Seemed like people found it interesting, so I’ve posted another commentary video here: [media=youtube]GxtPQEcStl0"[/media] Makoto vs Guy this time.
sooo… anyone have any advice for the viper matchup? i’m just getting beat like a red-headed stepchild in this match. she is way too fast and her air mixups are proving extremely difficult to AA properly. on top of that i’m finding her pokes are getting interupted by vipers tk pressure.
LULU!! What’s up!?
Against Viper, I have decent luck using standing mp and crouching mp against burn kicks and her TKs. C.mp beats the mp tk, while I haven’t had my mp beat by lp tk, however I haven’t tested it too much.
I know the Vipers I play probably aren’t the caliber of the ones you play, But I hardly have to go to anything other than MP, aside from getting fancy for shits and giggles.
C.mk is also a good AA to use.
Don’t bother with Fukiage too much for AA, unless you’re baiting neutral jumps. And, when it comes to j.hk xx burn kick, I usually focus and dash away from her, though, aside from a deep j.hk, you should be able to st. mp her clean for AA.
Though you don’t want to focus, TOO much, since TK is fast and breaks focus, don’t forget that it charges to lvl 2 almost instantly, so it’s not bad for footsies and getting in. Blocked lvl 2 focus is +5, so you can get in and st mp for free lock down, or you can lk karakusa or st hp, which beats jabbidy jab spam.
not much man, just hype as fuck about super. makoto is too fun to play, just wish people would forget that hayate is punishable on block though lol.
anyways it’s nice to see all the familiar faces from other characters i played picking up mak, as for the AA advise are you meaning specifically to this matchup? or just in general? because i’m really trying hard to get good at AA’ing with fukiage just because of the massive damage that a full juggle off it offers compared with more normal AA’s. it’s really good at catching n.jump as well as jump back with the f+lk kara.
i love mak’s kara’s so far, been a while since i have used a lot of kara’s, neither cammy or sakura really used them too heavily. however i still can’t seem to land either kara-focus (it keeps coming out as an ex cancel… 2 bars to kara-focus? fuck that. the range is dwarfed by ken’s kara-focus anyways) or ex kara kara, i can land normal kara kara decently, but ex is just a ? to me atm.
I dash under flame kicks a lot.
Nice vid. I liked the use of f+HK on his wakeup. I really got to start using that (as well as the feint). However, that dude didn’t use his EX Hurricane kick once. Pretty much every Guy I fight uses that to make me at least respect him on wakeup. Maybe the dude didn’t know that it’s invincible to everything? I kept looking at all the meter he had and wondered when he would do it. Granted it’s hella riskly for sure (since he cant FADC it), but still I’m suprised he didn’t use it at all. Regardless it’s a nice vid and a good showing of your thought prcoess.
It got me wondering whether jab/strong fukiage could beat his bushin flip stuff. Anyone know?
I believe you can also use Makoto’s super and cause the Jaguar Tooth to not hit and then use U1, but I haven’t had a chance to test it online yet.
Heh. I used U1 directly on jaguar tooth a couple of times. The forces involved in that kind of hit made everyone wince.
Fukiage beats Bushin Flip if done early, otherwise you run the risk of getting hit with the throw. Mp Fukiage > HP Fukiage > EX Tsurugi is the best punish.
Guys i dont know if this has been mentioned before or not, but here is an alternate kara karausa method using a hayate feint instead of straight into karakusa. Qcf + lk, lp hold into hayate feint, executed by pianoing and holding lk - lp after the qcf, then do the karakusa. So its a kara hayate feint into karakusa, to seems to move her forward pretty fast still. It might be good, any thoughts on this guys? Is it too slow this way?
I believe feint is somewhere around 20-24 frames…WAY too slow to do anything outside of just messing with them
I finally found a use for kara kara:
vs blanka: blocked ball, dash in kara karakusa
Oh well at least is an easy mode kara.
ive tried her standing hk against chun-li and it seems to stuff a lot of her pokes if youre at the right distance. i need to experiment more with it
Here is a good setup into tick karakusa on their wakeup. Meaty st mp xx hayate fient, f + lp late cancel into hk karakusa.
Note jabs can be mashed between the st mp hayate feint to f + lp, so you need to condition them not to jab.
haha, I just traded a Sagats super with st.MP in my favor. God, Makotos normals are beastly. The more I play this character the more I like this character!
St.MP beat Honda headbutt clean. Guys I don’t think this character is low tier. Her normals are too beastly.
is there a list of all characters with delayed wake up timings?
i was testing sweep>dash>mp oroshi and out of the characters i tested it didnt work on sagat, blanka cammy and ibuki.
i didnt test on all characters though so i dont know if those are the only ones with delayed wake up timing
There’s a thread in the vanilla SF4 section, although I’m not sure if it’s still accurate, and it obviously doesn’t cover the new cast.
AFAIK Sagat, Blanka, and Cammy have funky wake up timings in vanilla. They get up a bit later than the rest of the cast.
Boxer has also something weird going on on wakeup: he does a little backstep, which can screw your spacing if you attempt crossup on wakeup.
Anyone found any good ways to punish boxer’s rush punches? I find that if I’m close, I can f.HP->HP if you catch them while turning and you can stuff it (for 3 hits). f.MP also can work if their back is turned, but from range, it feels like I’m pretty much screwed if he gets into the attack. You can only block the rush, and unless you have ultra ready to go, there’s no way to counter after the block as you’re too far for throws and with the blockstun I can’t get in even a poke before he’s recovered.
Anything I’m missing?