Same with Ibuki’s Ultra 2, Karakusa’d her right out of it last night.
if she EX Spirals, you’re going to miss. Chances are, because of the freeze and the small invincibility she has afterwards to react to whatever said player saw, you’re going to get punished. Reversal or not.
Seth is really giving me hell right now. He may have a glass jaw, but getting your hands on one who knows how to zone and run is a huge pain in the ass. He really is the perfect combination of the worst parts of her bad match-ups. If it wasn’t for his low health and stun, this would be all but un-winnable for Makoto.
How are you guys playing this, turtling up till he comes to you or are you trying to chase him down? Anyone have any tips about those little match-up nuances that make all the difference?
wrong
[media=youtube]QdO8uVO_kPQ[/media] @ 2:02
the rose you fought just didn’t jump, backdash, or hit sc.mk for whatever reason. she is not invulnerable at all but in a free neutral state to just do whatever she wants after activation.
Probably been mentioned already, but f+hp is godlike against Boxer. Seriously.
Okay, well, you didn’t read what I said. Rose was knocked down after my EX hayate that pushed her to the corner. I dash in and do a Karakusa to catch her just AS she stands up, in which she activated the U2 on her wake up. This resulted in me choking the bitch, just like I’ve done against Sim before with his U1, making their wake up ultra attempt useless.
It’s not that she couldn’t of jumped, it’s that she chose to U2 and I landed my Karakusa.
Watch the vid he’s talking about. Rose can still jump out of the karakusa after the wakeup ultra. Roses U2 has zero recovery frames.
It’s a bad example because Gief is doing a throw after U2, in which I threw my Karakusa out before she activated it. She may have been able to jump, I’m not certain. I’ll try to recreate it in training mode. Just telling how it happened.
i also just tested this out in training mode; if the grab is meaty she can still jump out. it’s not like dhalsim’s ultra where he has recovery, rose can do whatever she wants as soon as the animation is over.
testing methodology:
sweep into meaty hk karakusa, rose activates ultra 2 w/ reversal timing on wakeup
–rose decides to block: is thrown, orbs do not hit makoto (proving it’s a true meaty throw because mak would get hit if there was a 1-2 frame gap between wakeup and the throw’s active frames)
–rose decides to jump: is home free, hits mak with an orb on the way up
vs Honda.
Can’t really do anything if you block a headbutt, but lots of her pokes can beat it clean. F.MP and s.MP can do the job, but f.lk and s.hk can simply beat a heatbutt with ease. Tsurugi can also beat a headbutt if you’re feeling fancy.
Just remember that LP and EX have start up invincibility.
Here are some things I’ve been thinking about:
Well, I suddenly had some really good results tonight, and I now realize just what a HUGE part of Mak’s game is her Fukiage.
Any of her baits or mixups without super/ultra deal maybe 250 damage. Baiting a jump, however, is over 300 damage easy, I don’t think any other character really has that option.
As far I see it she controls the air in front of her.
[LIST]
[*]9 o’clock is st.MP
[*]10 o’clock is st.MK
[*]11 o’clock is cr.MK
[*]12 o’clock is lp Fukiage.
[/LIST]
Use footsies and good anti airs to make them feel like the front of your zone is too hard to break, and bait that high 12 o’clock jump in. That’s where the real damage comes from.
Also, bait neutral jumps in the corner and punish with EX or HP Fukiage.
Another huge tool that I don’t feel people are capitalizing on is the fact that you can combo off of her overhead if you time it meaty. The best overheads in the game are scary because they lead to more damage and another knockdown (think Dudley). Making the opponent fear your overhead really adds a huge element to your game.
[LIST]
[*]Meaty MP Oroshi, cr.mp xx mp Hayate is strong, good damage and positioning.
[*]Meaty MP Oroshi, Ultra 1 is downright demoralizing.
[*]Meaty MP Oroshi, cr.HP should be possible, but I haven’t tried it. Leads to another untechable knockdown!
[/LIST]
So far my favorite setup is cr.HP > Forward Dash > MP Oroshi. Doing this as fast as possible gives you perfect meaty timing.
f+HK > pause shortly > Forward Dash > MP Oroshi was working very well for me too, just stricter timing.
Headbutt is punishable on block by ex hayate I think. Otherwise…yeah.
Thanks for reminding, don’t know how I could miss this @_@ Only HP headbutt is punishable btw
Ah, good to know. I thought all of them were punishable except for ex.
I don’t play many Hondas, but when I do they usually destroy me pretty easy.
I always combo into an ex oroshi after a meaty oroshi to keep them on the ground whenever possible
I’m having trouble setting up the anti-wakeup DP instant tsurugi. After I backthrow, I step back a bit and go for the IA tsurugi, but I still get dped. Am I stepping back too much?
Make sure you’re doing a forward IA tsurugi. The motion should look like 9214 or 2149, depending how you like to do it. Also, it’s maybe 1 step back. Go into training mode and set Makoto as P2 and make her do a back throw, step back, IA tsurugi. Play as Ryu and see if you can DP her.
from the video everyone seems to refer to, it says to use RH tsurugi, the 4 different tsurugi’s have different trajectories, the RH one goes out the furthest i believe, so thats why it helps to go past DP’s
so how can make deal with dudley pressure? i have a friend who is learning him and he is just whittling my makoto down. everytime he gets inside it’s a nightmare to escape, he literally just does mp xx mp mgb rinse repeat with slight alterations;
sometimes it’s mp mgb > ex jet upper (he has an uncanny ability to nail me with these whenever i try to jump out)
mp mgb > cr.mp > st.lp (after i beat a couple of the cr.mp’s with ex oroshi, he just sees it on reaction and stops the oroshi with st.lp)
ex karakusa is out of range (havn’t tried kara ex karakusa because 1 i’m not that good at it, and 2 idk if it’s fast enough)
it’s like the only option i have to return to neutral is to either hope he fucks up or back dash > bdc in which case i either hope that he doesn’t punish a whiffed lp oroshi or i have to do 2x backdashes and give him a lot of screen for free, and if he starts that pressure in the corner i’m really fucked… i feel like i might as well put down the sticks.
I am no expert but EX Karakusa shuts Dudley down a lot for me I am surprised to hear it’s out of range for you. But generally speaking utilize your longer normals to keep out of his normals range. Abuse Standing MP, and don’t be afraid to burn meter to get out of the corner. I use EX Hayate to get out of pressure sometimes. I also like IA Tsurugi’s against him but don’t get to happy with those before he learns to punish them on reaction.