Super is everything invuln. It also costs me four bars and locks me out of my EX moves so I didn’t feel like even listing it as an “option” because using Super to tech a throw is such a hilariously bad option it isn’t even worth mentioning.
I was under the impression we were talking about throws in general, not command grabs specifically. And I’m not sure risking a whole bar of super + losing out on my EX moves for a time just to maybe evade one command grab (which all start up way to fast to react to so it would be a read anyway) is worth it.
Besides, like was said, EX Chop isn’t exactly an amazing option on wakeup even WITH throw invulnerability.
No character is free to normal throws. We have a universal option against it which is throw teching. I think the reason you’re claiming that is because normal throws beat karakusa, correct? Karakusa only beats block. You have to train them to not want to press buttons OR crouch tech, OR throw. Thats just the way Mak plays.
Risking a whole bar of super for throw invul is (of course) stupid. I’m not being an a-hole, I’m just listing the one special/super that is throw invul. I really think that they are trying to prevent EX Oroshi being used as a reversal, but thats just my opinion. From what I understand about Makoto theory it wouldn’t make sense for her to have that option imho
I get what you’re saying but if we’re discussing design theory behind Mak then you have to consider that her “all or nothing” design was designed around the parry system originally. Her lack of any real reversal options was mitigated quite a bit if you could make good reads on defense with parrying.
Now like I said before, I obviously don’t think Makoto needs an FADCable DP or anything of the sort, but in a game engine that emphasizes setups of knockdowns as much as this one does getting a LITTLE help won’t break her design really.
stHP counter hit in the corner can link to U2 (third strike for the win)
forward throw put the opponent in stun state for 1sec (enough to dash forward stHP or dash forward karakusa)
karakusa can now be charge by holding Kick (punch to cancel) : allow karakusa feint, and the longer the charge, the further the grab. Hold 5 sec = reach full screen
crHK “reverse” the opponent (like akuma’s HK in third strike) and can be FADC AND chain with crHP
fMP armor break
Sorry, i just wanted to go nuts for a sec … i wish capcom DOESN’T change anything to her, as she’s perfect right now (not enough to be top tier / not OP so that you fully enjoy your wins) … i love this caracter as she’s now. But, again, it’s just my humble opinion.
Mak was definitely designed for the third strike engine, no doubt. Being adapted into a slower, more defensive engine definitely hurt her.
All I can say is I never have a problem with throw. It would help, but I def don’t think its needed. st. lk by itself pushes you out of throw range. It’s really good throw bait
Honestly I like a better crossup j.mk anyway lol, I just pointed out the chop because it would be adding a new property instead of just buffing a hitbox.
In 3s the parry system helps a lot,the actual Focus Attack system seems a joke compared to it. A slightly better walkspeed would be great,but just a very little.Maybe the unknown system changes can help us in footsies even without walkspeed change. I don’t want a user-friendly character,but better options to attack more and play D with more gusto.
@wirestyle: I would like to see your Makoto in action,you play on XBL or PSN? Just curious
I typically don’t play online. I’m house mates with two really good tournament players and we have get togethers at our house in NJ every two weeks so I get a ton of good practice. I find if I play a lot online I start mistiming things in person :\ Are you going to evo? I’ll be there
Unfortunately not. Even the “Road to Evo” tournament right here in Italy has been cancelled and I don’t think to attend at the french stage in June. I’m an offline player too preferably,but sometimes I played endless against some european good players,just to learn matchups I can’t find in Italy. Good luck for your Evo,make us proud of you
Well, what I can do is try to get my friend Esteban (the hold back to block guy) to record some of my matches against my friend Gbursine who has a really retardedly good Hakan and post them. Hes doing this backdash cancelling into normals while oiled that lets him keep his invul frames and basically makes his lights and mediums invincible It’s really annoying to have things randomly miss sometimes and you see them go through his entire body. I get counterhit out of st. mp OS sweep. Not to mention because he can attack out of a dash if he focuses I get punished for free into slide > oil. He frustrates me to say the least lol… but hes a good player. I really need to figure out what to do against it.
A few of my friends have been organising offline meet ups every Tuesday nights where I live (well, an hour and something bus ride away). It’s offline, but it’s against players that aren’t good at the game…I don’t have a good Evil Ryu, and it can beat them down. We had a backpacker from the UK at the last one.
Everyone in my group was bad when we first started playing a few years ago. Teaching other players how to beat you is essential to you growing as a player. Anytime I find any new piece of tech out I tell my friends about it and immediately how to beat it. They are forced to find answers to things you do sometimes. When you have to go find them you end up learning a whole slew of things like frame data, oki (pressure on knockdown), and Yomi (Reading the mind of your opponent). Stomping on people is never going to make you better. I’ve always said you learn more from losing than you do from winning. Be the guy that makes the players you play with better. You need to give them good fundamentals.