For divekicks aside from c.mk os crouch tech mix in s.mk, jump back hp, s.mp and s.lp. Jump back hp is a lifesaver.
Correction:
ex karakusa> safe jumps
OS’s> ex karakusa
Ultra 2> OS’s (except in the rare cases you get hit out on start up)
Sent from my Thunderbolt
Seth/Makoto is the craziest matchup in the game. Somebody’s gonna get dizzied like every round.
not really, because EX karakusa kills OS’s since the attack is not whiffing hence it throws of their timing. I’d say, learn to identify safe jumps, so that you EX karakusa them and fukiage the unsafe/crossups. And yes, taking a break works, now Im in a makoto break, not because I want to, but my stick broke and I suck at using pad, but I’ll be back as soon as I get a new one.
BTw Does v-ryu or any of you have any replay vs Adon? I still struggle hard vs him, because he can freely pressure makoto all day and there’s nothing she can do without meter (even sometimes with it), I feel like everytime he gets close its gg for me. any help?
What’s the best way to punish a blocked wake-up ex pinwheel from Juri? I played a long set against a Juri and tried to bait those out but then realized I don’t know what to do if I actually bait it, she gets pushed kind of far away. Would kara-karakusa work?
s.MK xx EX Hayate is the most consistent, but if she’s close enough, you can U1 or whatever.
^^ this.
Or you can punish any pinwheel on block with c.mp combo. You can even punish the light one if you are crouching because the second hit will whiff over your head.
So I’ve been fighting against one of the best (if not the best) Akuma’s in europe (MBR) and Akuma sgot a nasty unblockable on Makoto.
(in the corner) grab, dash, dash, j.mk OS sweep against backdashes. If it wasn’t obvious (it wasn’t to me for some reason) you can focus (reversal timing) and then dash away so that the OS won’t come out.
Cant you Fukiage that?
EDIT: nvm, its a safe jump
yup Perfect Legend shows me this EVERYTIME we play and if he gets me in the corner which is quite often because i have been getting hit with OS for trying to get away after blocking too for a long of a time (his pressure is IGG-nant smh) …its stupid cause i want to hit it with Fuki but you cant punish it of course lol i have been trying to get really familiar with Fuki since it wasnt good before its so surpising what you catch these days for another hard hitting combo
speaking of fuki i just did some quick testing on punishing dps with fuki fuki extsurigi the result ( its amazing)
and the damage and stun is insane a karakusa after that is also most likely stun dps like kens hp is very easy
after block just mp fuki same with all high flying dps. The jab dps can only be hp and ex fuki ed but for this you have
to backdash and make the dp whiff. for yuns hp dp do ex reversal fuki in the direction yuns going also reversal ultra 2
seems to punish his hp dp meaning blocked dp = dead yun . I wonder if reversal
fuki has even faster start up like how some 2 frame ultras become 1frame on reversal .
Guiles flash kick is also victim to this punish
There is so much stuff makoto can do hard to remember it all to apply to matches sometimes.
on block mp 3 or cr.lp s.lp .s.mp wait…for neutral jump and …EXFUKI!!! how dare you jump on me people dont yet realize
that jumping on makoto is probably one of the most dangerous things you could do. In the corner the perfect range to ex fuki a jumper is 1backdash from corpse
exp: after corner combo backdash 1 they always jump up or back : ) EXFUKI!!
gotta test fuki on vipers dp guys ex tatsu djs upkick adons rising jag and others will post tomororow
after tournament if am not 2 tired sigh well any1 can test in training really
its about to get a lot harder for dp chars with this punish becoming standard i think the dmg on
fuki82 ex tsurugi is 328 : ) and close to 500 stun cr mp to mp hayate does like 160 : (
I really wonder which ultra I should use in the Yun matchup now. U2 can punish upkicks and lets you out of the corner but U1 can punish backdashes/divekicks.
but yun can punish U2 with EX zessho
Does anyone have any experience with the Guy matchup in AE? I feel like Guy is overlooked in AE, never had so much trouble with a matchup like I have against Guy.
Oh yes, much. A few tips:
- Guy is a frame trapping beast, mainly with close s.MK, c.HP, and his newly 3-framed c.LK. Pressing buttons can get you killed as fast as when fighting Cody or Dudley. His throws lead to good setups, but unless you get put into the corner it’s not going to 50-50 wreck you. Once Guy is in, it’s not uncommon to be frame trapped from one end of the screen to the other corner.
- LP Fukiage owns all of Guy’s aerial attempts unless it’s a safe jump. If he surprise attacks you with a flip cancel during a string, you can c.MK on reaction to the elbow/flip. This is a footsie battle, no doubt about that: a good Guy can make jumping directly at him very painful with his TK air grab, or at the least just use c.MP, so jumping is out. His focus is good, try not to Tsurugi too much to get in.
