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Posted

dont eat 5C/2C CH, it hurts alot. Though your opponent have bad hitconfirm/dont do mu combos.

Posted

Nice Anti Airs you did there. Try to IB Mu's late gatlings and SoD, that should punish her or put her in a pinch if she tries to reset to neutral. Barrier pushback will get you away from her 2A/2B/5B pressure which is dangerous as it can gatling into 6B. If she tries to IAD above you then do a quick air grab because the air grab hitbox covers a bit of the area behind Makoto and above her, try to anticipate her backdashes which usually happens when you IB her SoD or when she do something stupid in neutral that gives you the advantage to rush in.

Posted

@Kotokot : 5c/2c ch isn't that bad as long as there's no stein or corner on proximity.

@Stargazer : Thanks ... that AA is a lucky shoot, it's get FC'ed more often than hit :lol:, i've been IB ing Mu's late gattling a lot, including SoD, that's why u didn't see any Mu blockstring into SoD finish there, and i agree her pressure is total bullshit 2b>5b>2b is huge pain in the ass to deal with... rarely dealing with her 6b gatling but i'll take note on that ... and about Makoto air Grab hit box, i'll try that... to anticipate backdash, i should get better at hit confirming 6b>5d/whatever i guess.

Btw if u IB SoD, dashing 2a punish is guaranteed, backdash happen usually on knock down and footsie stein setup, on close knockdown u can tackle backdash with b's / 6c ... on footsie backdash... have trying dashing 5b & 6c, both get ch'ed so i usually do dash break on this situation most of the time and close the gap little by little.

Posted

-Work on your Instant Blocking. It looks like you were trying to go for it (or maybe you were trying to jump out, not sure).

-Her 2D should be able to be anti-aired with Makoto's 6A if I recall correctly.

-Noel's 6B (Her Standard Overhead) can be exposed pretty easy with a 2A or grab if you see it coming.

214A~D is good for baiting in general so use it if you feel a 4D or 2D coming.

Don't ever Wake-up DP without meter. You're Makoto, you can't gamble something like that, especially since it's generally not worth it

There really isn't much to say on the Noel, due to the fact this has always been a pretty bad match-up. Best option is definitely Instant Block+Poke/DP through pressure in most cases. Also, Whiff Punishing is very important in general for Makoto too.

Posted (edited)

Also, stop using j.2C, that move is pretty bad and easily punishable, it's only good if you do it low to the ground and the opponent is somewhat crouching and even there a j.5C is 500x better.

Edited by Bibiquadium
  • 3 months later...
Posted (edited)

Hey guys! How are you doing?

I've recently purchesed a capture card (finally!) and can now do videos.

I've recorded a couple of my scrubby Makoto matches, and I want you to comment on what I should improve and use/use more/less.

Video quality should be nice: http://www.youtube.com/watch?v=W9mFLIWPbBg&feature=plcp

I'm pretty basic at the moment, but trying to add some more cool stuff.

Edited by Cryingvoid
Posted

Quicky, Your double jump j.CC is somewhat easy to be anti air'ed by Jin's 2C or to cross under, be very careful not to use it so much. Piano 2A~2B/5B when you rush on someone so only 2A comes out when 2A whiffs and if it hits it will automatically confirm itself into 2B/5B, when they jump away or back off you can recover very fast from 2A and react to their Neutral jump with 6A right after the whiffed 2A or go and chase them if they air dashed away. Piano 2A~2B/5B is also an option select to beat Jin's dp but not yukikaze. Your opponent didn't guard much so i can't critic your offense. Try to make more use of j.A and j.B. Overall you are a good player so by default your Makoto is good.

Posted (edited)

Glad to hear that, thank you!

This was some really simple Jin, I'll soon upload some battles with more complex players.

PS: also, I don't know where to ask this question, but does anyone know what soft to use for video editing, to ensert text, add music and stuff? Bibi should know probably, since he's into combovid making :)

Edited by Cryingvoid
Posted (edited)

That hazama and jin were way to respectful, you nearly won half of the battle with that. You played good and dominated them hard so i cant point out anything, just remember to 2A~1B after a blocked jin car to beat his ghetto 214A > 623C. Will add you on PSN, im ok with a good 1 or a good 0 bars connection. I need someone to practice my arcade stick with :/

Edited by StarGazer
Posted (edited)

It's a good thing to disrespect a Jin player until he starts mashing DPs, they get annoyed and get easy to 214A~D FC into easy 6.2k combos, it's where I get my fun.

