Makoto Strategy and Match-ups

he always gets fat damage + untechable knockdown, with no meter we have to choose between the two. you want a knockdown against abel because it’s easy to jump OS grab to limit his wakeup options.

do you guys have any advice on the guile match up? i have a hard time getting in and i try to IAT ovver sonic boom but i get air grabbed as soon as i get over the SB the guy had great execution) i cant jump in i try to bait but he can SB pressure me from far and close.

try j.hk if you have to jump over booms …it should hit him before he grabs you

If he’s anticipating the IA Tsurugi, BLOCK. When you block the boom and he’s airborne, Fuki or cMK for antiair. It is important to mix up how you react to SBs. This is key for dealing with trailer Guiles.

If he isn’t trailing the SBs you can IA Tsurugi without problem.

hmm ok thanx ill try that next time he guile also like to do back mk alot so hed be safe from any ex hayates if he wasnt throwing booms so id try to dash enough for there to be enough space between us where i wouldnt get counter attacked by his back mk unfortunatley i didnt know how to go at the match with no guile experience

Hi. If I do CR. HP and then forward jump. Is that a safe jump? Are there any safe jump setups after cr. hp.

Guiles thrive on impatience. If you can learn to be patient against a Guile player, you will suddenly realize that this match up is FAR less stressful than you can make it out to be. Guiles don’t bother me anymore as long as I’m calm.

sweep -> diag jump + move whiffs. you can empty jump into meaty c.lk, though. i suppose you could just wait a couple frames then jump + hk or something.

hey guys. Sorry I haven’t been updating the front page with some of the new info you guys have been posted. School has been kicking my ass as of late. Hopefully before the end of September I’ll have a few more character matchups updated for yall.

When I try that, it doesn’t combo into st. MP. For it to be a meaty, it should combo right? Am it doing it wrong perhaps?

Is it just me or do cody and chun run a train over mak?

doesn’t pretty much everybody??
& Chun is an uber bitch no matter who you play with, her pokes are too godly + all the myriad of ways to combo into any Ultra

^^ So true.I tried a couple of stuff against this chun li i was fighting though.Makoto’s s.mk and c.mk all stuff her hozanshu clean (i.e if u can see it coming though).S.mp stops some if not her all her pokes.

if you see hozanshu coming just focus it for crumple. i spend a lot of that match above her head trying to hit her with hk tsrugi. don’t try to out-footsie her because it’s not going to happen.

Sometimes if you react slightly late then you only get a level 1 crumple. Either that or I’m just letting it go too fast. If you want to be silly, try to IA Tsurugi her. As soon as you jump her hitbox wont touch you.

Trying to abuse HK Tsurugi seems not the best of ideas because Chun has good damage off her df.LK and if she focuses the Tsurugi you get wrecked. But then again I can’t really name any particular move in general to abuse against her, so do as you will.

i do nj -> hk tsrugi on wakeup 'cause it beats ex spinning bird and (sometimes?) her backdash. once she gives up on the wakeup game you can go to town if you score a knockdown. still a rough match, she can keep you at max footsie distance forever sometimes.

Fa dash lk karakusa hazanshu on reaction is the best punish, she cant escape karakusa for any strength hazanshu.

But srsly fuck cody dude does way too much dmg off confirms which then put u in the corner, and he can just just bulldog all day against makoto anyways amplified in the corner

So, Viper seems to rape Makoto at will. Can you Fukiage her flame kicks if you see them coming? I know f.HP will beat out all of her ground pounds on start up (even the EX version), but her c.MP seems to beat out Makoto’s s.MP clean after a block string or a Hayate. Maybe I’m timing it wrong?

One more thing: is there a reliable anti-air for Dudley? s.MP gets stuffed by his jump in attacks and s.MK seems to work for mid-range to deep jump ins. Every time I do LP Fukiage it seems to trade or get stuffed and MP Fukiage gets straight stuffed because of it’s start up.

you can sometimes fukiage burn kick. depends on the angle she comes in at. if it’s really shallow you’ll trade (knockdown, no followup) or lose. if it’s above your head you have a good chance of beating it - delayed burn kicks on wakeup are fukiage’d for free. you usually don’t footsie viper because if she hits you with mp.thunderknuckle you’re stuck in frame trap / tick throw hell. you can beat her air-to-air with jump fierce and she’s made of glass so just RTSD, avoid her reversals, and punish hard. if she’s always hp-tking out of pressure you can beat it with ex.oroshi, jump forward, meaty mp oroshi (stuffs tk and gives a combo).

“Vega, Dudley, Sakura, Adon”

characters who you will not be able to AI properly from the ground because their attacks reach far downwards or in Dud’s case puts him horizontal
http://i8.photobucket.com/albums/a27/Graviiga/Vega Hitboxes/jhp.jpg
http://i34.photobucket.com/albums/d146/King9999/Dudley_jumpHK.jpg
http://s1032.photobucket.com/albums/a402/Mr_Suplex/Adon Hitbox Images/?action=view&current=AdonNeutralJumpHK.jpg
http://i256.photobucket.com/albums/hh174/Ryganwa/jhk.jpg

this one trades often
http://i67.photobucket.com/albums/h302/Hoblin/Super Street Fighter 4 Hitbox Data/Zangief/Forward Jumping Normals/JumpingHP.png