well, I guess I shouldn’t really say “odd characters” but I couldn’t think of an accurate word to describe it…plus I’m lazy, and I figured most people figure ken/chun/yun blah blah, most common played characters or something, wasn’t giving enough credit…but for now let’s just call it, “I never seen yang vs. makoto anymore” (at least in my area)
oh yea, and another thing, with Necro vs. Urien, I heard the match is pretty easy, it’s not like either of them are gonna runaway the whole time (although technically it’s possible)…any thoughts?
Urien-
Your cr. fwd and st. strong stuff the majority of his pokes and tackles at most ranges.
The majority of his primary pokes are not cancelable so if you parry a crouching fwd, st fp, etc go to town
Know how to parry out of the midscreen and corner unblockables, and if you get caught in a mid screen one it is most likely your own damn fault.
Midscreen unblockables wise Makoto can be guard broke high or low and if your low on health watch out for them trying to throw you out of the parry freeze for the kill.
And if they do throw you down on top of the reflector you will bounce off of it post throw so you will not be able to quick rise which sets up the possibility of an unavoidable unblockables setup. (see where one mistake gets you in this matchup…) He can potentally launch Makoto after the reflector bounce and follow up with a charriot tackle or headbutt.
Things you probably shouldn’t do
-Random hayate cancels near your corner. (more so the just random ones not necessarily the ones in poke strings)
-And for the most part jumping at a grounded Urien
As for which SA to choose is entirely up to the person playing, but I?m starting to find SA 1 more useful (even w/ the 100% via sa2) against Urien?s who know the matchup well.
Due to the fact that it is very hard to land a karakusa on them on Mak?s 60% of the screen.
Most of the poking happens at a range outside of karakusa and if they are in karakusa range and near your corner your most likely blocking aiegis corner pressure.:sad:
ok well…I still have trouble with twelve…about what mike z said…oooook, do tanden, trade___ok, that works, but what if they’re not trading with you and decide to just beat out all of your stuff?and then he throws out shit that’s hard to parry all the time…and then he runs away 'til your meter is out
ie. catching him is the hardest part of the match IMHO
as for Oro…what’s the correct way to escape his unblockable setups…yes both of them, even the one without the super?
against a turtling urien, who either does headbutt or throw while in the corner…wait, nvm that’s a stupid question
ok…necro, what are good ways out of the corner against him?
P.S. Alex is still scary just outside of throw range
Twelve - It’s odd to hear this is a problem match. If he’s not trading, then you should be outright hitting him - Makoto has so much priority, and Twelve has nearly zero. s.Strong, s.Fwd, d.RH, or Jab DP vs air; s/d.Short xx Hayate, s.Strong or d.Fwd vs ground…axe kick air-to-ground (but that never comes up vs Twelve). As air-to-air, jump toward + RH or Fwd, superjump + Fierce, or jump + axe kick. If he runs from Tanden, chase him down - you’re faster, especially with sj.Fierce covering so much of the air. Makoto has no problems with Twelve as far as I know, at least from playing Thongboy…you can mostly win without any supers at all…just that you will rarely ever get him with a Karakusa. Almost any of your normals beats the whippy-hands, you can tag airdashes with sj.Fierce very consistently (he can’t parry, remember)…just abuse your priority.
FYI, you can Jab (Strong?) DP a blocked Hammer Frenzy or a parried s.Strong from Hugo.
Also, you get that crazy combo on Hugo - Karakusa, Fierce xx EX Oroshi xx Abare, dash, Strong DP, dash, Jab DP. 95% stun or so.
uh…yea with that twelve matchup, you’re taking into consideration that it’s already assumed that you’re going to hit him with what you throw out…it’s not that easy if he’s making you WHIFF attacks…in which case you are completely missing him 90% of the time…
ok sure, I understand you need like 1 or 2 hits against him to win, but if you throw out attacks that miss all the time, then you’re not going to do any damage to him…
and then say you have him in the corner…it’s kinda hard keeping him there if he suddenly decides to jump up and do that diving move (hcb+kick) to get out of the corner…and then let’s say you suspect he’s going to do it…and then he doesn’t and just sits there…it can be tough IMO
chasing him is a bitch
a friend of mine was saying he’s just like yun w/out genei-jin
While that may be true, Mike Z, and that combo DOES do massive dmg/stun, I still find SAI to be more useful against a good Hugo. A good Hugo is fairly difficult for Makoto to Karakusa. SAI would be a bit safer IMO.
