You sounded pretty serious in your complaints LOL!
u2 is fine if they gave it invincibilty it gives ppl more reason to go for lucky charm
the complaints werent because he stopped my ultra with the stupid poke … its not even a poke , its a freakin wall … have you ever tried beating it with something ? try it and lemme know how it goes
Ya robo thats pretty much the gameplan dj IMO isn’t a hard match up at all. Just watch out for his god kick comin down on u
Does anyone have some strats for Rose? I’ve recently run into a pretty decent one in the cade and I’m having a tough time keeping a 5-5 win ratio. The pokes into safe spiral and the guess worthy slide really keep me on my toes. [I’m not sure if its being done meaty, but then its all throw/c.mp for a CH] And its hard to keep up the pressure with that crazy BD! Since she relies on throw so much I know I should IAT instead of teching all the time so that might swing the match in my favor, but I just generally have problems against people who can poke outside of my range and then nail me once I tighten up. Ninja Edit: Also U2 gives me a bit of misery, seems rare that I can tag her out of it straight; otherwise she just walks me into the proper ranges. Any tips guys?
And I just cannot beat yun/yang for the life of me
Don’t bother trying to hit Rose while she has her Soul Satellites active. Just take the chip, tech the tick throw, or block the stupid Soul Throw crossup. No big deal.
U2 is better in this matchup. It’ll catch her backdash and beat cl. MK and throw, three of her best tools in this matchup.
You can backdash her safe spiral if the cr. MP is done at max range, maybe a bit closer.
Her cl. MK is airborne so don’t throw out EX Karakusa on wakeup recklessly.
Rose’s slide is an easy whiff punish with cr. HP though you’ll probably have a hell of the time getting the right spacing.
Meaty st. MP blows up Rose’s wakeup. EX Spiral and EX Soul Throw get stuffed clean by it. Rose can always FA backdash it midscreen but in the corner she’s completely helpless. Pretty much any move with a lot of active frames will blow up EX Spiral.
You can backdash out of Rose’s midscreen oki for free unless she’s option selecting you with sweep or U1.
Also, if Rose picks U1, be careful about backdashing since she can o-s it and be careful about throwing out Tsurugi.
Learn to counterpoke if you want to win the footsies battle. Cr. MP o-s xx EX Hayate is pretty strong against Rose’s st. MK and cr. MP. You can jump over her st. HK if you expect it and land a fat jump-in combo.
As an Akuma player who is use to people mashing after a s.HK. There is a lot Akuma can do to bait it and bait it hard if he thinks you are going to do it at some point. Anything from delaying another s.HK, using a c.MP set up that Makoto can’t grab, or just letting you whiff and punishing you.
I usually avoid just pressing another button immediately anyways because most Makoto players either try to neutral jump, back dash, or as you said EX Kusa through my string. By delaying my attacks I have enough time to react to it and figure out what you are trying to do because if I just s.HK like an idiot I will eat a ton of damage.
So while I am waiting for 2012 I thought it would be interesting to go through and discuss match ups with some of the players outside of the Akuma forum. So here is my match up notes.
I believe the match up to be 6-4 in Akuma’s favor. Makoto has a lot going against her, but at the same time if she gets her way she can end a match incredibly fast. I believe for this match up Akuma should use Ultra 1 and Makoto should use Ultra 2. As to why I will get to later.
At long range Akuma generally controls space. If Akuma successfully throws a fireball then Makoto has no safe way to get around it since Axe kick, jumping, and focus dash are all punishable by Akuma so generally Makoto has to block. Airfireballs are generally not as good in this match up since it is rather easy for Makoto to dash under then. Now Makoto can slip past the zone if Akuma is not careful also if Makoto has 1 bar she can also hit Akuma out of the fireball with EX Hayate although this can’t be abused since Akuma can punish all Hayates. In general Akuma’s goal is to stay at that awkward range where he can out poke Makoto while stopping her from moving forward very easily. Ultra 2 for Makoto limits the advantage Akuma has from his fireball zoning, but it doesn’t completely stop Akuma from being able to zone Makoto through his pokes.
