For Dudley, remember that his footsies really aren’t THAT great. If they like to dash in with the EX Machinegun Blow, you can sweep that shit. His uppers don’t have invincibility (except EX), so meaties are free on him. If wake up backswing blow dodges a meaty st mp, then you should recover in well enough time to EX Oroshi or backdash or something.
If he starts trying to wake up counter, you can start beating that with c.lk xx hayate or sweep for another knock down.
Honestly, Dudley seems like the least of our problems. Keeping him at bay with st MP walls seems to really mess him up. If he likes to focus fish, st lk into it and cancel that to karakusa. He’s actually looking pretty even, minus the fact he has 100 more health.
Cool, I’ll keep that in mind. S. MP is the answer for a lot of things apparently. I use on other characters, but it just slipped my mind cuz i was getting beat down hard
hahah, yea i just need to keep and eye on things and practice more. Haven’t really played too much since launch, only one or two hours a night. So there’s alot of things im not sure about
yeah man, thats great. I guess you guys can either PM me the characters you’re going to focus on or just post them up here. Just so that 3 or 4 people arent working on the same exact characters. I dont expect the whole cast to be figured out in a month or so, since you dont see a whole lot of players using the lower tiers, but my goal is to at least have the new characters and most of the highly used chars figured out so we can have some solid info up here.
I main as Chun, so I can work on that matchup. I could go ahead and see if I can work on Viper and Abel as well.
I’m finding that the main thing to do with Makoto is to be very patient. You really want to just force your opponent to make mistakes and not fail to capitalize with every opportunity. I know that’s generally good regardless of who you’re using, but it seems almost as if that’s going to be what Makoto relies on. My victories with her have been in matches when I was calm, not jumpy, and did poke mixups. It’s so hard though. This style of fighting is unlike anything I’ve gone for out of a character in Fighting game history.
Post stun situations really depend on what you did to stun them.
If they got stunned after a forward throw or any single hit, hit them with them with the biggest combo you can do.
If they got stunned after a semi long combo, I wouldn’t spend any meter after the stun. I would suggest hitting them for some kind of knockdown, so you can follow up with her good oki options.
my only comment on your advice is that it seems to me guiles pokes are actually better then ours, when I try and outpoke him with c.mp and f.mp he ALWAYS stuffs it with his normals, very rarely do I get anything better than a trade , and often get straight up stuffed.
FA3-karakusa-s.fp-cancel-RH karakusa works as a pretty solid reset too if your opponent doesn’t see it coming, gimmicky, but resetting the scaling is nice
Thus far Akuma match ups are feeling 10x worse than any other shoto.Seems like all you can really do against a good one is MP poke and pray for some good hit confirms.Anyone have anything interesting they found for this matchup?If he teleports when in the corner he seems to get off pretty free unless you see it coming dash and hope for a Hayate to hit when he recovers.
I’ve mostly been doing j.HP, s.HP, EX Oroshi for the knockdown if I have the meter and they’re stunned (and isn’t going likely to kill them, otherwise HP Hayate). Otherwise, I think was I trying for Karakusa reset against the non-shotos.
Seconded. You have to be rather patient with her. This isn’t like 3S where you can jump all you want and have parry save your ass against almost anything. Try to stay on the ground if you can. Faking Hayate seems to help against some characters.
That may well be. Like I said, I’m not an expert or anything. I’m not even sure if I’ll “main” Makoto; she’s just been surprisingly fun to play for me.
Do you remember what normals he was beating with you with? The person I was playing was jabbing quite a bit in between d.mk --> f. mp and some fierces, so I was mostly just being patient and blocking when I couldn’t cross him up.
Alright guys, we need to post some info on the Honda match. I’ve been destroyed by Hondas that just sit there. This to me seems like one of her worst match ups. Maybe even a 3-7 unless we can figure something out. Need help. Only Honda’s fierce headbutt can be countered by Hayate but it is same frame if the frame data is accurate. I tried dashing in after but it seems that I’m negative frames there as well. Other than that. I don’t see a way to get in on a charging Honda.
This is one of the biggest red flag match ups I see so far…that and Bison. Let’s get to work.
Neutral jump RH beats headbutt.
don’t go for karak pretty much at all, his command grab will stomp you for it.
I was pretty sure I beat headbutt with jump RH tsurugi, i’ll have to lab that one, but delaying your jumps with tsurugi can mess with headbutt timing.
kara hayate-block, forward mp, forward mk move in pretty well
that’s all I got for now, I forgot what I was doing on his wakeup, I think it was meaty s.mp into whatever or meaty chops.
if you focus rufus’s dive kick and release, and he responds with ex messiah, makoto will roll under him. s.mk works well against rufus, so does jump fierce.
Yea I’m in agreement that now we aren’t trying to get in we’re trying to control the space in OUR area. You want to get to the area of s.mp, f.mp, c.mp, and f.mk. Once you get to those areas they are forced to respect the poke because it will more than likely beat their poke. Once you are able to get people to respect that no longer will the random c.mk’s and random jumping be a factor cause they are waiting for you now. It allows you to quick dash in kara, throw, dash in max range sweep. So much happens when you open up the game. Once you’re in close I have found kara-regular throw to be the safer option unless you truly believe they aren’t going to do anything.
Also for characters with crazy corner pressure I have been using U2 to at least escape like Akuma in the corner or Rufus/Cammy with Dive Kick pressure in the corner it’s a bit much so I use it as an escape tool. I also use it to punish Akuma teleports because he’s not sitting still long enough to be kara’d at all.