makes me a little sad, felt like the makoto player had a stronger game but got counter hit a lot and trades that were never in her favor damage wise. Watching how much top level Makoto have to basically just hold downback and take it makes me a little sad. It is like to be successful as a top level Makoto you have to be able to read situations and react to them so fast that if it was done by an Akuma or Fei at the same level the commentators would be spewing about godlike reactions and amazing reads. But for a Makoto player that is just “what you have to do” because you don’t get a lot of opportunities for her to make her move and you need to capitalize on the ones you get or else you’ll lose.
Been messing around with this. Got it to work on Rufus, Sim, DeeJay, and Juri, but I haven’t tested absolutely everyone yet. It’s more ambiguous on some characters than it is on others, but the thing that makes this potentially useful is that if you delay your jump for even a moment, you stay on the same side. It seems like it would work on other characters too if only karakusa > st.hp xx hc > st.mp > st.mp xx ex oroshi worked on them. There are probably character-specific setups for those characters. Like for Gouken, if I use a point-blank cr.mk and then do st.hp xx ex oroshi, it’ll work.
It might also work when certain moves whiff and leave your opponent at a certain range. For example, if you go as close as you can to Oni on his wakeup and you block a jab dp, you might be able to punish with st.hp xx ex oroshi and be within the right range to do this. Now I’m not saying this does work on Oni since I haven’t tested it (and it probably doesn’t work), but it’s just an example of what you might be able to do after punishing certain moves.
I don’t know how practical it all is, but it’s definitely something worth exploring. This probably isn’t something exclusive to Makoto, either.
So anyways, Ryu/Mak is in Ryu’s favor, right? Damned if I know wtf I’m supposed to do against him at mid range. Hate that match.
Makoto’s c.LK beats Ryu’s c.MK, c.HK, and f+HP. s.MP beats his s.MP, but his s.MP beats 99% of your pokes. You kind of want to stick with buffered c.LK, buffered s.MP and HK Tsurugi as pokes, because of that s.MP. If the Ryu doesn’t know that, c.MP is great against his pokes.
Don’t jump directly at him, FA through fireballs if he gets predictable, or HK Tsurugi. But you know this, of course.
I wouldn’t dare presume to call this match-up good or anything, but all Ryu’s really got are poke footsies and a fireball. Gotta figure out if you need to Tsurugi, counter-poke/AA, or dash, hope you guess right. Just watch out for that j.HP, shit’s deadly; you have to stop him before he gets to you with s.MK/c.HK, or LP Fukiage that shit. Even c.MK trades/loses.
air said he loses this matchup the most next to dhalsim and fei so id assume its maks favour with the u2 and everything
Also Air didnt really knew the matchup when he was in Japan.
Ive been having recent troubles vs E.Honda, specially the ones that do EX HB during your strings or out of the blue, since mak cant punish them, how am I supposed to deal with him?
EDIT: also, IDK if any of you feel the same about the c.viper matchup, I find it EXTREMELY random for both sides, its more like a battle about whoever guesses right the most wins.
its makotos favour. Vipers vortex limited with makoto cuz of fukiage so she cant go 4 ambiguous jhk and bk on top of u.
Even if thats true, its an overstatement. Its like saying Deejay beats akuma for free because he cant vortex him. She has a lot more mixups than just BK, any expert viper knows this.
standing HK beats rose’s ex spiral arrow on wake up for a counter hit , i just thought its usefull to know
same goes for viper EX seisumo.
But vulnerable to throw, sadly.
RHAAA, need makoto beta patchnote
Also I will point this out again , lk tsurugi beats ex SBK on chun li’s wake up … I did it again in the corner for a beautiful ending combo
So I found this weird-ass setup on Deejay yesterday…
AA fukiage, kara ex oroshi, empty jump forward, mk tsuguri
This lets you combo into meaty st.mp and it’s surprisingly reliable. Not incredibly practical, but it’s made me start investigating specific setups that might be available after fukiage > kara ex oroshi midscreen.
whaa? sHK beats her ex seismo? how is it done meaty?
Don’t even need to meaty. EX seismo has 19 frames of start up with the first 13 frames invincible. Just do something that would hit before the attack begins. Makoto has lots of normals that have lots of active frames that will beat ex seismo straight up.
This is probably old (even old to me, I just never posted it) after you block both of akuma’s st. HK, wait a fraction of a second and ex karakusa any of his follow-ups. And all of the akuma’s I’ve fought try some kind of follow up
Generally a really bad idea against good Akumas. I generally backdash and buffer Fukiage, myself.
Agreed its a gamble but wouldn’t it be worth doing it atleast once in the match before they catch on? What I’m asking is what is something a good akuma would do after round house that would defeat the karakusa?
You do it after YOU catch on to what they do, IMO.
I can’t seem to find how to do these beastly Option selects anywhere in the Q&A Section. Please help? Keep in mind I am a Padkoto.
it’s better to not OS this, but do it on reaction (you have time to see)