On September 24 2013 23:23 Noocta wrote: Instant air axekicks are a lot in muscle memory. They're hard to get right consistently ( even Haitani miss them sometimes ). You can tigerknee them, but almost all Makoto players prefer to roll the stick from 9 to 4, in a SPD like motion. The key to get it right, stay at 9 a bit longer than you thought you should, to confirm the jump, then rotate and make sure to not press kick before you get to 4. Also, when you want to do one after an hayate as a mix up, just buffer the jump part by staying stick at 9 during the animation, I find it to be helpful to get the axekick as low as possible.
I'm using the numbers on the keyboard pad by the way. And standing strong is your friend, your lover and your everything. Never forget that lol.
Yeah I found doing the full motion (9 thru 4) is much more consistent for me than TKing it. However, "much" more consistent is all relative lol.
Standing strong best button NA o ||<8 /\
One thing I want to be wary of is buffering into Hayate off of too many neutral normals. I should be hit confirming into Hayate, not just buffering it, correct? Frame-wise it's pretty damn unsafe but people haven't been punishing because the spacing afterward helps a bit.
Well, the optimal way of doing it is how Haitani does it.
But for simple mortals like us, you just need to be quick at recognizing hit or block on your pokes. Makoto is clearly not a character that give you time to hitconfirm.
i so want to play this game much more but with 2-10 minutes downtime between matches (and beeing way too bad at barely 1kpp for most endless dudes) it just sucks. really hope that ultra update with the death of gfwl will change that...
if someone europe that also sucks wants to play shoot me a pm.
On September 25 2013 23:51 BeMannerDuPenner wrote: i so want to play this game much more but with 2-10 minutes downtime between matches (and beeing way too bad at barely 1kpp for most endless dudes) it just sucks. really hope that ultra update with the death of gfwl will change that...
if someone europe that also sucks wants to play shoot me a pm.
you can play on arcade mode and enable fight request. even if there is downtime you can warm up vs the CPU. theres also an option where you can choose the skill lvl of your opponent. I often just got time to play like 1-2 rounds vs CPU between real matches.
On September 25 2013 23:51 BeMannerDuPenner wrote: i so want to play this game much more but with 2-10 minutes downtime between matches (and beeing way too bad at barely 1kpp for most endless dudes) it just sucks. really hope that ultra update with the death of gfwl will change that...
if someone europe that also sucks wants to play shoot me a pm.
I've never had to spend more than a minute or two at most between games... just don't use quick match, and set region to "ALL" ("SAME makes the game only show people from your own country)
If anything, it's easier to find opponents at 1-2k than at 3-4k
On September 25 2013 23:51 BeMannerDuPenner wrote: i so want to play this game much more but with 2-10 minutes downtime between matches (and beeing way too bad at barely 1kpp for most endless dudes) it just sucks. really hope that ultra update with the death of gfwl will change that...
if someone europe that also sucks wants to play shoot me a pm.
Like they've been saying... how are you looking for matches? Ranked Custom with 3 rounds, 99 sec, Any/all regions, and then whatever skill level you choose, usually works great for everyone I know (I'm NA but I've spoken to EU folks that don't seem to have issues).
Time of day matters a lot too. Play during evenings/prime time!
i usually just create games. bo3 99 sec all regions. Most of the time I have an opponent within a minute. mostly green connections too. And then I run into a cammy/makoto/akuma/ibuki and I cry (I play sim)
On September 26 2013 02:51 2stra wrote: i usually just create games. bo3 99 sec all regions. Most of the time I have an opponent within a minute. mostly green connections too. And then I run into a cammy/makoto/akuma/ibuki and I cry (I play sim)
I understand your pain haha. Poor old man isn't doing well sometimes. I honestly can't recall the last time I lost to a Sim player. D: ( I play Makoto / Yun )
Makoto/akuma/ibuki aren't that bad for sim. What really screws with him his good corner pressure (like Fei Long) or dive kicks, because that disables his only good tool for getting out of the corner.
Those three characters don't have anything to abuse Sim with in the corner while grounded. And as soon as they jump they open themselves up to a slide or EX blast.
But yeah it requires a ton of work to keep them off you.
On September 26 2013 05:31 ain wrote: Makoto/akuma/ibuki aren't that bad for sim. What really screws with him his good corner pressure (like Fei Long) or dive kicks, because that disables his only good tool for getting out of the corner.
Those three characters don't have anything to abuse Sim with in the corner while grounded. And as soon as they jump they open themselves up to a slide or EX blast.
But yeah it requires a ton of work to keep them off you.
It's just that you can keep your opponent out all game, but if you miss one anti-air against those characters it's time to guess. And 2 wrong guesses often means stun. Also I'm scared to throw fireballs or s.hp due to ex demonflip or makoto's focus dash. luckily most ibuki's I meet online are just random
I'm not complaining btw, I love how sim forces you to play a slower, more thoughtful game. I'm practicing a bit of Claw on the side tho, dude's movement speed is sooo high, it's amazing!
edit: @Noocta: oh man, what do you even do when makoto has ultra? too scared to block because karakusa, cant zone.. I just frantically try to run away LOL. any tips?
