Play Dan like you’re playing a shoto without fireballs and a bit more floaty jump. St. MP stuffs his knee on distances, Ax kick too. And distance is the name of this match-up.
hahahhahahahahahha.
Anyway, I’m going to start compiling everything that was talked about here and post up the important info onto the front page. I’m still going to be missing a few matchups against certain chars, but I had a feeling that was going to happen. Hopefully by the end of this Saturday (the latest), there should be good info up there.
Oh, and if u look under each character, you noticed I had a “example video” feature. Over the course of a game’s cycle, there are usually certain matches that help to serve as an example of how a matchup is usually played out. Instead of usually bookmarking or skimming through the video threads to find them, I decided to simply post them up on the front page. If u guys find any good videos of matches that are great showing how Makoto should be fighting a certain character, definitely post it up here.
Is it just me or just she basically lose to anyone who runs away. She can’t play footsies well because of her shit walking speed. I got zoned out by a Cammy earlier, it was retarded. Cammy has the advantage on offence and defence. And OMG playing a runaway Ryu without Abare is just retarded as hell. It’s impossible to get in.
I know dude. When I started playing her a few days after release she was fun. Now it’s just frustrating as shit…
Anyone got any Dudley hints?
How do you guys punish blocked machine gun punches?
It sounds like you really need to learn to master her fwd dash. No one… ryu included… can freely run from mak like that… you ever consider just gaining a small lead and then standing at the back of the screen hopping/teching hadokens til he figures out he’s gotta get close to catch up. The patience level of many people playing mak needs to increase by tenfold if they want to actually use her. You can’t chase people around… need to avoid taking stupid ass avoidable dmg early… need to be solid on the hadoken tech’s…
and why would you be playing any fireballer w/out abare? kara into ultra 1? g’luck with that… I prefer my ultra to work fullscreen instantly… plus then you can actually use your kara to preform combo’s n mixup… which will open other options. beyond the 40% dmg you get for ultra 1…
@lilfoot
I punish with cr hp. i try to mix it up with qcb mp [i forget the name of the move] or jump canceled qcb mk [i forget this move too sorry]. st mp is your friend here too.
LP machine gun is only -2 on block, so don’t bother trying to punish that. A retarded Dudley who uses unsafe and non-hit confirmed machine guns can be punished, but remember you’re playing Makoto. MP machine gun is only -4 on block, so you might not be able to land a jab. I do believe Machine gun also pushes you far enough away so that an EX or lk Karakusa will whiff. EX Kara-Karakusa would probably work against MP, HP and EX machine gun if you can perform it fast enough. I’m not entirely sure though.
I have punished random Machine gun attempts with both U1 and U2 though.
Don’t let him pressure you with his j.HK (it looks like an elbow drop like Sagat’s). A MP/EX Fukiage will normally destroy him and he won’t attempt random jump ins anymore. From there, it’s all a matter of who can keep their rush down going. If he’s a jumper and you don’t want to rely on Fukiage, stick to some neutral j.MP to stuff his air movement.
Thank you for the advice. I definitely need to try using Fukiage more…
It was fun playing with Makoto, but not as fun like 3rd strike where you cant get grab out of karakusa and have people literally walk away from my clutches although my hands were behind their damn head. Makoto got no love in SF 4. My first SF4. I did get a lot of respect using her and beasted quite a few people. But later I found out that I hate this game in general. I am selling it for red dead redemption. GGs.
Why post this here? This sounds like a gamefaqs post…
Do we have any pointers against Fei? I think I was just overall nervous, since I never really played a Fei before!
Rekka pressure wasn’t killing me, but I just couldn’t get around his chickenwing. He was using it to escape A LOT. Then it’s back to square one… And LOL at me getting caught by his U2!
I played a really good Fei Long earlier and I found that S.MK stuffed all versions of his chicken wing(even on wakeup). I had no idea how to handle his rekka pressure though, lol.
Its not that easy to run away, he´ll eventually be with his back in the corner and thats when you should press on. If i´m not mistaken, you can punish his runaway tatsu with ex hayate or just drop him down with j.hp. You just have to try and get in slowly, dont go dashing in blindly,against fireball chars i still prefer to use her shitty walk than eating a fireball everytime i dash. Use her f.lk and f.mp to close the gap and make him try risky stuff to get out of the corner. Tbh, the ryus im having trouble so far are the ones that rush me down like crazy.
So far though, im really having trouble vs akuma and claw.
for me, when claw does his Flying Barcelona, after the wall jump and can punish with up-forward j. hp. it just takes paying attention to him for me. i know the rolling crystal flash can be punished too. for that i use cr. fp and try to play mind games after that. his range is ridiculous but look for openings. btw if im wrong about something let me know please.
