Makoto Video Thread/Match Critiques

I usually use cr.MK or cr.MP to stuff Rogs dash punch. cr.MK seems to work more often but if you see him do an EX.dash you can cancel cr.MP into EX.karakusa to eat the hit and grab him.

where in the Q&A section does it mention about meaty cr.lk os tech? i would like to see it so i can get a good idea what your talking about lol.

what? u can cancel cr MP into EX karakusa and it’ll beat EX dash punch!?!? do this work for most armored moves?

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Shiro vs Xian…

edit: shiro and fuudo fought as well…dont know if thats gonna be put up but im looking forward to that one!

wow i loved that set

“-Once you have him scared to headbutt on wake up (liberal use of meaty c.:lk: of course… etc”

There was a lot more information in the old matchup thread about it but meaty cr. LK tech throw makes regular headbutts whiff, blocks EX, and beats everything else.

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Wealth of good information in those games.

Those were interesting to watch , though I dont have time to watch the Fuudo one … when I saw Xian vs Shiro in my sub box I thought “oh boy … xian messes with the wrong person” and … as expected … xD

Only thing I got out of it was “Don’t fuck with Fei Long”.

FT10 with a good akuma

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How can you zone without getting much risk / get close to akuma (without doing stupid ex hayate) ? :smiley:
I hate his s.hk

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Shiro vs Kim1234 in AE2012. You can really see the health difference in this match up. Overall still looking good but yeah, start fearing chip damage guys.

i know they’re trying to balance her out but damnit, she isn’t suppose to be balanced in that way. excessive damage and good health, that is makoto!

im having some pretty poor playback of this video…anyone else? any ideas why? Never mind, works better on YouTube. Have only watched first ten minutes so far and I can already see that you are far outside of my league for me to comment. But i do want to know- in the third match, third round, you did ultra 2 in which the last two hits missed and yet there was NO recovery at the end. In fact it looked like you cancelled the final move with a back dash! How is that possible? And please don’t tell me that I’m still having playback issues…

About the U2, If it whiff during the animation (when you hit airborn) you can cancel the end of the last attack animation with a dash to recover faster (so usually if it whiff I just mash dash like crazy)
Btw I don’t have issue with that video :o

we can hear that “voice” when reaching lvl5 at3min30 (strange, it seems faster than i thought), and EX hayate new range (slight nerf) (you can see it in combo)

I think the fact she says “here I come” first makes it SEEM shorter. It was about a full second from the start till she grunts to indicate level 5. That would coincide with a 64F charge time. If they DID lower it, it is by an extremely small amount.

I was watching that video (I am an Akuma main) and I will say he showed some signs of inexperience with the match up.

For starters he didn’t really know how to punish some of the things you were doing. EX Hayate is always punishable on block by Akuma, but you have to punish it with a LP.SRK because nothing else seems to consistently reach her in time. He also was not punishing U2 very well. I will warn you that if you do U2 against Akuma at mid screen all he has to do is mash U1 and he will always beat U2 no matter which angle you choose. If you go low he will catch you before you recovery and if you go high his invincibility will outlast you and you will land in front of him.

Now as far as things you could have done better. You were really really relaxed on teleport punishes. I will say that there is no way in hell any Makoto player with 1 bar or U2 stocked should let Akuma teleport for free. It is just too easy to punish for Makoto. At the very least you can chase the teleport with forward dash so that he gains nothing from it. Hit up training mode and get use to practicing against that. When you get in you need to stay on Akuma like a leach. Make him go to the hospital to get him off of you.

When you were waking up it really looked like you were really ancy. I know Akuma’s pressure against Makoto is brutal, but against an Akuma who is properly OSing you only play into his hand. I’ll give you a crash course on what to do. Akuma’s vortex against Makoto is based around safe palm OS Sweep. Unfortunately for Makoto this will beat every last option she has if performed correctly. We all know that when Makoto gets comfortable blocking there are other options which will defeat that block. The key is to challenge the vortex in a smart way instead of a stupid one. First of all you need to learn how to identify flip versus regular jump. Regular jump options are not as strong against Makoto so we will worry about demon flip options. Don’t try to Fukage or back dash, both of these options will lose to the demon flip easily and both are subject to being ultraed. Instead your two options should consist of block and instant axe kick. Palm can only be beat by blocking, even with U2 you can’t escape in most situations, just block and be prepared to play defense against a ground game. Now of course at some point an Akuma player will try to go for either the grab or the empty palm. If you believe a grab is coming this is where instant axe kick will help. If you can neutral jump and immediately go into axe kick you can actually punish this. If he goes low then he might be able to block it, but if he does you still escape pressure. The reason you neutral jump is that it gives you the best reward for the least risk. Even if you guess wrong and get palmed you are only out 110 damage compared to a potential 500 damage. U2 only works when Akuma doesn’t have U1 stocked or if you are close to the corner. It isn’t easy to escape, but by playing smart you limit the damage Akuma can do.

I’ll write a little more later if I can.

Man…and I thought they both played well…shows how inexperienced I am : (
But I did want to ask Dlieu if he choose U2 specifically for escapes? Is that what I U2 should be used for?
And Loyal Sol, as far as the other guy using his raging demons, Ive watched about 40 minutes of the video so far and it seems like he connected with it everytime…but I guess he could have gotten it in more

It seems that the akuma player did very well : consistent ground game, maybe too much jump / demon jump, but he was good. Regarding your play, as you said in the youtube comments of the video, you do A LOT (too much) of random EX hayate. However, you’ve got a good ground game.
Things i’ve noticed :

  • Random ex hayate (again, yes, because, with the level you seems to have, you should be able to avoid using this)
  • Ultra 2 choice is not good => for akuma / gouken, i always choose U1, because of the air hado (akuma) / up hado (gouken) that can caught your U2 : this chars won’t apply zonning like hell, like a sagat for example. Choose U1 will help you out (IMO)
  • your “cr MP OS hayate (or EX hayate)” was misused : this has to be used OUT of poke range (indeed, this is a common wiff punish). As you used it in the poke range, you often put “cr MP / hayate” in the guard.
  • always try to punish with BEST punish you can => i saw a lot of crMP hayate punish, when you were in HP, or stand MP range.
  • punish that damn telport : dash x 2, karakusa, or OS hayate HP (it won’t hit, but you will be at close range)
  • the crMK is GODLIKE versus the demon dive, and it lower your body so that you can escape the demon palm, and demon throw. Also, you can use the forward dash to escape the pressure
  • far HK can be beaten : IAT (prefer stand jump) / ex oroshi / crMK
    Hope this will help you
    Anyway, good vidz / good level / nice =)

U2 is a fine choice to get out of the vortex and to screw with OS Demon, and to punish teleports with something other than EX Hayate.

c.MK loses to Akuma’s dive kicks and Demon Dive.