Moving on…
Makoto
-Fireballs are punishable with Rush Punch and instant air axe kick at certain distances
-Do air FBs low to the ground to avoid being punished by EX Hayate
-Don’t abuse teleports, as they’re punishable with EX Hayate
-Crossup tatsu is not the best wakeup option: It trades with (and sometimes loses to) Fukiage, and EX Karakusa makes them whiff.
-Wakeup EX Oroshi will make all DPs (including EX) whiff
-Don’t attack after blocking a s. MP - Makoto is at frame advantage
-Nasty safe jump setup: Back throw> Walk backwards>Instant air axe kick
[LIST]
[]Any reversals will whiff
[]The axe kick will cross up but Makoto will land in front (yikes!)
[/LIST]
-Another safe jump setup: After landing Ultra 1…Forward dash, f+HK (corpse hop), hold toward Akuma for a short time, then jump MK. This makes reversals whiff and looks like a crossup.
M. Bison (Dictator)
-EX Knee Press>FADC leaves Dic +7 on block, so don’t try to attack
-He likes to stay in his s. HK range during footsies
-EDIT: If Dic does a point blank EX PC ‘through’ Akuma when Akuma is against a wall, it cannot be punished with Super or Ultra, even with Reversal timing. Verified in Training.