^ his akuma is good but its not up there in top player status
In St Louis we have Bronx Puertorock, who’s pretty high up there.
Ibuki is getting buffed in the next build AFAIK. Air reset juggles become more important, and they reverted the kunai angle. However, I’m unsure what’s different about her cr mp if anything; it’s the primary source of all the headaches
You can whiff punish Ibuki’s c.MP with c.HP. You can also use s.HK but that’s more for a read. If the Ibuki player is buffering into neckbreakers from up close then walk forward a bit to block the c.MP and get a free punish. Alternatively you can try t.MP after a whiffed c.MP for some pressure, but it doesn’t whiff punish. Maybe mix that up with an occasional dash.
Ibuki
Guard: El Fuerte bug that resulted her in not being able to block his 6+MK has been fixed
Crouching light punch: Start up decreased (4F->3F)
Target Combo 4: Hitbox extended downward on second hit to hit crouching opponents more consistently
Hammer Kick: Hitbox extended downward to hit crouching opponents more consistently
Hammer Kick: Advantage on block reduced (3F->2F)
Backhand Punch: Second hit can be focus canceled with specials, high jump, focus attacks, red focus attacks
Tsujigoe: Recovery removed
Light, Medium, Heavy, EX Tsumuji: Hitbox extended downward to hit crouching opponents better
Medium Tsumuji: Recovery increased (3F->4F)
EX Kazegiri: Invincibility increased (6F->7F)
EX Kazegiri: Hitbox increased to hit airborne character more consistently (on frames 2~3)
You’re right, it does look good. I want to see how people are going to use that Tsujigoe change. I don’t think that non-ex kneckbreaker changing to soft knockdown is going to matter honestly. If you norm neckbreaker they have 2 choices: regular rise, quick rise. If you use ex-kneckbreaker they have 2 choices: regular rise, DWU. They probably made that change because DWU can only be done on an untechable knockdown.
Afaik, all neckbreaker are back to hard knockdown
I’m worried about her getting a 3 frame crLP the most personally.
You and me both Good thing it’s only crouching though.
Hey, I played a decent Gouken today ( actually it’s KingBlackToof, the guy who made the Ultra mod ) and had a little bit of trouble getting in on him.
Goukens are usually pretty easy to approach but I was getting beaten on a lot of thing by his far stHP. Seems to be very good against axekick, dash in and crMP. And stMP is just about out of reach.
Should I try to play a more lay back game and counter poke it with stMP / whiff punish it or is there a good thing to do against that ?
Also, is there a way to air to air / anti air him when he does demonflip kick pressure ( set of normal into demonflip when he’s in on you ) ?
Tried Fukiage which seems to slow, crMK get beaten. It resulted in me trying to backdash / focus backdash too much out of that and I got OS’ed badly.
It’s -3. Do f. MP after and see what he does.
The Demonflip kick is -3 ?
Oooh… Good to know, that will help. Thanks.
It’s annoying that SRK wiki doesn’t have frame avantage on block for aerial moves.
I’ve got a mm against jozhear this weekend after our quartely. anyone have any small tip/trick that i might have overlooked? I’m particularly weak at anti airing with fuki and his j.hk is really strong against our normal aa’s.
Claw’s jump hk goes quite deep. Maybe a HP fuki could help : you need to be beyond his foot. If it’s a meaty jump, just block. Btw Claw wakeup options are really weak vs makoto. His Stand HK can be instant forward dashed to be punished with sHP. If you block the sHK, you can punish it with sMK. If he tries to read you and does a random FB ex, and then wants to go far because it didnt work, you can double dash to tsurugi. His only antiair special needs a backcharge, it’s a good idea to cross him up while he’s on the ground.
anyone with some advice for the thawk matchup? I resolved myself to beat a training partners hawk (snatcher) and did barely beat him in one tournament last year. the latest tournament he bodied me pretty hard. I assume I have to play stupid lame but some in and out advice would be appreciated.
stay out of him / punish wiffed pokes with stMKxxEx hayate or crHK (long distance) / condor spire can be focused (except the EX one) / his crHK (2 hits) can be block on the first hit, and ex karakusa on the second / don’t panic
Yeah makes sense. I often find myself going in on him, which is a huge mistake. I believe he is airborn for spire, might be able to FUK it, I never play against t hawks of his level so this match-up has been my bane.
For spire, I originally tried to deal with it like it was a rekka. I would try to neutral jump punish it, but I would get caught by how big hit box. What I ended up doing is messing with the spacing so when he approached with spire, I would catch the recovery with cr.mp xx mp hayate. So that’s what helped stop them from thinking it was free to continuously use. I’ve tried to fukiage but it’s never really been successful. Little hard to time with the startup.
I would mostly try to play the same kind of zoning game I would against Gief. The big exceptions to the matchup is the uppercut and the dives. You can stuff dives with all the regular anti-airs and fukiage. I tend to stick with st.mp. You can block the dive and punish with f.hp or hayate(mp?). You may want to test out raw mp hayate. I think it also hits them out of the air. There is a little timing on it. A mistimed hayate could just put you next to them for an SPD.
One thing I like to do before they start to get meter is actually go in on them. You can go to town on Gief and T.Hawk when they don’t have any meter. They are just as susceptible to meaties. When I have a good read on T.Hawk about their uppercut tendencies, I’ll risk a safe jump. I feel online T.Hawks are more likely to uppercut than sit still.
No I meant st. HP
The demon flip frame advantage depends on how close to the ground you are when they are hit/block
I’d message citi
Hum. Well, he wasn’t really throwing it out where I could block it. More as an anti dash in / instant tsurugi tool.
But I’m doing a bit better, I managed to find someone to practice the match up, who also plays Balrog at very high level.
Seriously tho, Balrog is my bane. I just can’t adapt to that character ever, and I already asked a lot of advice and put a lot of work into this match up. His footsies at mid range + his walk speed are so dominant, and even when I get momentum I get interrupted by jabs during my pressure with stMP / fMP.
Shard. t_t
I noticed the other day against Blanka that after a MP Hayate (on hit) I could follow up with HK Karakusa. Is this just because of his weird hitbox? Or does anyone know if this works on any other characters? Maybe on hit or block, or with different chokes?

Infiltration actually believe Makoto is a bad match for Akuma, and he will often play Ryu against her. Or Hakan I guess.
What would be really cool would be to get a set between Tokido and Haitani. We will have to wait for next Topanga league B I guess, since they’re both in it.
Im pretty sure Tokido and Haitani have played in Topanga and Haitani blew him up. Which really doesn’t cone as a surprise seeing as Makoto can blow up anyone, especially with Haitani at the wheel.
I can understand why Infiltration feels that way but I’m not sure I can agree.
First reason being, Infiltration hates being pressured which is something Makoto excels at, and its not like Akuma can teleport out because Mak can cover those pretty easy. Secondly Akuma has corner unblockables against Makoto off a variety of hard KD’s ranging from sweep, demonflip throw/palm and f.throw, that lead to solid damage and good positioning.
Because this match-up so underplayed it’s really hard to say who win’s it, although I can see the arguments for it being 6-4 Mak but I feel it can also be 5-5, only because Akuma has good tools, damage, and some dirty vortex setups.