Well, I can’t give you more advice against Twelve - I’ve really never had a problem against him. He can’t parry out of the runaway airdashes, and if he’s using the dive a lot, you can DP it on reaction (even if it would miss over your head), you can block and punish (or parry), and you can punish a runaway missed one with s.Short whiff cancelled to a Hayate.
Your friend may be right - Yun without Genei-Jin isn’t that scary…
About Hugo - well, I use Tanden (^.^) but I used to use Abare. Parry a standing Strong = free damage (s.Fierce from any distance to Hayate or Abare combo, or DP), parry a low Fwd = free dash in karakusa. Most Hugos don’t 360 you every time they can try for it - especially post-Hayate - and if they do lots, then you can know they’re going to and punish accordingly. Especially if you hold the Hayate for a split second, you get that extra distance and more frame advantage - if you hold it, you can always do F+RH or backdash afterward, both of which will dodge the 360.
This doesn’t stun on the ps2 version…:sad: infact it does less or egual stun the reg stun combo (only about 80% stun with fp fukiage jumping rh for the ender of second abare) haven’t had a chance to verify in the arcade myself yet. But for ps2 it looks like it might be possible to do st/fp fukiage dash jp fukiage w/o kara for ender of second abare due to the funny launch/juggle angle. Even then i’m not 100% sure that would stun on the ps2 due to how much the stun damage gets scaled on/post the 2nd abare…
edit: confirmed this doesn’t stun in arcade w/ basic followup for second abare too bad
This thread needs to be revived!!! Resuscitation!!! I’m having trouble with Remy and his low fireball. I’ve read that you can DP his qcf kick and I’ll be trying that out because I’m seeing a lot of fireball>kick bs. Just having trouble with campy Remy’s. Worse than campy Ryu’s.
i agree with araider08, i’m having crazy issues with the urien matchup, i just don’t know it as a noob. my issue is i’m fighting basic urien’s who spam haedbuts, and the diving knee’s all day. i’ve been trying to find a punish, off of block. any tips for just those basic things? sounds like i have to stop him before he gets to me, as opposed to blocking and then punishing.
Need more info in what situations are you having trouble with knee/headbutt spam (sounds like typical online scrub Urien)
Could you post some vids? (that would be nice)
Very general advise
stay grounded and out of the corner. Urien cannot really do to much mid-screen without a landing a launch. More st strong/cr fwd and less karakusa (due to hb/kd garbage)
thanks for reply JAK. i more or less just want to know how people deal with knee/headbut spam, i use to play ryu, and i tend to have a defensive reactive strategy, it’s usually all about punishing wiffs/or mindless spam. i’m not very good at all, and can’t do much past c.lk> Hayate, or mp> Karakusa/Oroshi, that said. most matches start out great, alot of players, start out really defensive and a little afraid of mak. but after they hit a hew head buts/ and knees they see that i don’t have a retort for this, and it opens it up to be free all day. i just need something to show them they can’t just spam it, and to make them think before they use it. as for a video i’ll post some thing up the next time i fight a Urien. although i am afraid that it’ll just get flamed to hell. lol i love playing but by no means am i anywhere past scrub myself, i just love the mental puzzle this game offers.
vs. Hugo
This matchup is developing into one of my worst matchups. It feels like a poke heavy match so I can’t get my game started. The only thing I can think of is catching EX Orishi’s to get a mixup game started
i agree, there really aren’t that many hugos out there that i run into, they are either really bad, and i can just zone them with normals, or they eat me alive once they get in. would love to just get a better read on how to play this match up.