Uh yeah they can. If someone just chooses to jump back hk there really is nothing you can do apart from ex hayate and if you don’t have meter you’re screwed. The problem is that her dash makes her completely vunerable to attacks so if you want to move forward you have to completely let down your guard. Which makes matches vs turtling charge characters extremely annoying. Why they thought they needed to make her walking sped just so slow I’m really not sure. Fei long has a similar throw move to hers AND a dragon punch, and a move to goes cleanly over fireballs and his movement isn’t gimped. Every match now the other player just runs away even non projectile characters, because they know they can zone her out because she has very predictable movement. She can only move forward in huge increments which makes it easy for the opponent to predict what she’s gonna do. What I don’t get is, you look at Dudley. He can combo into his ultra from lp srk his ex mgb goes full screen hits multiple times and launches the opponent, he has 1050 health a command dash that goes through fireballs. Just blows my mind. I mean is Makoto’s offensive really THAT strong that she needs to have such a hard tiime against runaway characters. Maybe if her grab was 5 frames and throw invincible or something. But you know, to me Cammy has a much safer and better offensive game.
I’m sorry it just lows my mind why they made her walking speed THAT bad.
I’m starting to think that Makoto VS Guile is an impossible match for Makoto. Her slow walk speed kills her in this match. She can’t jump over LP SB because that’s exactly what Guile wants. She cant focus his SB and dash forward because he can poke her out of her dash. she can’t ultra 2 his SB on reaction because it recovers WAY too quickly. So what he hell is Makoto suppose to do against Guile? I honestly have no clue and its frustrating to lose to an average Guile because Makoto lacks so many tools.
It also cracks me up how Guile air throw is better than Makoto’s command throw… It has more range, priority and comes out a lot faster.
It’s like Makoto has the combination of all characters negatives without their positives.
Sagat has a slow walkspeed(still faster than Makoto), but it isn’t even a factor because he is the master of zonning people.
Abel’s EX TT can be thrown, but that isn’t a factor either. It still has invincibility to strikes and his normal TT beats throws. Makoto’s command throw loses to throws, attacks and her EX version has TERRIBLE range and often absorbs a hit, but doesn’t grab anything.
Viper doesn’t really have a solid “get off me!” move, but at least she has EX sesmio(which beats throws, attacks and can lead into an ultra). EX Oroshi is nice, but can be beaten by a throw and super punishable on block if I remember correctly.
Rufus has crap footsies, but a lot of HP and deals a lot of damage, so he can afford to take a few risk to try to get in. Makoto has bellow average health and has to take MORE risk than Rufus.
She just seems like she has the combination of a few characters bad qualites, but not anything good. They all stack up to make using her a frustrating experience. I honestly can’t think of one great thing she has outside of super(which you will never use) and her ultra 1(which does OK damage)
Sorry about the bitching, I just fought a million Guiles,(damn you Daigo…) Rufus and Sagats.
Nah I agree. It’s really hard for her to get in and when she does the pay off isn’t nearly enough. And she has below average health which just makes no sense. At least it’s hard for Sakura to get in because when she does she gets a garunteed 50/50 mix up. But when Makoto gets in she really has no more options than most other characters. I think I might drop her in favour of guy. Whenever I use her at the moment I just end up getting mad because of how retardedly easy it is for someone to zone her. I realised the other day the matches I win with her tend to be against inexperienced players. people who know the match up just run away for the entire match because they know she can’t do anything. I’d match rather just use Abel and be able to roll through the fireballs. Or ultra through them. yeah, unless anyone has some magical way to not lose to runaways I think I’m gonna start using Guy.
Makoto vs Turtle Guile with skill equals no go
Makoto vs Rush Guile with skill equals no go
Makoto vs Guile absolutely sucks. Where are her tools of winning? I’ve been leisurely thrown out of EX Hayates. Sonic Boom Cancel Dash keeps me blocking. Makoto has complaints!
On the other hand. I find jump up straight HK seems to work decently well after he sonic booms and walks forward. His f HP trades hits with it. Other than that, I got nothing. Even an anticipation of a sonic boom gives u a 50/50 chance of landing a jumping attack. I seriously think a Psychic would have trouble fighting Guile with Makoto.
You know what, fuck it. I’m switching to Guy. I’m still gonna use Makoto but there’s no way in hell I’m gonna be maining her. I just end up getting mad whenever I use her. My Guy is horrible and I can win match ups with him I would lose easily with Makoto.
instant air hk tsurugi when hes in your face = trade with sonic boom, get hard knock down? i dunno, try it. it worked for me a few times.