Hes not the only one, I like match ups against the grapplers actually teaches u footsies instead of… OMGDIVEKICKHAXXORZZZ!
Makoto
Matchup:
A pure battle** of rushdown. Offense vs Offense. The winner in a round can quickly be determined by who makes the first mistake. I feel like this matchup is 5.5-4.5 in Yun’s favor. Primarily due to his offense being safer and him having an easier time getting out of her mix up than she does getting out of his. Her damage output and quick stun play a huge factor though. You both have to play offensive for fear of being put on the defensive.
**
Ground Games:
**Far Range: **Feel free to build meter with palm. The timing is very strict for her to punish with ex hayate. If she doesn’t have a stock just do it until you feel obligated to approach her
**Mid Range: **You can now use palm feint to bait ex hayate/jump ins. Watch your feet. Her cr hp is a great footsie tool. Also be very careful whiffing long recover normals like st mp when she has meter. Nuetral jumps with delayed dive kick after seeing her use st mp are very useful. If she tries to go air to air nj hp works great. If you find her trying to go over your normals with Tsurugi use cr mk canceled into mp lunge punsh to duck and punish. Watch for dash a grab situations. Always stay moving.
Close Range: Watch your feet even more. Her cr lk is fast and has deceptively good range. It is especially dangerous when she has meter. Ex kara-karakusa is always a possibility when she has stock. TC5 to stop her from using focus. Up close lk dk, st mp, and st lk are your friends.
On Yun’s Wakeup: You have to guess/read pure and simple. If she goes airborn for a safe jump she will do so early. This is primarly done to prevent back dashes/dp on wake up. You can block then back dash but she can follow up with Tsurugi. If she goes airborn with a Tsurugi on your wake up you can punish with lk dp/ex dp. If she tries a meaty Oroshi you can punish with U1 or ex dp. Lk dp will whiff due to her ducking during the active frames and the rest will trade at best. And lastly Karakusa. There are multiple setups which I will go over later. The most threatening thing I’ve found is her doing nothing until you get up. It makes you have to read on the fly while still being in range to work her offense.**
**
Counter:
**Hayate: **All useful versions have -4 or more frames of recovery on block. Block and punish with st lk canceled in lp lunge punch.
**Ex Version: **Is -4 on block. Same as above.
**Karakusa: **Watch for her cancels during block strings to set up grabs. Always be mindful when she has U1 stocked. Nuetral jump, meaty normals, dp, and ex command grab beat it.
**Ex Version: **Be even more mindful during a during a frame trap if she has ex and U1 stocked. It will hurt.
Fukiage: Can stuff you clean while air born if not into already into hittable box. If it trades you will hurt. You can lk dk feint to bait. Punish as you see fit.
**Ex Version: **Even more priority. Can hit you if less than 1 character away during neutral jump. Same
as above. **
**
**Oroshi: **Not much of a use outside a wake up meaty. Lots of start up and recovery. She may use this to build meter if you are across the screen building meter with palm. Can be punished just like Hayate on block.
**Ex Version: **Her main go to reversal. Can be thrown/command grabbed out of. Palm beats it clean. Very difficult to punish on block due to push back.
Tsurugi: Cr mk is a great counter. He ducks right under and she will land right on it. Cancel into mp lunge punch.
**Ex Version: Same as above
**
******Against Ultra 1: **Neutral jump dive kick only. Be mindful if she has a ex stocked for ex karakusa. Watch her canceling out of normals during block strings into karakusa.
Against Ultra 2: Don’t know too much accept I don’t think it can’t punish palm.
Mind games Option Selects and Mix Ups:
After an knockdown Yun can do a meaty crossup lk dive kick to limit her wakeup options if she doesn’t have ex.
Focus Backdash:**
**
[LIST]
[]She will back dash into your attack follow up.
[]Meaty palm
[/LIST]
**Backdash:
**
[LIST]
[]Cr lp can be option selected into lp lunge punch
[]Cr mp can be used as a meaty. You can punish back dash on reaction with lp lunge punch
[]Can also be option selected into during jump ins U1/U2
[]You can use meaty palm to stop back dashes.
[/LIST]
Ex Oroshi:
[LIST]
[]Empty jump command/throw on wakeup
[]Jump OS U1
[]Meaty Palm
[]Command grab
[/LIST]
Ex Karakusa:
*No grounded OS works against this move
[LIST]
[*]Empty Jump Dive Kick with follow up dive kick
[]Meaty Palm on wake up
[]Crossup attack
[/LIST]
It’s just pure mind games for Yun using which OS/ Dive Kick/Palm/ Command Grab on Makoto’s wakeup. However it is possible to predict Makoto’s next move through her meters and life.
