It sucks, I have a 4gb Xbox and after installing ultra I can’t upload any of my vids to YouTube, it keeps saying I don’t have enough space. Shame, I have so much tech to share.
Played against our Sensei (VRyu) for 2hrs. Well… I’ve still a ton to learn as a player. Outside some matches against his Hugo/DeCapre, we do a mirror match. A pain, really. He shows me some tricky setups with EX Fukiage and a ton of stuff to learn. Personally I hate mirrors (since we are few makotos around,I don’t play them that much),he beat me soundly,but was very useful to improve my game and that set convinced me to train myself even harder.
Look at this / enjoy / try not to cry too much
So what do you people do after backthrow these days ?
I find the old dash > neutral jump safejump to be really innefective and you can’t react to DWU at all ( you’re already jumping ) and you’re forced into either backing up or doing a very unsafe meaty.
And if you frame kill the same setup you’re totally vulnerable to non DWU anything.
I’ve seen a few things, ,this setups seems pretty nice, by Yomi.
At 1:38
backthrow > crLP > stLK > jump MK is a cross up against DWU, which probably avoid reversals too.
The technical appear right when you finish the stLK so I guess there’s possibilities to change what you do ?
Testing it against Ryu :
Avoid non DWU reversal DP.
Makes DWU reversal weirdly hard to do, it stuff Ryu’s LP DP, and trade / sometime beats HP DP. You need a perfect MP DP reversal to beat it and you have to input it the other side.
Okay, since the technical appear right after you finish the stLK, if you don’t see it, I’ve found this :
Backthrow > crLP > stLK > see if technical
If no technical > fLK > meaty backthrow.
If technical > jMK
Not sure if it’s applicable because you have to react quite fast, but I think it might be good. Probably easy to develop new stuff form this base.
The really interesting part is how the stLK push the body of your opponent just a little bit, which is why the jMK hit cross up nicely.
Think too about doing delayed tech on opponents wake up if you do the original safe jump. If you do this early in the match it will discourage them from doing dp on wake up.
Don’t over think it. You can see the technical during the safe jump before pressing a button. Land then try a meaty normal (jabs, s.FP into Hayate cancel, whatever) or throw attempt if you want to keep pressure. Makoto’s cross up is only good versus wide characters midscreen and in the corner against most other characters.
Anyone have a decent way to cancel F+LP into LP Hayate? It’s nice to have a 3F punish, but with my crappy execution I can never get it to do Hayate instead of Fuki. Luckily with 1meter I can go into EX fuki for big dmg/stun, but it would be nice to have a meterless 3F punish beyond stand alone F+lp. Throw too I guess.
Typically for qcf’s from cmd normals, I let the stick go neutral to not get the DP shortcut, but with such a fast normal i find it pretty hard to do.
ok, I’ve been getting thrown out of my normals lately, like a lot! I got thrown from almost cr mp range during cr mp start up. how does that work? I don’t get why I’m getting thrown during the startup of my normal even though I’m out of throw range?
By which characters? Throws are only 3 frames so you’re must likely getting thrown or of the start up of your buttons, also crouching normals increase the size of your hurt box dramatically.
ahh, I see!
t.LP > HCF+LP.
6LP > 41236+LP if you like numbers.
It’s not practical at all.
save three frame punishes for when you have meter tbh. f.lp>lp hayate is to unreliable mid match and the payoff isn’t worth putting the time in to consistently do it. f.lp^2>ex fuki is by far easier to land and offers more opportunities after. one bar isn’t hard to safe with her.
hi i was playing random select got makoto with u2
so i am scrub with her i input ultra on wakeup to escape(dont known the change)
ultra came out but i get japed out of it in the first frames but now it comes i not loose my ultra meter
is that bug known?
Yeah it was nerfed, you’re not strike invincible at the start of it anymore.
You don’t lose the meter if you get hit in the very first frames of it, which is a system mechanic for everything costing meter in this game. ( which is why armor cancel out of EX move doesn’t cost meter. )
yes same thing happen to me many times with vega but with him i always lost the meter so i was thinking it should be the same with makoto
It’s because the flash doesn’t happen at the very start of it I would guess
How did I just realize that f.MP combos into f.LP…
counterhit or regular?
Regular.
Counterhit you can link stMP anyway.