hopefully, because he outperforms the entire low tier. He should at least be mid tier just because of the taunt and sa1.
BUT being predictable with that super is really bad. One time, I thought I was doing good and I thought I could use SA1 against Wong because he did a throw motion. Whoa was I because I ending up getting lambasted because he timed it just right, blocked the first hit and parried the rest and SA2ed the remaining bar I had. I think if anything, don’t allow yourself to be put into mindgames because those can really throw a good “Qfense” out the window. SA1 is definitly not the answer to all open situations. I know there is info in the FAQ about SA1, but I really want to stress this aspect of it because I think that taking SA1’s invincibility frames for granted really ends up hurting your game, even if you have everything else down. The frame data should help judge when it’s good to do certain things and for simplicity’s sake, here’s the website link:
while playing Q the other day my opponent (ken) threw out a lp srk while I was in corner which I blocked so I thought I would punish it with a karathrow. what happened was that instead of a karathrow, I crossed over him and did a lp dashpunch.
I guess this is what happened: I did back+mp and that put me far enough to make me crossover, then when I was supposed to to the grab I did a dashpunch instead since I was holding back and crossed over so I was now holding forward wich the game registered as a dashpunch.
If done quick enough, ken would still be in the air and then maybe you could juggle, right?
I don’t think this is useful in any way, I just thought I’d mention it and get it explained to me if my explanation is wrong.
I’m putting this here so as not to clutter up another thread with off-topic stuff.
Toronto and Texas players aside, if you can think of a famous Third Strike player, I’ve probably played against him. With just a few exceptions, if I play against someone enough I can usually take at least a couple out of ten from him, but against top Makoto players I’ve never done that. I’ve played against the top 3-4 US Makotos in tournaments and I’ve only beaten one of them once or twice. Even in casuals, and even against not-top-5 Makotos, I get consistently and totally killed.
The reasons, as far as I can tell: 1) karakusa is a no-risk (no-risk!) way to beat everything Q can do on wakeup; 2.) Makoto’s jump-ins and pokes beat all of Q’s antiairs and pokes; 3.) all of Makoto’s guessing games are better than all of Q’s; 4.) Makoto’s dash, command grab, hayate, and pokes are all so fast and Q’s good pokes are all so slow that if Q whiffs something in an attempt to keep her out, she can react to it and do dash up punishment before Q recovers; and 5.) Makoto is the best in the game at both limiting and neutralizing Q’s taunts, since you can never taunt except after super, c&db knockdown, or antiair dash punch/slaps, and since taunting hardly matters when your opponent can stun you so easily. These aren’t all the reasons (there are little things, like Makoto’s dash goes under Q’s dash punch), but they’re the major ones. To win, Q needs to guess right, the Mak player needs to guess wrong, or the Mak player needs to miss a bunch of stuff.
Here’s a fairly representative [media=youtube]gUmzyb6i2ig"]match with TK (top 5 Japanese Q player) and Chiemaru (pretty good Japanese Mak player). It might seem like I’m picking an unrepresentative match, but really, this is how it normally goes. [URL=“http://www.youtube.com/watch?v=oV7_gPTWN38”[/media]‘s an example of Q winning (best Q in the world v. some Jap Mak). Notice how consistently Kuroda manages to plain ol’ out-guess Wataryu and how many big chances Wataryu accidentally misses? That doesn’t happen very often.
it would be like the coolest punish ever if you learned to do it constantly (which you won’t)
like, if you play SAII and are in corner and blocks an opponent’s srk, you could do the crossover dashpunch xx SAII. this would be damaging and you would have your opponent in corner.
try to parry incoming axe kicks (especially instant EX ones) and punish with mp slaps, taunt
C&DB defended/parried/whiffed oroshi
timed b.hp beats air moves
(that goes for everyone), bait low moves with dash punches or empty jumps and punish with SA1 or EX dash punch, st.HK
when grabbed into karakusa, you can retaliate pretty well. Good players will ensure st.hp, and something after the karakusa, sometimes, they’ll use low moves, meaning that they used the wrong strength(hk) to hit confirm st.hp, after the choke, retaliate IMMEDIATELY with SA1 or 2 when you get off the stun. It’ll go through the low attack attempt. (either you’ll get hit, or rape makoto, not a bad trade)
on wake up, if makoto closes and attempts kara-karakusa, SJ(reversal timed) and land Q’s most damaging combo available
whiff overhead punches to SA (overhead punch has faster recovery), makoto players will most likely dash in or jump, and you have time to parry/block any abare tosanami attempts if you see it coming
kara throw EVERY defended hayate(b.hk works well too)
abuse meaty close mk combos if your out of abare tosanami combo range
parry c.HK anti air, immediate SA for crouching damage
Thanks for the input, but this shows exactly why this matchup is retarded: most of your suggestions involve guessing, be it parrying, baiting, or random supering. A matchup in which a character has to depend on risky guessing is a matchup that character is going to lose. Makoto can guess because her guessing games are low risk and high reward; Q can’t do that because his guesses in this matchup are high risk and low, sometimes medium reward.
As for the superjump canceled c&db to escape karakusa, I was stoked the first time I thought of that too. I remember thinking, Yeah, now I finally have something to do on wakeup! Well, I didn’t, for two reasons. One is that throwing out c&db on your wakeup is probably the riskiest thing you can do. The other is that your c&db still loses! That’s right, Q’s unthrowable pre-superjump frames are shorter than the active frames for Makoto’s karakusa and your c&db doesn’t come out for like 3 times longer than that. Makoto could start her karakusa before you cancel your superjump into c&db and she would still grab you after your unthrowability ended. You could use superjump canceling to beat poorly timed karakusas, but you can’t exactly depend on the opponent screwing up. I’m telling you, man: you have no good options on wakeup. Zero.
wow…too much sad info…
well, maybe is not great to point out, but…(it’s also risky) SAIII can save you from makoto’s wake up pressure. Reversal activation has enough invincible frames to escape meaty hits and karakusas, giving time for DANGER grab. Danger grab has its invincible frames as well, and reversed, can beat karakusa (maybe not tanden renki makoto) and huge damage. Activation also gives time to parry afterwards, so any late move can be parried, and DANGER, or close mk, qcf+p
it’s not so bad to fight aganist makoto without EX moves, since she’ll stuff you anyway
1 Learn to parry axe kick, use SA2 (either getting them to stop using axe kicks or just owning them when they do is equally good.)
2 Use standing MK alot, it beats alot of makotos ground game only problem is that its pretty good parry bait. that and if you get knocked down your kinda screwed unless you guess to jump or parry or whatever.
then again you shouldnt take advice from me, I’m pretty garbage.
If you have SAII, you can do reversal super at the end of any strength of Akuma’s hurricane kick, although it’s pretty hard to time. Other than that, yeah, either parrying at the start or red-parrying at the end are your only options.