Things to be aware of:
Her super meter. How often is she focusing/ backdashing. What pokes they like to use. Resets during st mp combos/blockstrings into kara-karakusa. Fwd lk reset in the corner after ex hayate. Air to Air wins for her followed by dash under/dash same side. Don’t make your command grabs obvious. She can guess out with instant Tsurugi for big damage. Stay moving and stay liquid. Free flowing never in one constant state.
JFord is your best player. You are garbage, Peru.
Lol y r u talking for no reason? Especially when I blow u up when we play.
Who is this joe lewis person and why is he goin in on someone who actually knows what they are doing?
Also with makoto a main point of this match is if you are not on the offensive it usually is best to stay about one makoto dash away. With that you can react jab and dash ins, and AA any jump ins without worrying about tsurugi. Meaty dive kick stuffs her dP punch so that’s not an issue once you are in. Look out for ex cmd grabs and neutral jumps and your offense can be pretty non-stop once it starts.
Peru what happened to dudley?
Got tired of playing mid tiers I just wanna win lol. Where have u been man I havent seen or heard from u in awhile.
And against makoto rushing her down can sometimes be a mistake if u get anti aired getting stuck in her cross up mix up is terrible that bitch does too much damage.
Can someone give me a rundown of the Guile match-up? Wanna see if I’m missing anything key in the fight or not.
It’s my job to call out frauds
No but seirously though, JFord really is your best player. It’s kinda dissapointing… If you want FT5 whatever your amount you want at Evo. Ill be there so…it’s up to you.
I feel you no homo. Same reason I switched from Dudley. Why rushdown with him when someone else does does it soo much better.
I will be maining him though for 3S online with Yun backing up in certain match ups.
Back to Makoto. I know there are risks involved in approaching her. I play against a very good Makoto every time I go to my local arcade. I play the match up very well. I might lose once every ten matches if that. If I fuck up usually I lose 3/4 if not all of my life just to give you an idea of how competent he is. Yun’s defensive game is less than stellar but we can agree Makoto has the worst wake up/defensive options of any quoted top tier/high tier character. With Yun’s offensive options being so stellar I like to gamble on him out offensing her. I know this isn’t the popular thought but I’d rather get beat playing to my characters strength full speed ahead than waiting it out. Translation- I’d rather forced my opponent to fuck up than wait for them to. Especially when there defense is asstastic.
Thanx for the rep Joe_Louis but I don’t really care about online. It’s more of a gamble than a true measure of skill.
It really is; Thats why I never really take it seriously unless I see people with potential
against vega, he can poke you for free after a blocked LP shoulder / second hit of target combo if you press any buttons or hold up. c. mp reaches that far and then some, so even though you’re spaced perfectly for a st. Mp like in a bunch of matchups, vega can just poke you out of the start up since his c. mp reaches much further.
Vega’s stand roundhouse is also a good tool for AAing Yun in general, and there’s little risk involved with jumping out fierce to beat dive kick pressure.
the problem is once vega is in the corner, he is fucked. he can’t EX FBA to get out because it’s usually a free lunge punch. You don’t have to shoulder or fish for target combos, your only goal should be getting in and raising havoc. Space a good dive kick overtop of a poke and go to town. Otherwise force vega to play impatiently by building lots of meter. He can play offensively too since Yun’s options aren’t great and he should play a proactive mix of D and O to ensure that yun isn’t killing him with pressure and mixups.
i just like to cover the space that st. Rh creates and try my best to AA dive kicks on reaction.
Vega also has lousy options for crouch teching when yun gets in there with throw mixups, so take advantage of that.
Once you knock him down it’s pretty standard stuff… just frame trap / option select lunge punch and spaced dive kick him to death after a knockdown and he should die pretty easy
possibly a 7-3, but i think more likely a 6-4 cause vega can outfootsie yun and he does pretty good damage.
I really wish I could go to evo this year. Job comes first though. There’s always next yr.
Thanks JFord78, very nice writing :tup:
Then quit talking shit for no reason, thanks.
Big thread update coming today after I actually wake up, too much partying @_@
word , but anyways ya ford i get what your saying 801 strider switched to makoto so i play that mu all the time as well once you get in its over, but if she does hit that karakusa/fukiage that shit hurts too much. We should get some mirrors in i actually like playing yun vs yun.
Same here we keep going back and forth in ranked, go ahead and add me for a set or two, it’s a fun mirror for sure.
And yeah, sick Makoto writeup JFord.
Just send me a request/invite when online.
Guess no one has Guile advice?
Mr Agua did a decent write up of the match up on page 2
no,no,no…wait…people think the yun mirror is FUN???
If anything it’s one of the most random mirrors in the game. Whoever gets the offence started will win 80% of the times unless the other player gets a lucky mashed dp to reset the situation and start his own mixups.