maybe… maybe we’ll get the option to play AE or 2012 like we have with super or AE
I’m getting used to Yun, and quite enjoy seeing how visibily shocked they are when their spammy worthless tier bs doesnt work
also how do u guys deal with sakuras who spam c.mk -> srk
it’s very hard to get in close enough with the range on that thing, and jumping is too easy for them, since she has that stupid flat uppercut
How to approach guile. I cannot win a fireball war because his booms have retarded fast recovery and i will eat a walk up backfist. God its so easy to walk into random shit against guile. especially his booms
You win a fireball war by being smart with your fireballs. If you are losing then you don’t understand what to do.
You don’t just throw fireballs. You need to throw them when it throws guile off his timing. That negates the advantage he gaines off of the recovery. You are trying to throw them so Guile gains no advantage off his recovery. If you throw them after Guile has already recovered then Guile wins because he can gain ground in the zoning game. Also by mixing in red fireballs it throws Guile off his charge because he either needs to jump or block which puts you at an advantage.
If Guile is following his sonic boom your best bet is to block unless you can throw out a fireball before he gets in range. Yea it sucks, but if you try anything else you can get punish for it. Your best bet is not to let it get to that point.
If you are losing to Guile then it means you have serious problems with your zoning. Akuma is one of the few characters that can make Guile to stop playing lame and have to take risks. Dictate the match don’t let him dictate it to you.
MP shaku is your friend. From a fair distance (outside of a j.rh range) use MP shaku. It will clash with a sonic boom and then Guile will have to either jump the 2nd hit or block it. If he chooses to jump you can either do a simple (i prefer lp hadoken) hadoken, or jump back air fp hadoken to gain more distance. If he blocks the shaku it means that he will have charge so the common option will be a sonic boom, so in that case use mp shaku again and pretty much follow that pattern.
Using a simple hadoken after Guile jumps the shaku will allow you to anti air DP him if he tries to jump in.
So the pattern is like, fireball blocked? follow with MP shaku. fireball whiffed? jump back air fireball/fireball depending on the distance.
Just wondering, whose favor is the Bison matchup in? Does this character even require half a brain to play…like seriously. I can’t even press forward for even one second against bison players because I’ll eat a mashed cr.lk into scissors. How do I get around this shit? I’m also having trouble figuring out the best way to mix up bison. He gets out so easily, even if he eats one of my os tatsus its better for him because it isn’t an utkd. How does this guy even deserve more buffs after all sorts of bullshit he has…
I’ll post some videos of my horrendous play and then you guys should tell me what the fuck i should do.
Pretty sure the Bison matchup favored Bison slightly. cr.lk has a 3 frame startup so you have to make sure your frame traps are tight if hes mashing it out. The most frustrating part though about the bison matchup is his fs.forward. Very fast, good range and priority. On wakeup its a guess at best to be honest.
I had a few bouts today against a seasoned Makoto and it was quite the eye opener. Vortex is pretty much out, especially if she has stocks which means on knockdown I’m chucking out an mp air ball, landing, then hk flip palm whiffing to switch sides and plough her from behind. Trouble is, this isn’t exactly a real go-to strategy in my opinion so I was curious as to what our options are VS Makoto from a untechable knockdown.
One she sinks her teeth in we feel both damage and stun very quickly too. Her AE buffs certainly went along way towards snuffing out Akuma’s bullshit and right now I find her a real handful. Thank satan for fs.hk, but Capcom are killing that option in a month or so, so I don’t want to get to comfy with it to be honest.
Why is the vortex out once she has meter? Yeah you can’t safejump her EX command grab, but palm breaks it. Plus we should be able to safejump and OS all versions of her DP thing.
I’ve ran a few bouts with Gustavo (801 Strider) from my scene. He supposedly has the best Makoto in the States and there’s a reason to it. When i ran a few sets against him I couldn’t find myself getting in on a knockdown. All he had to do was wake up fukiage and it stuffed everything i gave in. So one set-up he recommended to me is that you shoudln’t try to vortex and get meaty on her with a DF. He recommended that you option select an HK with a sweep or tatsu to either punish fuikage or HK tatsu to catch backdash.
Another option i saw worked a bit would to be to MK DF palm or slide if they wake-up fukiage. If they do LP Fukiage (where they palm in place) then you should let out the slide within range. if they do a MK fukiage (they dash a bit forward) then i’d recommend O/S palm to sweep/tatsu.
Basically what i notice with makoto is that the DF that has the most utility is MK because it seems to allow you to have the best vortex when you get a good knockdown (which is basically all you’re gonna get if you can even get a knockdown on her)
As far as playing footsies with Makoto, you have to utilize the correct tool according to what they do. When i fought Gus, i kept trying to sweep him everytime he dashed forward to get it. I don’t recommend sweeping on a good makoto unless you know it will punish. My sweeps never punished during footsies because he was either never in range and would BnB punish the whiff. So when it comes to footsies, make sure that you’re in range when they dash and use st.f.HK as a good poke. Due to Makoto’s walk speed a lot of them won’t be afraid to dash in for a frame trap, or just use Dash Punch to really get in. One thing Gus did when it came to footsies was what seemed like a TK axe kick to get over my cr.MK or sweep, so unless you know it’ll hit before they can get off the axe kick, don’t use it too often.
