vortex being a very tough thing to deal with. Her overhead does create good mixup opportunities, such as overhead into chain combo, throw, Hien, etc. However, it does seems to be a bit slower than Makotos, but I could be wrong.
Also, her slide is so unsafe on block. If u manage to block it, punish that shit HARD!! I’m going to see what I can use to punish it later.
I didnt play against any Hondas unfortunately, but does anyone know if you can Fukiage his buttslams or st. strong any oncoming Headbutts? I’ll hit the training room tomorrow hopefully and see what I can figure out. Oh, I just had a thought! Maybe if they try to build meter with the whiff Ochio, u can punish with U2, almost like what Chun used to do in vanilla with her Hosenka.
Can you NOT grab a forward dashing Adon? I absorbed his focus attack with an ex karakusa and he dashed forward, my grab whiffed and he punished me… Also near the end of the round he dashed at me on wake up, POINT BLANK, I ex karakusa because I’m desperate and still, no grab. Either two flukes in a row or this is some total bullshit.
Ibuki/Akuma are not “TOO” hard so far for me. Specially Ibuki, eventually they gonna have to come in and its a risk for them too. One hard mix and they’re down at least 50%. FB/kunai spamming: i build meter with those, i go with Ultra1 cuz i kinda want them to rely too much on projectiles, and its one more tool for my inside offense.
as for Gief/THawk: after and Hayate combo, i dont give fuck, i just jump back FP, not even backdash. Im not staying LoL. I’ll risk a neutral jump axkick sometimes vs THawk but im not risking anything else. Condor dive blocked = MpHayate and GTFO, if a can read the jump, i’ll meet em up there with j.FP, before they do anything. They’re getting in range, i Target Combo2 to keep em in check, it beats their FAs and safe on block.
I’ll upload matches I played with a friend online later today, but I found out 2 things, in addition to a general strategy against him.
First things first: Your focus should be to knock him down. That will let you get in, which is the most important part of the matchup.
1- c.fp stuffs a few of Dhalsim’s pokes, namely his s.fp and his c.fp. As I was getting further along, I would spam c.fps with Makoto whenever I thought he was going to do s.fp. It keeps them honest - They can’t just throw out s.fps to keep you out. I’ve managed to hit c.fp against a jumping f.fp, too - that was quite funny.
2- EX Hayate is your friend. Most Dhalsims that zone use a few tools, like s.fp and yoga fires. EX Hayate is pretty fast, and even if you trade, it’ll knock Dhalsim down, meaning you can now get in with a quick dash or two.
Once you get in, it’s a matter of doing Makoto’s standard close pokes (f.mp, s.mp, c.mp, f.lk, etc) to wear him down. Pay close attention to how he’s guarding. If he tends to guard high, hit him with a c.lk -> hayate. If he tends to guard low, EX Oroshi is your friend. If you’re good enough with it. mix in kara karas after f.mp. f.lk is riskier because it takes longer to recover and has a longer startup, which means I’ve often seen people jump out of it.
Pick Abare Tosonami as your Ultra. Seriously. With it, you become such a threat at range (no more yoga fires, and if you correctly anticipate a poke you can easily ultra) that Dhalsim now has to get close to do any sort of damage.
In vanilla i mained cammy. My overall strategy agains sim, is to be patient. Land a meaty combo or two, then just chill. Let him come to you. It seems that sim usually wins by getting you to chase him. Let him notice the clock ticking down as you’re ahead on health and he’ll make the mistake of trying to come to you.
From far enough away, you can standing mp his headbutt. It beats it clean, but you’ll trade if you try to react to a headbutt up close… and of course this trade is not in your favor.
You CAN fukiage his butt splash, but I prefer to just focus and release if he lands in front, or dash and karakusa if he lands behind. Oichio destroys your karakusa, so don’t use it too often, however, don’t forget about it. It’s good in certain situations.
I haven’t played any human hondas that gave me trouble yet, but I got WALLED by the hardest AI Honda. Him sitting on charge with a life lead was just too godlike.