- With proper Run Stop pressure, you will lose or trade every time he uses c.LK if you crouch tech. s.HK if the answer, but he can beat that with the right moves. Generally the farther out he pushes you, the more legit s.HK is.
- His c.HK beats literally any poke of yours unless you’re close enough that his startup of moving forward hits Makoto’s c.MP. s.HK is the only thing that CAN beat it, but that’s risky. Watch out for that slide, even top players use and abuse it due to its priority. How much he uses it directly determines your footsie game plan. Random focuses and neutral jumps to destroy it can be risky, use only as needed.
- Guy’s Run into guerrilla tactics are weak but a guessing game. c.MK and LP Fukiage beat the overhead easily. Nothing really beats the Run Slide, but it’s death on block - just watch out, much like Hakan, Run Slide FADC is a good way in from mid to full screen. Generally hold down-back, and try to react specifically to the overhead.
- His pokes are okay in the form of c.MP and s.MK, but Makoto wins the poke war with well-spaced c.MP and in general s.MP. Just watch out for FAs and c.HK and he has little.
- LP and MP Hozanto are 100% safe. The others can be punished with c.LK xx EX Hayate.
- His Run Slide sets up an easy safe jump. EX Karakusa it if you see him go for that, but watch out for shit like empty jump U2 or empty jump Tatsu.
- His wake-up is garbage except for a good backdash and EX Tatsu, which can’t be FADC’d. I don’t think there’s anything you can do to screw with that on wake-up aside from safe jumping it with a 4-frame safe jump setup. Use c.LP, f+LP+HP to OS Yamase his backdash. If the Guy likes to use the buffed EX Run, Karakusa or MP Oroshi it.
- EX Karakusa is a bit more legit than normal on your wake-up. His f+MP hits twice now, but it moves him forward such that you can grab it from a mile away. Still risky as hell.
- Scrub Guys seem partial to doing Hozanto or blocked slide into EX Tatsu, and gimmicks into U2. Always be careful of this. Guy is a technical character, without the setups and combo/frame trap knowledge he’s nothing - let the scrubs wither and die in their ignorance by killing themselves.
I’ll add that it’s hard for him to open you up if you just hold down-back. A lot of his damage will come from you trying to escape his pressure at the wrong time. You have to be really patient and look for an opening if you want to escape his pressure safely.
Yup. Down-back without pressing buttons = the only thing Guy can do is throw you or chip you into frame disadvantage.
Needless rant on Guy
Spoiler
I’ve always thought Guy lacked quite a bit. Just a few changes like with Makoto and he could have been put into mid-tier. You know, make his risk vs. reward better once he’s in.
Run Stop pressure? It’s good, but Makoto had that with s.MP xx HC in SSF4 but even more potent than Guy’s, and even then I felt the risk vs. reward wasn’t great for Makoto in SSF4.
Frame traps? Yeah, only as long as your opponent presses buttons. Without buttons, eventually he gets pushed back into Run Stop or chip damage range. He’s out, he lost his advantage.
Throw? Too many counters for that.
Guy has to play RPS just as Makoto used to, but it’s not particularly brutal if he wins. No U1 for his troubles, no massive stun, nothing. What I think they really should have done is make U1 combo after any BC, anywhere on the screen. Fuck, Balrog can end any BnB into Derp derp damage and corner control. That and/or make his overhead combo-able on hit like Dudley, something to break turtles. Guy has it rough against anyone with good footsies and supreme AA, like Rose, Balrog, E. Honda, etc.
I don’t even play Guy - I spar with a very competent one, and I see the BS he has to deal with using a character like Guy. He plays solid like Kiryu Tsukimiya with Guy, and in that solidness, he gets wrecked by stupid stuff because 9/10 the other character will have the tools to out-footsie or rush down a non-gimmicky Guy.
Nice, I’m also having trouble with Cody but I don’t really think thats a matchup thing. The player was better and Cody is one of the best characters in the game now imo.
Cody’s not terrible and he has a lot of tools but his walk speed and crappy wakeup game prevents him from being that good imho, and he’s for sure not one of the best characters in the game.
Lots of Codys like to wake up with bad spray when you hit him with ex hayate or other moves that give a techable knockdown, but if you expect it you can just dash up and focus you get a free crumple. Bad spray is a special reversal that doesn’t break armor. Lots of Codys also like to do empty jump into ex bingo or walkup into ex bingo to catch you pressing buttons. Taking a couple of throws is worth it if you can block an ex bingo because you can punish it with u1. The risk/reward isn’t that good for him to be using it like that all the time, especially against Makoto.
Also, he’s fucked once you get an untechable knockdown. Pretty sure that safe jump os u1 beats literally every button he can press on wakeup. Hitting that shit is sweet, btw.
Don’t jump at him unless you’re at enough advantage to stuff his antiairs. He has a lot of good antiairs. You might be able to jump at bad Codys, but not good ones.
Anyway, I think Mak has a pretty clear adavantage in the Cody matchup. Just gotta get that knowledge.