Also, to the person having trouble with riot shield DeeJay and Guile, depending on how close they’re following the fireball, you can EX karakusa or kara EX karakusa. That was helping me against a DeeJay player, but I’m not sure how it will help with Guile.
I starting to get the hang of punishing FA baits with Makoto but last night the one character i had little answer for was Guy.
Guy FA is fuckin fast. It beats Makoto target combo2, trades sometime with fwd-FP…i got react super fast and grab or EXoroshi.
Finally someone feels my pain. Guy is just insane vs Makoto, EX Oroshi doesn’t really work on wake up because they just elbow drop most of the time . Backdash gets punished by slide. Jumping will lose you 20% (STUPID damage on his throw). His FA is insanely quick and has decent range, trying to stop it with cr. mp xx lp. Hayate will land you a focus in the face, Oroshi does not have the range or speed to armor break. I really need help with this matchup.
For those having trouble with the Dhalsim matchup I find that EX Hayate at startup beats out his limbs and constant pressure with IA Tsurugis work against him. Last night I beat out a jumping fierce clean with a jumping mk too o.o
To me Guy seems horrible. 90% of his mixup is negated by D/B+late tech and hes easy to rush down. His only good reversal is EX Tatsu but like any reversal he eats huge damage if you bait it. EX Oroshi, EX Tsurugi, throws and lp/lp,mp-ticks make FA a horrible idea and then he gets raped by S.MP pressure.
Against Guy, you want to stay grounded and keep mashing that st mp!
Focus beats his dash slide. You can focus the overhead, too, as long as he does it early enough. If you keep walling him with st mp and f+fp his runs, he will start doing the overhead from further out, which lets you focus and punish it.
On wake up, you’re in the same boat as anyone without an SRK. If the elbow isn’t meaty, try to fukiagi it. If you see him run toward you, focus backdash the overhead or release for the slide. Also, if you’re feeling ballsy, EX Karakusa is pretty decent.
As for characters who like to fish for focus crumples, I like to standing lk into the focus and cancel it with karakusa. Works every time, but if they start backdashing, you can get into a little trouble. It keeps them honest, though. If you see someone focusing, it’s not a good idea to f+fp or f+mk+hk. A lot of focus attacks can trade with it, leaving you crumple stunned and open for a free combo.
Sakura can walk, Makoto can’t. Akuma walks very fast and has a sweep that makes makotos footsies a joke. He can sweep or c.strong anything that moves forward on reaction, and not that you should throw hayates, but blocked hayated is punishable by c.strong xx tatsu xx w/e, all variations. Sakura can alter her jump trajectory with tatsu. Makoto’s tools to get in seem to be the worst right now, of all the rush down characters i mean. I usually get in by creeping in with normals, akuma’s sweep prevents this.
Also Akuma is an ass match up for Sakura lol.
so just a side question: are you judging your matchups on online or offline play warahk?
What is a IA tsurugi?
Instant air, whereas TK(tiger knee) involves an input that is df-f-uf-special, IA is a move that can’t follow TKing because it’s motion is backwards, so you’d have to do uf-d-db-b-special
Has anyone else had trouble with Juri? I couldn’t get close to her, but I read that her IAT is better for projectile characters, cause her dash kinda puts her right in place to get hit. But Juri can do her fireballs up high too, which makes jumping in pretty hard, along with her Pinwheel Kick.
For Jury, early j.hp hits the up kick part of her fireball. After that, it’s a matter of guessing whether she’s going to throw a high one or a low one. The safest bet is to focus dash until you’re in a range where she doesn’t want to throw fireballs anymore. Don’t dash in her face. From my experience, you want to stay just outside of standing mp for most of your match ups, since spamming it creates a wall a lot of characters can’t poke through, and if you want to sneak in, your forward normals will get you in there fast.
As for pin wheels, wait til she’s spaced it wrong. I had a lot of success with c.mp xx mp hayate. Her EX pinwheel is pretty free on block. If she likes to wake up EX Pinwheel, NinjaCW was empty jumping over it and dashing behind her for a free Ultra 1. I’m assuming you could do the same with U2.
I didn’t really mean the standard options that everyone has. Blocking and jumping both have their disadvantages in the fireball war, but FADC forward might be really good because of Makoto’s dash. I’ve never tried the axe kick to get close, I’ll have to experiment with that. I’m not too comfortable throwing away meter and leaving myself wide open while chopping the ground, though.
IA Tsurugi is a really good tool for getting over fireballs, it’s basically a really short jump. You can also hit them with it if they do an unsafe close range fireball.
Throw is officially crap, /give up
Been playing two-days strait in the lab and online, throw is crap, kara-kara is crap, kara-normal throw is okay
- Zero priority
- high frame startup
- crap range
- kara adds a lot of frames to an already long frame throw
- loses to normal throws when it’s supposedly a command throw
- shit damage off it, if you have the touch of death combo then that’s still something you saved up for the whole match meaning no ex used and all that shit yatayatayata
- no reason for them to be scared/so no incentive to block and thus get thrown
and ill avoid all the reasoning since im sure most yall can put the pieces together : /
i fucking love makoto to death and im not giving up , yet but everyone and their mother feels that she’s without much hope : /
the fear of the throw alone is enough to work with, if you’ve ever played a character with a deadly command throw that people will do stupid things to get out of it’s easy to play around that game alone.
I’d say work on meaties, and when they finally calm down enough to where they want to block(this usually takes a round or two of getting full stunned) then you start working with karakusa. IA tsurugi is amazing when people are trying to beat priority with anything but a solid reversal. one of my personal favorites is FA2-dash-IA tsurugi-pick and choose.
Makoto is tough but I still see her as a character who needs a good deal of effort to be solid, I guess some people just aren’t used to building up their gameplan around a character’s forced tools.
Offline. I havent played makoto very much online, even slight lag makes me go nuts…
I played one of my friends for 8 hours or so last night using makoto exclusivelyand did well against his dudley (20-2 at one point), i think that match up is pretty close. But sagat and akuma gave me worlds of trouble, i think he had a 16 win streak with akuma. I still haven’t found a match up that i think makoto has the advantage in.
If akuma demon flips when you’re on your feet jump fierce owns him, but he should never randomly demon flip, so i dont think this is very useful. I also think instant air tsurugi catches the trip guard on demon flip grab if done on wake up.
This is a pretty good summary of how i play makoto at the moment.
I think the game developers only want EX Karakusa to be of any use. I’m only landing it because of the armor. I mean, I’m all for accessibility to the masses, but taking away the 'kusa mixups after a hayate is just FAIL.
Fail Capcom. FAIL FAIL FAIL.
hey guys. To add to the blanka matchup, I believe you can either HP / EX Hayate blocked Blanka balls. Also, st. strong stuffs Blanka balls, but time it too late and you’ll suffer a trade. I was able to stuff electricity with cr. strong or cr. fierce at max range. I’ll put up a video I recorded during a ranked match where I found most of this info.
And yes, I lost. =/
EDIT: VIDEO!!!
[media=youtube]S63WeTP-rZg[/media]
I think only in the corner does a regular HP hayate work on the blanka ball. At full distance it does not connect.
In the case of Blanka balls, would it be possible to punish obvious ones with a U1? I would imagine if you could stuff one with an s. mp, then a U1 would work as well. You seemed to have a nicely stacked ultra just begging to be used during the last round, and that Blanka was using blanka balls excessively.
Also, is it possible to fukiage Blanka’s backstep roll?