For zangief: -Meaty Oroshi/cr lk beats reversal lariat
-Meaty cr mk DUCKS reversal lariat
You and like a million other people. Want a cookie or something?
I’ve had very bad experiences with C.mp and even S.mp for punishing electricity. You have to hit 'm at the tip and because of Mak’s movement speed of a frozen turd it’s hard to space right imo. I use S.Hk. It beats it cleanly (and don’t qoute me on this but I get the feeling some reversal balls too) because your hitbox shifts back.
Thank god, I thought it was just me that had problems w/C. MP/S.MP w/his electricity at close range. He hops in and either mashes jabs to electricity or throws (I beat his jump ins a lot, and I’m starting to think her C. MK is her best anti air). Can’t rush him down either cause again, electricity. Very annoying fight:(
Yeah blanka does feel like a hard matchup for mak.
Everyone is a hard match up for Mak
Blanka is goddamn infuriating…
Glad it’s not just me. I seem to have an issue getting in on him and staying there when I finally do. Seems like he can just mash electricity all day like a noob
Against Blanka, you want to lame him out and get the lifelead. Always go for the blocked Blanka ball punish; It adds good damage and puts you at +2, or scores a knockdown if you did an EX Hayate/dash into U1. The main threat of his ball moves are reversing and empty ball into throw. The neutral game feels wonky, but that’s mainly because his jump arc throws me off a lot. If you get AAing him down with c.MK/LP Fukiage, you’ve shut him down even more. The worst situation you can be in is his annoyance vortex where he can cross you up and go for a throw or lightning or jump or something. c.LK works best for punishing lightning at his point blank range, but if he’s doing it right the lightning’s mainly for a frametrap/punishing tech attempts. OS tech would give you a c.LK if he didn’t throw you. U1 is only scary in its chip damage value and getting caught pressing a button. Thankfully you can bait and punish or escape from pretty much every range.
But really the main challenge comes from you having to be on point and reacting like mad against him at every second. Don’t get mad or frustrated. That’s when you start losing.
Lots of good tips Sparkster, thanks. Is it recommended at all to try and cross up blanka, or other chars w/reversals?
You can OS U2 after cr.mk on Honda to punish some of his buttslams. You can also OS U2 after cr.mk/oroshi on Dhalsim if he tries to wake-up teleport. It also can punish wake dictators wake-up ex-headstomp.
Wrong. View my original post to see 10 subsequent posts doubting me.
Well I wasn’t talking about people on this forum because I don’t pay enough attention to these boards to remember who said what when. But even before the game came out, tons of people who had played it were saying Makoto was gonna be ass.
But, I still doubt that she’s that low on the pole. She’s not gonna be top tier or anything. At the very, very best she’s gonna be middle of the mid tier. But the idea that she’s gonna be at the very bottom is pretty ridiculous.
Guess I can see the point of your earlier post now, though. So sorry for being a bit of a douche about it.
It’s pretty character-specific in SSFIV. Basically, you shouldn’t cross up people with “traditional” DPs. Ryu, Ken, Akuma, Seth, Sagat, Dan, Fei long even just to name some. They can, and will autocorrect DP and hit you. Certain charge characters will kill you for trying to cross them up, and others are free to cross up. Don’t cross up Blanka. However, make suer and always cross up Guile as he can’t do anything about it as Flash Kick has a blind spot. Balrog is pretty free to cross up as well, but he has a few options like autocorrect U1 which will catch you. You can try to throw a crossup out on anyone really, but on the ones who can punish you for free you really only want to mix it in very occasionally just to throw them off. And that’s a big risk. Better off not doing it at all.
This has been an immensely helpful thread for me, so thank you OP for creating and maintaining it and thank you everyone else for helping it grow. I literally have this thread open as I practice to get some quick notes on each match up as they come and I don’t know where I’d be without it.
U1ing a Vega out of crossup ex sky high claw. Feels good man.
how did you manage that?? he’s above you
today i caught a guy trying to psycho crusher me from full screen for a chip win, i was like “really pal?? here’s some fist in your nuts” didn’t even know if that would work, saw the hitbox on psycho crusher here few weeks ago & it covers almost the whole length of his body
A very decent Guy against whom I play has been killing my Makoto. I know crouching MK beats the elbow clean, but that’s about all. His hitbox seems to be so small when crouching that I can’t even use forward MK to tick Karakusa, and every time I advance on him on the ground he stuffs me with either his slide or overhead, and if I go by air, I’m getting thrown horribly as he meets me halfway up.
I spend half my match walking backwards, and usually can only pressure once I get a fortunate blocked FA into Karakusa or hit FA, Karakusa into HP xx EX Hayate to put him in corner, and occasionally a countered elbow into dash mixup. If he has EX at this time, or Ultra 2, my wake up game goes downhill horribly, and the only thing I can think to do is to bait, often unsuccessfully. Once HE starts pressuring me, I have to be lucky with an EX Oroshi or EX Karakusa read. Whiffing one of those gets me a target combo into special, and puts me in the corner.
Any hints or tips from experience? It seems like he’s too small to try to IA Tsurugi constantly without perfect execution, though that may just be me being a bit too late. Hayate seems pretty safe against him compared to some enemies; maybe I should try to just be a bit more daring with them, even though I try to never randomly Hayate outside of combos.
Try using HK IA Tsurugi, it seems to dip lower. I’m assuming it’s because the animation is somewhat slower than the others.
I don’t have a ton of experience against REALLY crazy guys but, my experience with guy players is that they really want to dip in and out of your side of the screen at their leisure. Otherwise, they stroll forward and poke away at you. To sum it up, I think shutting Guy down in the middle of his approach is the key to beating him.
If you find Guy sprinting toward you, Makoto has all the tools in the world to interrupt the run and cause massive damage or stun. Just lunge forward with something and hit the crap out of him.
If he begins jumping or using the command jump at you, I find lp.fukiage pretty reliable. There is also the option of using f+mp to scoot under the elbow and attack from the other side…this seems to work like an option select against Guy in certain ranges where he might jump or he might throw a poke out; if he pokes, it will probably get countered and if he jumps, this will at least scoot you out of the way. Guy is pretty floaty in the air…you might just be able to dash clear of his jump ins too.
If he is a little more careful and likes to stroll in and start poking, I’m pretty sure Makoto can counter hit the crap out of most of Guy’s practical pokes. I can’t imagine his kicks beating st.mp. The only things I can think of that are really dangerous are his c.mk and c.hk. FA takes can deal with the slide, as can being prepared for a follow up throw tech if he’s managing to land that kind of thing on you. Just be smart about those lows and don’t forget that he can stick out f.mp if you start sitting down too much.
what does IA mean?