No rush, man! It will be worth the wait…
Idk if it’s been mentioned, but s.HP xx HC is +1 on block. So On block, FFJ (jab, lol) can serve as a nice little frame.
Are you sure, thought it was +1
Ooops. Thinking about something while typing something else. lol. I was thinkin of how to implement the new 3 frame f+LP to get an actual frame trap out of it.
Still trying to figure out how to organize the sections for the character match ups. I do not agree with just posting random advice from people in the forum…
You know what? I think I have a better idea…
Well a couple ideas would be organizing a template for all character match ups so you can insert bullet points on what to do against blocked moves, jump ins, footsies, moves that are safe/unsafe against them etc. It would also be nice to have video examples linked in to demonstrate the correct way of handling the match up.
I don’t know if this is still an active thread, but I am wondering about the Fei matchup. The only thing that seems to work is s.hk, and that is kind of an easy read. How useful is IAT in this fight?
It’s good, especially neutral jump HK IAT. You have to be careful of his godly FA though, it’s better than Makoto’s. The match-up is pretty nasty, because Fei could sing the song Anything You Can Do I Can Do Better and Fei would be right.
More health, more damage, better normals, better hit-confirms, better FA, better walk speed, safer pressure, invincible Flame Kick, better ways to deal with fireballs, better corner pressure …
Switches main to Fei Long, runs away
Lol. Don’t bother hitting any buttons during Fei’s pressure strings. STUFFED. Can’t fault you for picking him up. And they buffed his Super version!?!?!?
Biggest problem I seem to face is immediately after first blocked rekka. Thanks to this thread i know there is a risky punish for mak that can get blown up by an os c.mp poke it seems. I just find myself terrified to touch any buttons until it is a complete momentum reset. I am really hoping her Ae 3f lk’s new range can punish blocked first rekka.
Sent from my DROIDX using Tapatalk
3 frame lk? That’s news to me. I think you got that wrong. Still, better range should help.
I may have mixed up info with Cody’s new c.lk. My bad. Still, hope the range helps as you said, maybe it stuffs Fei’s c.mp now? (fingers crossed)
I’m not switching mains. Too much time put into Makoto to just drop her like that.
Tips vs blanka plz.
What’s the best way to deal with neutral jumpers at around, say, c.MP range or slightly closer? I usually instinctively try f+MP, to about a 40% success rate. Should I charge a FA on reaction? Do a s.MP and hope they attack into it? c.MK if close enough? Probably s.MK.
Yeah, probably s.MK or s.MP.
sMK is the preferred option due to Makotos fat head hurtbox area
http://img291.imageshack.us/img291/5093/smptp.jpg
http://img697.imageshack.us/img697/3228/smkl.jpg
in most cases you’re going to trade (or outright get beat) though, since usually it’s either a Sakura, Adon, Chun, Fei or Juri doing shit like that
FA is good for Fei & Chun, but not the others cause Juri can always do that dive kick & Sak/Adon usually end up low enough to follow up with an attack before your FA gets off
im really getn fusturated using makoto especially vs terrible players
She’s terrible vs. terrible players. I’ve been playing some Ranked recently, and it’s so difficult to deal with the randomness around you, especially because her punishes are tighter than lots of characters. I wanted to quit Makoto after outplaying my opponents nine out of ten times but only winning three out of five games. Recently I’ve been playing Endless exclusively again and Makoto is my favorite character.
SSF4 Makoto was made to play against intermediate players and up, IMO. Blowing up crouch techers, mixing up people who refuse to press buttons after you train them, counter poking in footsies, really good AAs, blowing up AAs, and you can actually dash up and throw people who think and don’t just do whatever. This solid play on their part can be focused on and read. You can’t do this stuff to the common Ranked scrub. They’ll either be doing random slides and punishable stuff (which will force you to essentially approach them slowly and keep punishing) or keep away and do random stuff that works due to it being online and random.
I like to forward jump HP on reaction. Obviously if your opponent can see it coming they can stick out their attack earlier but I found it the most effective for me. Not to mention you can do a cross under mixup after the hit.
Any pointers against Rufus? I have been using the c.mk crouch tech sparingly and s.mk seems great in this matchup. Just feels like the second Rufus gets next to Mak it is a nightmare. I find myself fleeing nearly constantly.
edit: Just saw VRyu’s video featuring safejump OS kara-otoshi after backthrow, anyone know the inputs? I am guessing it is something along the lines of:
:u:(jump):hk::f::mp:+:lk::qcb::mp:+:lp: ?
At least it’s not as bad as Cammy. Impossible to keep that bitch out, OS c.MK crouch teching gets blown up for free more often than not and thrown 80% of the time, regular crouch teching just gets you blown up, the bitch can on reaction walk your backdash down and keep pressuring you, and of course FADC Cannon Spike when you’re pressuring her. Her footsies aren’t even that bad, in comparison to Makoto.
Watch this.
[media=youtube]uiukcyKcGLc[/media]
Every time Cammy gets close, she blows up V-Ryu. Why? Because Makoto has no choice but to try (OS c.MK) crouch tech or just take chip damage until a throw comes … or try to specifically target one move of hers and hope for the best. It’s pretty much an 80-20 risk vs. reward situation for Cammy. We can counter one thing at a time, but we lose to every other option, and Cammy’s always leading into more pain if we don’t do anything.
/Rant on Cammy.