On September 26 2013 05:31 ain wrote: Makoto/akuma/ibuki aren't that bad for sim. What really screws with him his good corner pressure (like Fei Long) or dive kicks, because that disables his only good tool for getting out of the corner.
Those three characters don't have anything to abuse Sim with in the corner while grounded. And as soon as they jump they open themselves up to a slide or EX blast.
But yeah it requires a ton of work to keep them off you.
Heh.. Makoto - Sim is probably a good 7-3 and as bad as his divekick problem match ups. Ultra2 make it so Sim can't zone her out once she has it, and good luck fighting her up close. You can even beat most of his limbs with stMP OS ex hayate and you're in for free. It's like, a really stupid match up. Believe me.
On September 26 2013 05:31 ain wrote: Makoto/akuma/ibuki aren't that bad for sim. What really screws with him his good corner pressure (like Fei Long) or dive kicks, because that disables his only good tool for getting out of the corner.
Those three characters don't have anything to abuse Sim with in the corner while grounded. And as soon as they jump they open themselves up to a slide or EX blast.
But yeah it requires a ton of work to keep them off you.
Heh.. Makoto - Sim is probably a good 7-3 and as bad as his divekick problem match ups. Ultra2 make it so Sim can't zone her out once she has it, and good luck fighting her up close. You can even beat most of his limbs with stMP OS ex hayate and you're in for free. It's like, a really stupid match up. Believe me.
Fei, Twins, Rufus are far worse matchups. Even characters like Abel or Hakan are worse because they dont have to wait for ultra in order to get past your zoning. All things considered U2 isn't as scary as those.
Regarding how to deal with Makoto + Ultra2: Obviously don't use fireballs for zoning/only when makoto is whiffing something else. Only use short and jab limbs, rely on close range normals, cancel blockstrings into ex fireball/yoga flame/teleport if you need space, but be careful as makoto can reversal U2 if she catches on to it.
Thing is, the only far ranging jab and short normals (cr.jab and s.short) deal a whopping damage of respectively 25/30 and can only be used at an awkward distance. Same with close range normals, they all lose to Makoto's buttons plus you really don't want to be that close to her anyway.
And as you said, because ex yogafire or yoga flame cancels aren't true blockstrings it really not hard for Makoto to reversal ultra, or even get a free jump in from a blocked b.forward xx ex yogafire.
On September 26 2013 20:47 2stra wrote: Thing is, the only far ranging jab and short normals (cr.jab and s.short) deal a whopping damage of respectively 25/30 and can only be used at an awkward distance. Same with close range normals, they all lose to Makoto's buttons plus you really don't want to be that close to her anyway.
And as you said, because ex yogafire or yoga flame cancels aren't true blockstrings it really not hard for Makoto to reversal ultra, or even get a free jump in from a blocked b.forward xx ex yogafire.
Gonna counterpick Honda or something
Nah, its precisely the range you want to be at, because it lets you anti-air her perfectly but is out of range of TK axe kicks.
A counterpick secondary character is definitely worth considering if you play Dhalsim. I've been maining Balrog for a while now, instead using Dhalsim as a counterpick for his bad matchups and the two complement each other quite well in covering all the match-ups. I can even switch to Dhalsim to body shotos for free whenever I get tired of the Ryu army.
but she really doesn't need to jump. She can counterpoke with s/cr strong and get a free hayate on counterhit (hp hayate on ch s.strong, EX hayate on ch cr.strong). If it trades it is a favorable trade for makoto, and she can still focus dash through it or go for a crumple.
Too bad you can't counterpick in ranked LOL
edit: I'm pretty scrubby tho so it might just be me :O
Its almost impossible to focus through s.lk before Dhalsim recovers, so you can simply follow that up with lk slide, b+lk or b+mk and possibly cancel into yoga flame/fireball. Mix it up so it doesnt get too predictable.
Focusing through cr.lp is possible, but with proper timing you can avoid that. Most people will simply spam fadcs against dhalsim just to test you and you have to make sure to discourage that.
If your limbs get counterhit often that means youre using them mindlessly. You have to be patient in throwing them out so your opponent thinks its better to approach you instead of fishing for a counter hit. That's when you want to hit him.
Even if it's not as bad as against the true Dhalsim killers, you'll need a pretty huge experience in the match up to win it. Play a standard Sim against Makoto and you'll be dead in less than 15sec usually.
And so far I haven't meet a Dhalsim player that force me to improve or change how I play the match up. Thus I can't really say more about it.
A general tip for PC players. If you change the graphical settings but the frame-rate of the game goes down afterwards, just restart the game and it should solve the problem