Makoto Strategy and Match-ups

Her s.lk XX s.mk target combo is a pretty good focus killer.

for that extra tiny bit on a karakusa

:r::df::d::db:+:hk::l:+:k:

basically just roll your finger from :hk: to any other :k:…it’s not the f.LK range, but it goes a little step forward…probably will be the motion you should try for every time you EX kara as it’ll give that extra range you might need

KINDA only works with EX, got it with regular kara a few times, but it’s too hard to really get consistently

Cr mp xx ex oroshi/ex karakusa is also good as anti focus attack

if you’re SURE they’re going for a lv2 you can use fwd.hp x 3 for a big punish against focus. use sparingly.

I did some videos to show some tricks and punishement versus Ibuki.
Sorry for bad quality and multi-video, but I took it with iphone :o

I put explanations on the vid’s description.

(the 3rd one is a great tool)

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[media=youtube]E0YfXE7xOwo[/media]
[media=youtube]bZ3fYa3PW6E[/media]
[media=youtube]QFRnJzMqsic[/media]
[media=youtube]EuL2J1Gv-20[/media]
[media=youtube]mDrteJcpey8[/media]

Thanks for the replies fella’s. I’ll definitely look into focus attack’ing as far as dive kick pressure goes.

Nice vids VRyu! VERY handy tool on 2nd video :tup:

ok so the instant tsurugi against DP has to be the hk version for it to work correct?

Since the HK version pushes you out farther, it is recommended. The MK one has problems vs specific forms of SRKs, specifically LP ones that are straight vertical with no arc. At least that’s what I’ve come to conclude from my tests.

Seems it’s only good if you seriously have no idea which direction to block but it’s still best to practice trying to block correctly especially if you don’t want to sacrifice anymore health since you are still getting knocked down and will have to deal with whatever mixups the Ibuki player will have once you get up.She isn’t anywhere near Hawk of Gief territory when it comes to HP so you gotta be careful.

Speaking of that what’s the best option for when it connects on block?Would you be able to go into a karakusa attempt afterwards or would DP mashing or Ultra mashing beat it out?

Tsurugi’s safety on block is specific to certain characters and obviously the height it was used at.

Summary of testing:

HK Tsurugi is -1 on block against Zangief, T. Hawk, and Hakan, but appears to be at least neutral on block against Honda because I couldn’t get U2 to land with the same timing that SPD would not land.

Instant MK Tsurugi appears to be the same as HK Tsurugi on block. Can’t SPD it, can U1 it.

LK Tsurugi - Against standing Ryu you’re -3, against crouching Ryu you’re -2 (could block his super.) In a mirror match against Makoto you’re at least -4 whether she’s standing or blocking (could land cr.LK/cr.LP.)

Didn’t test EX.

Further testing might be helpful, but it’s likely that your advantage varies heavily depending on character, strength, and whether they’re crouching. HK/MK Tsurugi may be neutral or positive against crouching Ryu, for example.

Notes:

Bison: abuse f+HK crossover. I’m told it takes away charge for all charge characters since it’s too early for autocorrect, but it’s especially useful against Bison because it locks out his most important reversals. He’s left with headstomp/devil’s reverse/U2, all of which are easily punishable on reaction, and backdash, which is easier to deal with when you’re not worried about taking EX Crusher.

Prefer saving meter for knockdowns above all else, not worth spending it on reversals most of the time especially with his usual range. What he really wants is the counterhit, his chip doesn’t do so much that you need to get out ASAP.

I’m pretty sure it’s been said already but fukiage works well against Bison if he decides to jump for some reason.

Cammy: EX karakusa is a double-edged sword here, it can work very well against cannon spike FADC (even beats a throw followup I think) but loses hard if she decides to do cannon strike.

Focus against pokes, be wary about using it against dive kicks. It may work against most Cammy players, but the ones who know what they’re doing will kill you for it, so it may not be good to rely on it (crossup divekick/j.lk; land after jump-in/empty jump -> cannon spike, backthrow, ultra)

Against divekick pressure: backdash; tech with :db::lp::lk::mk: (not as effective as against Rufus); or prevent it with jump HP/MK/LP or tsurugi (Cammy’s air-to-air is comparatively weak, but don’t jump into spike)

Punishes by priority:

  1. Ultra 2 -> combo; dash-in -> ultra 1
  2. (if enemy is cornered) dash-in -> s.HP (xx feint -> s.MP) xx ex hayate -> lp fukiage (jump cancel) EX Tsurugi
  3. (if enemy is cornered) dash-in -> karakusa -> s.HP, etc. (same as above combo, slightly easier for slightly less damage)
  4. (if enemy is cornered) mp hayate (hits anti-air) -> lp fukiage -> EX Tsurugi (less damage than 2 and 3, but still good damage and costs 1 less bar + easier timing on the fukiage)
  5. dash-in -> lk karakusa -> bnb of choice
  6. f+HP -> HP

Combo 4 is also possible midscreen but requires you to FADC the MP hayate, dash forward, then do a crossed up fukiage motion and jump back toward where you were for the EX Tsurugi. Somewhat difficult but better damage than other non-super/ultra midscreen combos, if you need the damage to get the kill.

Will do something with the video thread at some point.

About Honda…I’ve been playing max hard comp and I’ve found this:

cr. MK is godlike, it seems to to get you under most of his jump-ins and…well hits him. It also beats his butt splash on the way down. If you do it too early, you will get beat, and if you do it too late, it will trade, which no one wants against Honda. The timing is easy though, just don’t choke, stay calm and when you see butt splash, block, then cr MK him out of it. I haven’t tried this against EX though.

After the splash, LK Karakusa sometimes works? Not sure of the details but it worked most of the time I tried it, but not all.

For your information,

you can do reversal Ultra1 after any guarded soulspiral (rose).

That’s really strange, because you cannot hit her with a cr.LP (4frames)…but you can with reversal-ultra1 (6 or 7 frames).

I got a different result. Ultra 1 landed against all but HK, and cr.lp landed against all of them (1-frame timing for hk.)

I recorded in training mode an usual link string:
crLP*2 -> crLK -> crMP -> spiral HK -> guard.

With makoto, i guarded the string, then did reversal ultra1, and rose didnt guard.

Could you try again? or tell me what setup you used?

Are you definitely sure you recorded rose guarding long enough for the ultra animation startup which takes up time.

yes, I did :frowning:

i will try again this evening.
if it works, i think I will check versus more character to see if ultra1 is “”“bugged”"" and can punish things that crLP/stLP cannot punish. dream :smiley:

edit: if that works, it means reversal ultra1 is 4 frames startup

All I did was HK soul spiral -> block for like 6 seconds. I know the training dummy tends to be wonky with ultra freezes so I give it lots of time.

Shit, you were right.
I think i didnt charge back enough :frowning:

btw, dash -> ultra1 punish any blanka’s guard rolling \o/ (except LP version at max range).

And EX hayate punish honda HP headbutt.

I dont get how neutral jump rh beats honda’s headbutt.
I tried many different timings and it seems like I will be getting hit anytime im in air, not even a trade.
Can someone clarify this for me?

against honda, FOCUS the second hit of buttsplash. you get a free crumple, so take it!