Makoto Strategy and Match-ups

It will beat a spaced headbutt from a little range, not up close cause it will still be in invincible frames most likely.

Didn’t think of that, cool. What about EX splash? Just block?

block the first hit

Something I found out in Training against Dictator.If a dictator tends to do c.lk xx scissor kick pressure when your back is against the corner it seems like a s.fp stuffs any c.lk attempts he tries after the first blocked scissors so you can combo into whatever combo you want afterwards.Definitely risky but if you need to make a come back it’s definitely worth knowing especially if you might mess up on IA Tsurugi

Speaking of IA Tsurugi it seems like I lose the majority of my matches because of fucking up the motion and getting a karakusa instead.Either that or fuck up on a post karakusa into Ultra and get a fuckin fukiage.:annoy:

for honda, you can block the first hit, and ultra1 the second one xD

i played a lot versus a very good gouki yesterday…
knockdown or corner = byebye makoto :’((((

yes me too, cos i dont play that much, i still make errors such as trying to jump before the previous move has recovered, netting me a karakusa instead of an iatsurugi. When i do actually jump i do the motion ending in1 or i do it in under 7 frames and enjoy a jumping mk into painful punish.

Really? do you TK it? Coz if I think of it as a SPD motion it’s pretty consistent. I also overcompensate the last input by inputting it as a :ub: while the useless motion of :r::df::d: is padding so I’m sure I’m airborn. I do fuck it up sometimes when I mistime it after the recovery of the previous move. But that’s just my bad timing.

has anyone been able to gather up moves that fukiage beats or trades with?Been having trouble trying to use it at the right times.A lot of times when I think it will hit it whiffs.

mmeeeeeee toooooo. all the time. definitely after her backdash (seriously, go into training - backdash and hold up. feels like it takes forever to jump. wtf.), after c.mp or s.mp hayate cancels, and after blocking tick setups (trying to jump while still in blockstun).

yah its really killing my win rate lol. and chewster i aim to overcompensate and finish the iatsurugi @ 7 instead of 4 but i still mess it up :slight_smile:

really trying to increase my lp fukiage usage, it trades with jump attacks beyond its range allowing you to slip in a kara hp fukiage afterwards in most cases. its easy and beautiful, just need to get the mind to auto fukiage when people jump.

also kara ex-karakusa is really good vs karacters like bison and chun as it gobbles up their cr.lk mashing after a blocked st.lp/mp. If they’re backdash happy i like to do IA tsurugi more frequently, safej.hp >ia mk tsurigi vs chun is nasty!

Mann your fingers are just too fast mullah ^^ slow down.

Can you absorb one hit if you continuously backdash?

hey guys, I’m going to do another update to the front page very soon. If anyone has any vids they feel can explain how to a approach a certain matchup (ex. Mak vs. Viper, Mak vs. Sagat, etc), please post them here. I know it’s only been a month and a few weeks since the game’s been out, so I’m not expecting a video for EVERY matchup, but anything would be good.

Just want to add, that today I beat Rufus EX-Snakestrike and EX-Messiah with EX-Tsurugi. Not IA EX-Tsurugi.
I had the kd, jumped in with EX-Tsurugi (Hail Mary, because I had not a pixel left on my health-bar) and beat them clean.

This is something I kinda stumbled upon on accident. its decent but not great. I was being pressured in the corner. I did wake up super. During the super flash I noticed the opponent was about to jump straight up. Gives you plenty of time to anti air them with mp fukiage into whatever you want. This could be really useful when used together with Ultra 2.

If it’s been said or not, but my HK IA Tsurugi got air grabbed by Guile. Sucks I lost the match because of that.

Thats not that surprising since 1. Tsurugi isn’t that great of an AA to begin with. 2. Air grabs are so ridiculously good in Street fighter IV (especially guiles,I’ve seen some demonstration videos of the air grab and holy crap there is shit that doesn’t even make sense ).
Nice reaction time though, by the guile.

HK Tsurugi comes out slowest so it’s easiest to airgrab, generally LK/EX have better anti-air properties in general.

from my xperience:

  • it goes right under Tiger Knee, Dan knee kicks, Tatsus, Chun’s overhead, Burning kicks, jag Tooths
  • against low/fast jumpers like Rog, Vega, Juri, Adon…ect i trade alot with their jump ins, but free hayate afterwards.

Its a great AA, but since it does’nt have any invincibility, its all about timing(more so than srk and canon spike)

Hi,
A silly question. When do you use st.MP? U said it’s awesome but i can’t use it efficiently besides combos. Range is barely enough to hit. cr.MP seems more useful to me. I miss something but i don’t know what.

Also using oroshi after a jump attack works well, people often expect a cr. move and receive the oroshi in their face. Very confusing, i get a lot of damage with this setup. Beware to reversal buffering tough.

having trouble trying to do hayate cancel mixups still.keep getting thrown or dped out of most of them.