When Makoto is on defense, Akuma can pressure Makoto fairly well. He has the tools to punish careless back dashes and his s.HK is difficult for her to deal with. Thanks to Makotos huge hit boxes Akuma can combo just about any hit for full damage. The key for Akuma is not to get too careless because Makoto does still have options you have to respect. One thing that Makoto does have going for her is that Akuma can not Tatsu Sweep her so in order to set up the vortex Akuma has to get the knockdown elsewhere; however, once Makoto is knocked down this is where the match up becomes a nightmare for her. Makoto is beyond free to the vortex because she has no option that can beat an Akuma who properly option selects his safe jump except Ultra 2 and even then it isn’t perfect. Makoto has to feel the full wrath of the mix up game. In addition another problem Makoto has on defense is if she is thrown into the corner she has to deal with the unblockable set up. In this situation using Ultra 2 will get her out untouched for the most part since it is hard for Akuma to punish.
Now conversely when Akuma is on defense he has an incredibly hard time as well. Akuma’s crappy back dash won’t save him from Makoto’s pressure and also Makoto has some of the best teleport punish options in the game. When Makoto gets momentum it is a scary thing for Akuma. Makoto’s frame traps are solid and when backed by option selects it incredibly terrifying since you don’t have the luxury to just block. Eventually if you get comfortable blocking you know Makoto will take the chance to KaraKusa you which is bad news for Akuma. If Akuma gets grabbed he will be close to stun after a couple hits so he has to be careful for subsequent set ups because if he gets hit again he will be stunned and the round will be over. This can be anything from slightly gimmicky resets to solid pressure after a combo. This is where Makoto makes her money in the match up and generally Akuma needs to take risks to get her off him. If the Makoto player gets to this point they have a very good chance of winning the round.
Ultimately it comes down to who begins their offensive pressure first. I feel Akuma has much better tools for starting his pressure which is why the match up is 6-4, but at the same time it isn’t so slanted that Makoto can’t win either. In most cases player skill will win out. It’s actually a fun match up for me personally because I have to stay on my guard for quick dashes and have to punish all attempts by Makoto to bypass my zoning. I know that if I let Makoto in the match will go downhill very quickly for me.
This match up will be better for Makoto in 2012 since she didn’t receive too many nerfs that will effect the match while Akuma’s s.HK nerf and throw nerf will help Makoto. Where it will actually stand we will see.
Let me preface by saying…I am likely mediocre and I am desperate for any nuggets of info beyond what I know on this match up… ;(
I’ve played this match up over and over and over a thousand times in a row (not exaggerating) the last few months against what I consider a good Akuma player and I completely agree and have seen what you’re saying (and won’t repeat as much as possible). I see it as a solid 6-4. Just to add on to what you’ve said with what I’ve experienced, Akuma also gains the edge, from my perspective, because outside of Makoto dashing forward on an idle Akuma player, Akuma starts the match off at a money range. Outside of doing something risky like tossing a ground projectile ASAP (RH Tsurugi…gotta fish that every few rounds for honesty ;P), he’s set to create whatever game he wants (back up into projectile obstacle course, demon flip set ups, even s.RH set ups if the Makoto isn’t looking for them). In my experience, I am playing catcher ASAP to his pitching. If he steps back, fuck, too far to get in an offensive on one dash (although possibly dash, kara-kara may hit), ex-hayate is blocked and will only hit backdash. If he opens with S.RH for shits n’ giggles, I had to guess the appropriate counter normal right off the bat (which can be all bad if I am wrong and he goes for another offensive). He’s at a good spot to do demon flip set ups, so I gotta react to his fucking 3-card-monty aerial mix up and choose the right anti-air.
Another thing I want to add is during the projectile game, her dash becomes a HUGE detriment. Makoto can’t do anything safely beyond neutral jump, creep (even then…). On top of, focusing is just all bad. You build Ultra for either resetting the space and losing whatever ground you gained (back) or you dash forward for an easy and obvious punish (forward). Forward absorb can be seen a mile away and has to be done around the mid-range to work…but why toss projectiles then? sigh Her dash is fantastic…when she is not at that outside 3/4th to full screen projectile situation. When she creeps into mid-range, we’re back to the opening range I was talking about.
Ultra 2 as an eject button has been great against moderate Akumas, but advanced players know how to stuff it (ex-dp). I’ve been floating back to Ultra 1 again in this match up, because 2 can sometimes just become another hole for vortex to fuck. I’m not trying to say 2 is the wrong choice, I’m just saying…watch the fuck out.
