Edit- Also against akuma cr rh you can FA dash kara throw him and he cant tech. Must be kara throw as recovery animation of akuma cr rh leaves you a little spaced after the dash.
Just dont do when he has demon or he’ll xx into demon and youll eat it lol
Karakusa on Dhalsims wakeup seems pretty viable, i’ve caught quite a few guys trying to get off their Ultra1 with it, & if they don’t wakeup Ultra they usually just get grabbed or teleport
except if they know they can mash throw. but yeah, i think the sim matchup is in mak’s favor. she has the tools to overwhelm any sim. her focus dash lets her get in really well, esp if sim jumps he can’t do much even if he chooses to teleport or throw out sniper.
i know there aren’t many good hakan players out there, but it’s EXTREMELY important vs his oil dive shenanigans.
also how do you guys feel on the matchup vs zangief? my experience has been pretty brutal so far actually ? literally every special can be SPD’d so you have to be super careful with what you throw out. his j.hp seems to beat s.mk and his j.mk trades. maybe i’m just timing it wrong. once he has ultra you can’t do any divekick shenanigans because he gets to reversal ultra unless you space it super well. basically the only way i’m scraping by is neutral jump HK tsrugi at ‘safe’ ranges where it doesn’t seem like he can SPD on block to keep him out. the first page post on this matchup is kind of a joke, because makoto’s normals do not go toe to toe with the big russian based purely on damage output and relative health alone.
crouching HK owns meterless Gief for free, beats lariat from almost full screen, beats/trades any jump-in, beats/trades banishing fist. his only real way to get in will be that crouching kick that moves him forward…& he just might be able to SPD the cHK if he’s spamming it, yes you heard right, he can SPD your leg
Zangief should rarely be able to lay a finger on you, & if he gets close just jump the fuck back, a few jabs/lariat are better than an SPD into vortex any day
no offense but that is possibly the worst zangief advice i’ve ever heard. jabs link into s.mp into s.lk into ex hand which puts you back where you started. backdash can be OS ex hand’d. there isn’t any free out when zangief gets close, it’s just a meatgrinder where you have to guess unless you have a DP and 2 bars.
i’ll try c.hk out later, but it’s been very unreliable in the past and has a worse hitbox than s.mk according to the hitbox videos leaked a while back.
If you don’t tech sometimes and tech sometimes, you can ruin some of the rhythm of gief’s vortex. And if he’s late on the crossover jump for his vortex, free Fukiage. Pick something to do on his vortex, and if it works, keep doing it until it doesn’t, then change it up. I generally make them commit to non SPD options on the vortex, then pull a sit and block and counter whatever they do. If they’re better than average Giefers, I’ll mix it up and watch their meter carefully. Remember, blocked, non-EX cancelled palms can be LK Karakusaed into damage/U1. Don’t try to Kara on a whiff palm, usually they’ll whiff on purpose and try to U1/SPD ya on your attempted counter reaction.
cHK is really good, only because Zangief’s crouching hitbox is mad big and will get hit even at max range. It also won’t trade with a lot of his stuff at range. Obviously don’t use cHK when you’re in deep, the recovery is enough for a free SPD on block. cHK will also nail his lariats.
Gief’s jMK will beat cMK or trade, depending on the angle, so don’t try to AA with it often. If he’s vertical jumping, don’t get suckered into eating a headbutt in the air. Move up carefully and AA with sHP, cHK or Fukiage. Finally, I’m not 100% certain of this, but I managed to EX Fukiage out of his j2HP (his body press) when he was in his vortex, and it actually nicked his boot and hit him out without trade. I wonder if this was just slightly slow timing by the Gief I was playing, or a valid vortex escape when done tightly.
Safe jump f+hp beats reversal lariat. Also u2 pretty much beats lariat clean every time (odd trade), making me consider using it in the matchup
Vs fei long chicken wing, best to poke it on reaction. St mp for closer in, st mk for further out. Or just backdash to make it whiff then punish. Late ex oroshi can also beat it at the longer ranges
Also second hit of lp rekka is -6 meaning st mk can punish it.
c.HK is pretty terrible as an AA and unimpressive as a footsie normal even if they can’t duck it lol. imho your best bet if you’re gonna stick with Makoto against Gief is to mix up s.MK and c.MK. Both can get the job done as AAs but won’t beat everything on their own, so if the Gief knows to mix up where he places his jump-ins you just have to roll with it and try to guess right. For farther jump-ins s.MP works okay, though you don’t get great damage from it so s.HP/f.MP might be better options for you.
Also off topic but if Gief has U1 then it’s still a guess with DP FADC since he can at least theoretically punish it on block lol.
This probably has been already about punishing blanka’s U1. If you are right next to blanka when he does his ultra, mash back dash and do HP fukiage. Follow up with whatever you want. Some of the follow ups that are consistent after a clean HP fukiage hit is to jump cancel the fukiage the other way where you were facing blanka and do a tsurugi etc. Another meterless punish is backdash, HP Fukiage and either MP or HP hayate. After HP fukiage you can also do one of the following being both space/time dependent, HP fukiage, kara-HP fukiage, or EX fukiage.
If you need to block his U1, forward dash and input half circle back LP or MP to get a fukiage etc. You will hit him in the air when he is coming out of his ultra.
Another cool part about makoto’s dash is you can backdash the start of blanka’s U1 and once he is in the air you can forward dash to get out of the way clean w/o any chip damage.
I’ll edit this later to be more specific on the punishes.
Vs dhalsim, here is a good counter to all dhalsims ‘low’ pokes (df+hp, df+mp, df+lp and st short from the right ranges); cr lk buffer ex/hp hayate. These pokes of sim go under all your pokes except for cr hp (which is too unsafe mid screen) and cr lk, so its a good way to get in and close the dist. If sim goes for another poke he will get counter hit. And since hp hayate hits at full range it is pretty safe more or less on block. Note you have to be a bit closer for the hp hayate buffer so as not to whiff it in front of sim.
anybody got some suggestions for dealing with Cammy’s hooligan flip?? i already know you can focus the low one & dash under the highest one, & Ultra1 the low & medium one
You can reversal lp fukiage any meaty hooligan, and if you dont have time to do that do cr lk ~lp with the intention of having cr lk come out on the first frame to remove your first frame standing fuzzy guard that would otherwise make the hooligan inescapable (well you can backdash but she can punish this).