When Makoto has meter, she’s deadly. So on the vortex, you have to really know your ranges and really know what makoto is capable of doing on wake-up in order to punish correctly. From what i’ve seen, the best Makotos LP fukiage on wake-up which will stuff everything basically, even cross-up tatsu (unless it’s reeeeally meaty supposedly) so what you want to try to do is find the best method to bait it out and punish while you have an oppurtunity.
That’s just what i’ve taken from fighting Gustavo, who I’d also say has the best Makoto in the states from what I’ve seen.
Thanks for the feedback mate, its somewhat encouraging to know I’m not the only person who finds this a tough matchup when the Makoto is being driven by a capable player.
I can’t help but think the Akuma setplays for this matchup are very lacking. I think tonight I might run some tests to see what setups we can safely use because the usual vortex certainly isn’t an option right now. Safejumps and option selects seem to be the best route so I guess we just plain gotta figure 'em out. Makoto was kinda written off in Super, but in AE she’s a beast and has clear ways of dealing with Akuma’s bullshit.
I suppose I don’t have to tell you to be weary if your opponent picks U2 with her. I remember I got OS sweep happy against one Mak player and wasn’t paying attention to his Revenge meter… Let’s just say it didn’t end well… For myself, I don’t know if it’s my timing, but the usual setups off throw dash-dash mk df palm don’t work on her. What I usually do is us LK DF palm to throw her off and bait her into doing fukiage on wakeup. From there, it’s easier to lock her down I find.
Yep, I found myself doing this also. I run through the usual setups (dashes, normal whiffs, etc) but then just plain stopped to bait her into doing stuff to counter the expected setups. I’m convinced there’s soemthing there though. Training mode should be interesting.
And yes, her U2 is crazy good. One flinch and you’re as good as fucked. I believe she can control where it lands to an extent if she realises you’re defending, much like Bison’s U2 after activating.
One thing is certain though, I am pretty ignorant to a character that has monstrous offensive potential that is particularly effective against Akuma’s setplays. Match-up hole indeed. Do not sleep on Makoto.
yeah, her U2 + follow up is like -75% of our health. can’t you AA U1 on reaction, though? even cancel into it out of sweep? i think it hits even if she changes trajectory (which she can).
Actually Vortex is very much in. Safe palm OS sweep beats every last option of her’s with the except of U2. And when you get U1 you can start OSing that instead of sweep and cover just as many options.
Here is the thing you need to realize about Makoto. She is a lot easier to zone out than she looks because every attempt to get around a fireball is punishable nearly on reaction. FADC Forward dash? Can punish with sweep. Axe kick? Can sweep the recovery. Jump? SRK punishable. If you keep good spacing Makoto can’t do jack against you without getting swept and getting the vortex started. The key is not to be intimidated by her dash speed. If you make it difficult to advance you can eventually get a sweep and start your mix ups.
Now when she gets in, it is a nightmare because none of Akuma’s options can really escape her. She has a brainlessly easy teleport punish (EX Hayate and U2 as punishes are super easy to use), normals which will hit you out of back dash, and a forward dash to go under your jumps. You have to vary your escape options to get away from her. It is also a good idea to mash through her block string once in a while to keep her on the back foot.
Be careful with your wake up options because she does have cross over axe kick set ups that will make Ultra and SRK whiff. Also do not throw out random Ultras because U2 punishes it too easily. In fact she can throw it out so late and still punish a whiffed Demon.
You have to be aware of gimmicks and resets. A single reset will mean stun and will end the round.
Now there is a nice little meaty set up I have found. A well spaced c.MP will hit Makoto, but if she tries to reversal the move will either whiff, lose, or in the case of EX Grab you will hit her but she can’t grab you. This baits Makoto into throwing something out. If she does throw out the EX grab she takes the temporary damage from the c.MP, but is open for a full punish. This is excellent after an air reset such as a c.HP AA because Makoto’s only options are to block or back dash. It trains her to not mash grab after a reset. The best part is since Makoto is so large you can always start some pressure off of this.
Your best bet in the match up is to corner Makoto. When she has no room to move she is free as hell and you can out footsie her all day long. Just watch for random Axe kicks and EX Grabs. Axe kicks you can AA U1 if you see them coming.
Good stuff Sol. I run through some setups and it looks like cross tatsu is definately out. Delayed lp dp of hers snuffs it and if she has stocks she can follow up for more damage anywhere (lp dp, ex dp, ex dash punsh = 330+ dmg). Nasty. lk dive kick appears to trade and she’ll get a free follow up juggle.
J.hk/flip palm os c.hk are definitely the best options so I feel thats the best go-to from an untechable knockdown (f throw, flip grab). Interestingly she can beat the j.hk os with an EX grab (absorbs the hit, connects the grab) though obviously the palm will bust that option wide open.
Cross up tk airball seems ok, though I guess the EX grab will work there also. She’s a beast with meter.
Guess I’ll have to keep this in mind next time I run into a Makoto. I feel naked playing matchups against strong players with characters I rarely see. Akuma always has at least one trick in the bag, but if you don’t have those character specific options nailed, things get messy. And against Makoto, they get messy fast.