Day 1 stuff: how to deal with Ibuki’s dash? I fought my first powerful Ibuki, I took a round pretty convincingly, then she started looping me with her command dash. I got perfected. Third round I eventually got stuck in a loop. Anything besides just block the opposite direction as soon as you see the dash?
I have trouble with Ibuki too since I barely get to play any good ones, but I’m pretty sure she’s at negative frames after the dash.
Can Rose’s U2 be punished on she did it on wakeup?
What CAN we do once she gets U2? I had a long session with a good Rose player and it pretty much got me everytime. Meaty s.mp obviously doesn’t work. Same thing with Tsurugis and meaty oroshis.
It sucks because I have to respect her once she gets the u2.
Meaty karakusa. She has to jump to avoid getting grabbed it if she does U2 on wakeup. You’ll still get hit by the orbs but it mitigates the damage and teh situation is pretty much even afterwards.
Meaty Karakusa…Ok got you. I’ll have to hit training mode to know the timing. Thanks.
You know, after I posted that I thought “wait…I’m right, aren’t I?” For some reason I thought if she neutral jumped you’d get hit by both the orbs but recover quickly enough that the situation would be pretty much even. Not the case though.
So, I guess I was talking out my ass. So glad that shit is getting toned in AE though.
I had this very same question. I figured out that you just bait and wait. I was playing a decent rose in a FT10 to see if I could figure it out. CMP is awesome after the initial freeze. Usually I’ll just sit back and wait, because I know she’s trying to get close, and stuff the orbs with a well timed cMP.
Here’s sone examples. I lose the first 2 or 3 trying to figure it out but I won the next 8 lol. For 9 and 10 he switched to ken and got murdered so I didn’t put them up lol. Here’s the vids:
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There about nothing you can do vs a wake up rose U2.
What I do is feinting wakeup pressure when she have it. If you’re close enough you will block the 2 orbs before she can even move, that way her u2 is basically useless (you take cheap damage and she loose her stun).
If the Rose is stupid, you can try a meaty EX tsurugi. The startup of the move is projectile invincible, maybe it can work.
You can safe jump the orbs with EX Oroshi, backdash, jump forward HK.
Meaty Karakusa works if she doesn’t jump/backdash after Ultra 2, but it’s really tough to time. Using the setup EX Oroshi, forward dash, neutral jump whiff attack, MK Karakusa, I can only get it 1/5 of the time, leading me to believe you have to be slightly late with that setup for it to work. Of course, she can just jump, since your arms will be going partially through her during the freeze animation and the other player will know what’s up.
rose closeMK will beat meaty karakusa
new little video:
as I wrote in the description of this vid, thanks to srk makoto community (DennYes, candeisis, Blackadde, and all others I forgot), finding some combos, setup, matchup strategy, etc etc, helping our little girl to become stronger^^
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Awesome video v-ryu. Great stuff! Makoto boards still finding new things to this day. Can’t wait to see what happens when AE lands ;).
Very nice vryu, one combo stun on akuma i like!
Sweet stuff vryu!
nice stuff! i especially like the use of OS dash vs buttslam and the safe meaty lp -> cr.mp setup.
my hero \o/
edit: damn more character specific… now I need to know on what characters and stance you can link 2lp lp with 7 frames moves
DennYes posted a list of characters it works in the combo thread.
grats to him finding those combos^^
I’m having some real troubles dealing with Sakura pressure.
Right now i’m just blocking hoping she does a shoryuken that i can punish and start the pain. Other than that it seems everything she does is safe.
So frustrating sitting there and getting chipped out and when I go for the crouch tech or try anything besides block she lands a cr.lk and combos into dirty dirty mixups. Anyone have any tips?
Boy I guess you never played against Dan, Bison, or Vanilla Sagat. A little bit of chip is fine to take. An EX Tatsu combo is not.
Don’t get hit by a cr.lk. Don’t crouch tech. Backdash/EX Oroshi/EX Karakusa are way better options than crouch tech vs Sakura. Blocking is of course the safest option. Eventually if she does lk tatsu enough she gets pushed out.
If your gameplan is to wait for your opponent to do a reversal without giving them a reason to do it, you’re only going to beat shitty players.
don’t cr.tech too much vs sakura. lk shunpu (spin kick) is neutral on block, hops lows (aka. your cr.tech) and breaks armor. she also has a balrog-esque standing jab (+4 block / +7 hit) which can be pretty annoying.
her flower kick is only +2 on hit, so she can’t combo (unless it’s counterhit) so just sit tight and keep your eyes open for a way out of her blockstrings. eating a throw here and there is way better than eating a hitconfirm into shunpu loops or ultra + okizeme games. sucks but you just have to be patient. try to stay out of the corner if you can because it becomes exponentially worse there.
edit: ^^ ex karakusa isn’t a great idea because shunpu breaks armor and she can throw it out there all the time for free. backdash works well but you have to use it sparingly because corner spacing is a really bad thing for makoto in this match, and i’m assuming she can OS ex shooken to kill you (?? not sure, don’t play sakura)