Anyways, IMO, both characters want knockdown (obviously…duh!), but Akuma has a lot more set ups for it, with every range being his advantage except up-close. Makoto needs to run train off of the first mistake and have the round end ASAP. The longer the round lasts, the more it becomes a war of attrition and trying to correct space, I expect Akuma mind fucking her into vortex…and gfg.
Now someone mention the secret tech that turns this into 6-4 Makoto’s favor.
Makoto vs DeeJay
How do you guys feel about the matchup? The DJ community thinks that Makoto is a cheap bitch that gets away with everything and I hear a bunch of Makoto players complain that it is so hard to get in DJ and wish he would die because his slide and kneeshot is so f ing annoying lol… Personaly I think it’s 6-4 Makoto but winnable for DJ.
6-4 Makoto easily.
Dee Jay is one of my problem matchups just because I’ve only ever played like 4 or 5 random ones online.
I’ll gladly take some help on it because that kneeshot is just… ugh.
cr.mk > knee thing
Also meaty chop beats all non ultra/EX spin kick wakup options, and makes EX Upkicks whiff so makoto can punish. Also, punish EX Sabot (and I think certain others) with s.MK>EX Hayate.
If you think Deejay is too hard, it means you jump too much. only attack when you jump over sabot IF you can hit him. If he’s baiting so he can sweep you, you can block 4 frames earlier if you don’t attack, So there’s a better chance you won’t get knocked down. Hold your ground and don’t get knocked down. Once DJ is on his back just cross on wakeup like any other charge character and set up meaty chops. Once he starts back dashing start OSing that shit and he’s a dead man.
LF is right. 6-4 Makoto… for now…
So I was testing out s.HK a little bit in training mode to see what some of Makoto’s footsie battles can use s.HK more. First character I think of for footsie battles is Zangief. The very first thing I tested it against was Zangief’s c.LP; Zangief’s c.LP’s hitbox got buffed.
As you all know, c.LP xx EX GH is a standard tool of Zangief’s in footsies. Literally the only normal that could consistently interact with it and beat it was f+MP, and even then it was sketchy. c.MP just loses … our lights of all sorts get beaten clean … s.MK loses … s.HK loses almost all the time … even HK Tsurugi loses unless we don’t interact with c.LP and hit Zangief’s body.
We pretty much have three options, s.MP buffer poke at pretty much one spacing or else it trades or loses, c.HP (which can still lose unless spaced really properly and thus putting ourselves at risk to other things at that range) and f+MP (often trades, but in our favor in terms of frame advantage and damage/stun).
Did this match-up just get a lot worse? Knowing c.LP beats all our moves, unless our best priority moves are spaced perfectly, is a bit aggravating.
I think the matchup probably got worse.
-c.hk buff for Gief can catch s.mk and c.hk from Mak and is a safejump setup on hit.
-c.lp buff for Gief has been shown to stuff some amazing ground pokes like Fei c.mp/c.hp
-s.hp knockdown leads to very deep jump in if the wakeup isn’t delayed and if it is delayed he is still right on top of you. s.hp is slow as eff but potentially can be os’ed into jab ticks for SPD (I only had a couple minutes to play with it). Need to see if Mak’s j.hp beats s.hp in that situation
-Health nerf for Mak. Only 50 points but any health matters.
-Fuki damage nerf, not major but any shift in damage output works in Gief’s favor…
+1 the significance of these points (all the other points are important as well). Every little bit is needed in a grind/attrition match up like this. Although with Gief’s new buffs in this match up, it may not last as long as Super/2011 AE.
So how is the match-up against the twins now? Never even bothered to learned it in AE 2011 for some reason.
IMO, still fundamentally bad. Dive kick and command grab characters just have Makoto’s number, it seems.
I never realized quite how spoiled I was with this forum…I’ve been playing Evil Ryu a bit since 2012 dropped and I went on the Evil Ryu forums…there isn’t HALF as much info there as there is here. Just wanna say again how much I appreciate you guy’s efforts on behalf of the community.
Oh, and the twins? Well, I’ve always been of the opinion that Makoto actually handles Yun pretty well. Yang, on the other hand, is a bad matchup. Rekka pressure keeps Makoto pretty locked down.