It’s weird trying to explain this but the ideas around certain match ups especially when it comes to zoning can be pretty abstract. Like there’s a bunch of variables then some constants. Can’t account for some variables because that wouldn’t be consistent. So what are the constant pieces to makoto versus Remy?
Is that a rhetorical question? lol
Basically, you want to keep Makoto at around sweep range, or just outside there. Hanging around just outside her dash range is ideal, though, you have to work at keeping her there. Things we know;
She’s difficult to counter mid-air when she’s far into her jump
Her dash goes under his high projectiles
You can’t risk her at close range, at any costs
She can decimate you in two combos, one of them being SAII
Even with his highest hitting combos, Remy cannot match her output, especially since her vitality is surprisingly high
Keeping her out is simple enough. lk (both st and cr), st. mk, and st. hp are useful. Careful with the lag on st. mk and st. hp however. You do NOT want to lose the momentum here. The damage on lk just blows, obviously, and it doesn’t confirm into any follow up damage, just used as a keep out poke. Of course, follow with low lov to keep the pressure on. There is a positive here, hit confirming into nothing isn’t exactly true. If you’re using SAI, you can go for a cr. lk xx SAI at no risk, hit or block. Same goes for UOH, which you CAN hit confirm into SAI.
I do not recommend meeting her in the air. Just dash under her when she jumps. If you ARE going to swat her out of the air, do it early in her jump, and I only recommend a neutral jump into mk, as jumping forward and swatting her out of the air will land you right in front of her, the worst place you could be. Unless you want to follow up with a cr. lk xx SAI when you land, but that risks a close range karakusa, which is pretty scary.
Even though you’re mostly attacking low, keep standing, as a reaction SAII from Makoto (from a lov) can potentially ruin your day.
Jumping in on her isn’t terrible here and there. A smart Makoto player would dash under you, but it isn’t uncommon for a player to go for a parry. She can’t really meet you mid-air unless she attacks you really early, as you’ll beat her out. So a late jp. hp or empty jump isn’t a terrible idea. But again, an empty jump will land you right in her face, where your only option is really throw. So jp. hp in this case, isn’t a terrible idea. And because it’s late, it shouldn’t put you at a terrible disadvantage if it’s parried, better even if it’s blocked, though you will land within dash range after landing.
as a makoto player…
jump back rh is pretty damn good as an anti-air in this matchup
Although I am interested in why you think keeping mak at cr rh range is ideal.
I would imagine because any closer and Makoto’s advantage goes way up.
Fun Fact: If Makoto blocks Remy’s flash kick up close, she can punish with fukiage :x
Yup. You want to keep her at beyond a distance where she can do all her shenanigans. Beyond that, it’s easier to poke at this distant in anticipation of dash attempts, and if she jumps, you can dash under her on reaction. Outside of that distance, all you’re really doing is throwing lovs, since random pokes aren’t doing much good, since she’s out of range. Any closer, and yeah, you’re at risk for all sorts of hurt. Good tip on the jump back rh. Part of me is afraid of meeting Makoto mid-air just because I’ve been stuffed or traded so many times, ha.
hey guys.
(very) long time SA2 user, for ALL match-ups… i guess i love the sound it makes
do you think there are some where i definitely should learn to play with SA1 ? i would guess Hugo but i don’t really know.
SA1 is viable against Q, Dudley, Hugo, and to an extent Alex and Urien. Remy wants to maintain distance between himself and those characters, and SA1 compliments that style a bit better. 2-3 frame startup, completely safe on block even up close, half-screen pushback, and Remy ends up with frame advantage. It’s a great get-off-me Super and a somewhat safer wake-up option.
It depends on your playstyle, IMO. I use SA1 exclusively. One thing of note, too, is that cr. lk xx SA1 is a viable combo, whether it connects or not. Because it’s completely safe, even on block, it’s a great tool for catching other players off guard. Like SA2 it works as a punisher too. Obviously you’re not getting the same damage output, but the utility of SA1 makes it a worthwhile trade.
SA2 is better damage and works better as an air-parry bate xx super “trap”. Outside of that, you can use SA1 in almost the same situations, plus it gives you a few more options, and depending on your play style, gives you a little more breathing room, as aku mentioned.
Both supers allow you to burn meter for EX, which of course is always great.
This is just all from personal experience.
i will take the utility of being able to hit confirm link to super off most of my normals and ability to punish parries or parry and punish myself more easily and consistently.
i just read the sa2 air parry ‘trap’.
i don’t get it really. i don’t understand why you would do that. SA2 is not actually a good anti air. unless they are basically inside of you and hovering just over the ground OR you have them cornered.
if you want to punish people jumping in and parrying, do cr.mp xx flashkick, close mp xx flashkick, close fierce xx flashkick.
just been watching [media=youtube]HcACsCgMhWQ[/media]
last match is pierrot, a guy who loves his SA2, switching to SA1 to play against necro : i’m guessing he’s picking it to try and push away necro when cornered (we all know that it’s pretty much game over at this point)…