I use Cr. HK to beat out jump backs. Of course match specific, if the guy set the pattern, i’ll go for it.
I think Mak has great normals, but cr. HK is the most disappointing.
I dont face many Rufus’ but i treat that match up like a slightly less dangerous Gief lol. Not as much as Gief but i think Fat Guy should have trouble getting in.
not sure how sure-shot my answer is but i time cr MK to > hooligan flips. It beats it and sometimes even when Cam is landing behind you.
Alright I dunno how you guys are dealing with the Blanka match-up but since there isn’t a general strat in the OP I’ll just throw together a quick post on what works for me.
Blanka
Mid-screen is Blanka’s best position in this matchup. If the Blanka player is good at mixing up his rolls and usual hopping shenanigans it can be quite hard to set up your offense. In this position I usually hang back and bit and try to build meter with lp oroshi and try to stuff his attemps to get in with normals.
Now while doing this, try to lead Blanka into the corner or use EX Hayate to push him into the corner. Once Blanka’s back is to the wall this is where you can go to town with st.mp, Hayate cancels, oroshi and Tsurugi mixups. If you knock him down, meaty st.mp on all his wakeups because whatever he does will either gate stuffed, or in the case of EX up ball; it will hit you but it will keep him in the corner and then you can punish him anyway. So if you have health to spare keep putting the pressure on. Only time you need to be wary and start baiting is when he has ultra but if he doesn’t, show him no respect. You should have that stun in no time.
/Random Rant
Also fuck the T.Hawk Matchup and fuck the Vega matchup. Vega players mashing out back flips and pokes at the same time, and all the random EX dives just pisses me off to no end. T.Hawk…I can’t do anything to this guy, Fukiage on his jump-ins is quite easy though.
any vega i have ever played (except my friend) just does barcalona drops like it’s the end of the world…and fukiage is the worst damn move ever…i tried using it in a real match vs someone who loves jump ins and either they hit me(no trade) or i just whiff it and get punished
t.hawks i just try to stay in the air vs them…they love jumping around to do their command grab when they land
Barcelona dives can get slapped by j. hp. Its a no-no tool that says you own the air. The battle in the air can easily be Makotos win by baiting jump-ins and doing jump back fierce or st. mp. now on the ground you are in some trouble. However you are in a winnable position.
Vega has pokes that can easily keep out Mak. so score a knockdown ASAP. Vega’s pokes can be out-prioritized by st. mp or by any of his meaties (cr. lk, oroshi, st. hp, etc.). So abuse.
Vega’s reversals are EX ST (scarlet terror) and backflip. I had experiences where meaty st. mp beat out EX ST and cr. lk is safe against EX ST, so the only reversal that Vega can use is backflip. Im not very sure about this, but i believe that you can hayate the backflip during recovery (which is not alot of time) or you can dash and karakusa him then cr. hp for a knockdown.
I saw that the above 2 post had Vega trouble. And fukiage is not a good move for Barcelona Dive.
Not sure if this is known or if there is a superior method…actually I’m not sure if this is even completely reliable, but it kind of just happened during the course of a match and might be useful.
Against Guile, waking up with flash kick: knockdown, f+hk(hold) corpse hop, forward j.mk
Collides with Guile from behind, gimping his flash kick and causing a reset where he lands close enough for you to potentially follow up against. Potential issues with this might be the strength of Guile’s flash kick (could move him out of position.)
Vs Claw -Cr mk goes under df +hk lunge AND overhead
-DP autocorrect buffer u2/dp any wall dives!
-Cr mp/st mp buffer ex hayate/st hp buffer hp OR ex hayate/f+mp tip claw cr strong: st hp xx hp hayate combos!
-U2 punish u2 escape
-Claw can punish oroshi/spaced cr hp on block!: oroshi at best -4 on block, claws cr mp/cr lp is 4f startup (on block cr lp +1 cr mp -4)
-Can also punish ex hayate: muist space ex hayate 2/3 move dist or longer or punishable
IA hk tsurugi BEATS/trades favourably with AA: cant bait really with lk tsurugi as still get hit, so aim to beat it or trade!
-Whiff tsurugis v punishable!: try not to whiff, can ex barcelona or df +hk on reaction
-Can focus last hit of rolling crystal: armour breaker is scarlet terror off the wall? unless reversal
-Air borne late in backdash: grounded last 2frames similar to rufus, more os cr mp
-OS for all options; -Safe jump OS cr mp: recovers in time to punish backflips, f+fp long one, cr mp/hp or st mp xx short one
-F+mp and dash f to move primarily: f+mp will often TRADE with ex Barcelona, and is quicker than f+lk recovery wise.
-F+fp/ex hayate punish insta overhead on block: f+mk-hk also punishes if whiffs (not on block tho)
-Rolling crystal VERY punishable: things that beat it; cr mp xx hayate/st hk (at worst same dmg favourabe stun trade)/IAT/Ultra 2
Fifth highest BP Hakan is raping me. His normals while oiled are like a bunch of low-hitting s.MPs or something, and slide FADC normal canceled (while oiled) is a free way in to apply great mixups. Help!
i play a very good hakan locally every once in a while. the only way to win that match is to stay on his ass and keep the offensive momentum in your favor because his wakeup sucks as much as yours does. he can be grabbed out of everything so don’t be afraid of meaty throws every once in a while. don’t tsrugi when he has u1 (or u2, i guess), cause you’re gonna get punished for trying. makoto has the ability to win the match but it’s tough because hakan does so much damage (fwd.hp is 150!) and has an enormous health advantage when oiled.
you might be able to reversal u1 or ex.karakusa the slide FADC-crisco-cancel normals, but it’s pretty risky.
You can s.MK xx MP (EX) Hayate no matter the version of Cody’s Zonk Knuckle. That’s universal, but if he’s closer for some reason when he does it, you can do really any BnB combo, including Ultra or s.HP into whatever.
How in (holy deity of your choice)'s name are you supposed to fight Akuma on the ground? s.RH combos into death on wheels and a knockdown if it hits, or it leaves him at 0 on block and his footsies all beat Makoto’s footsies without leaving him vulnerable to jump-in. An Akuma with good footsies who doesn’t jump at you … tough stuff.
I know s.MP beats the start-up of Akuma’s s.RH, but that’s pretty much it.
s.rh also beats IA tsugi! he’s small enough to crouch makoto’s c.hk but she can’t duck the second hit of his s.roundhouse. lol. tough match. you really have to watch your spacing and learn his s.roundhouse habits - eg. what ranges does he usually throw them out there?
it’s possible to focus absorb the first hit of s.rh and dash under the second to punish but it’s hard.
What I mean more than what beats s.RH is what tools are there to actually out footsie Akuma? After the s.RH I almost need him to try to fireball trap me or dive kick me, because I just can’t jump in and I don’t know how to actually stop his footsies, from a what-beats-what standpoint.
how do you guys feel about the abel matchup? it’s been pretty rough for me ? you can abuse him pretty badly on wakeup and if he’s constantly step kicking -> TT you can IAT into ultra or whatever, but it really feels like the damage odds are heavily stacked in his favor. doesn’t help that you’re not guaranteed a knockdown from karakusa but he gets to do ambiguous jumpins and rolls from TT. is this match really just rolling the dice and playing the odds? has someone found a way to either a) get out of his knockdown game, or b) keep him away long enough to build a lead?
having no ultra stocked vs. breathless really sucks too. if he activates just inside of your jump range (can’t crossup) seems like it’s a raw 50/50 for more damage than our ultra does in return.