Edited by Bibiquadium
Posted
That hazama and jin were way to respectful, you nearly won half of the battle with that. You played good and dominated them hard so i cant point out anything, just remember to 2A~1B after a blocked jin car to beat his ghetto 214A > 623C. Will add you on PSN, im ok with a good 1 or a good 0 bars connection. I need someone to practice my arcade stick with :/

Yeah, ice cars are all about reaction... I was aiming at doing PF-started combo right off blocked Jin's ice car first hit, but PF combos are super strict... So you suggest getting a 2a starter combo, to be solid and safe?

Let's try our connection, but honestly don't get your hopes high :(

I do all my recording/editing in Adobe Premiere Pro CS6, if you have any question about how to use it I'll be glad to help.

Thanks in advance!

  • 3 months later...
  • 1 month later...
Posted

I don't...ehhh...know if this is the right place for this (since I don't have a video), but:

What do you guys do about green bursts? I haven't baited a burst ever, and I'm tired of people having a "get out of jail free card." I want to punish them dearly for no respect bursts, but whenever I see them coming it's too late and my whiffed attack gets me sent flying across the screen.

Are there certain moves/ combo paths that are burst safe or do you just react to the burst and block it?

Also how to you know when a burst is coming: i.e. is it just yomi or is there some kind of startup you can react too?

Getting bursted on is annoying enough against most people, but it can be deadly versus zoners like Lambda. Plz holp.

Posted

Its all yomi. People usually burst after getting hit by strong starters, Counter hits and Fatals, to avoid being put in corner, to avoid death, to send you to corner, or they burst once they get hit duo to sudden proliferation of salt level. However, good players will try to avoid bursting at obvious locations even at the cost of taking extra damage or wasting a burst on a not so strong starter to avoid being baited.

If you think they will burst -> Jump cancel your attack (5CC for example) -> block the burst -> punish them with 5CC starter combo. Other methods are: using 214C to avoid the burst while resuming your momentum with something like j.CC or 214CD in case they didn't burst and it was a wrong read, j.2C extra air time can be useful too. Also you can gatling into 3C, its Invul can avoid the bursts and reward you nice on hit, and just like 214C, if they didn't burst then you might hit them with 3C which is + on block or fake it into 2A/6B/throw/parry, so even on wrong reads you can do something unexpected after. Just make sure that your baiting method is both effective and allows you to reset or do something if they didn't burst.

6B is not jump cancelable on hit or block so you might want to use the 3C or 214C method after it to bait.

Makoto combos is by far one of the worst in game when it comes to beating bursts. a lot of the moves in your combo have more than 20 frame start up which means that people can just burst on reaction to any of em. To make it even worse, you can burst in some places of Makoto combos to punish her! most notable is bursting at 2C 214AD. You can beat that by delaying your 214AD, RC > block, or 214AA > block > if no burst is coming > 5B > resume your combo. Other places to burst won't be mentioned to make our life easier ¯\_(ツ)_/¯

Your drives have a big hitstop on impact which makes it easier to RC > block a burst for you by reaction, especially after 214AD since it have an absurd hitstop that makes you see the burst coming after it a mile ago. You'll be surprised by the amount of people who burst at impact like that duo to the lack of Makoto experience.

Baiting Counter Assaults is similar to baiting the bursts. Except in CA they burst to get out of your pressure rather than your combos.

Posted

Thanks for the tips Star! That shit works! lol

Anyways, I have another question: How did this person do this / does this still work? http://www.youtube.com/watch?v=wQyUif8wBq4

I left a comment on the video, but I don't know how to PM people on Youtube so I can't ask him directly. T.T tech fail.

I tested it myself for a bit but I can't get it right...If it does work though it would make a nice trick...hehehe

Posted

Okay, so, after seeing the footage and going to training, it seems it only works on Tager. The positioning is kinda agitating and he has to be out of the corner a little bit, but you can do a crossup lightning arrow on him at the right distance. Now, obviously you're not going to get much benefit out of it outside of counter hit, but yeah. It works, for the most part. I only tried on Hakumen (Who I think suffices as enough of a test in such a case for the rest of the cast) and it didn't work at all. By the time you get to the height of Hakumen, Lightning Arrow doesn't come out anyhow, so yeah. It's Tager only with a mid-ish reward to it.

Posted

Awww...Thanks for clearing that up dude. But I'll keep trying to find more crazy shit. Mark my words: I will find a way to cross up with Makoto that isn't IAD Gold Burst lol.

  • 2 months later...
Posted (edited)

Okay. The first thing I noticed is your approach in neutral. You did a really good job of being aggressive and rushing down the Tsubaki, but you just ran straight at him with 2A/5B too much. Towards the middle and late stages of that match your opponent realized this and started leaving out attacks for you to run into, since he knew that you were going to dash in. It's good to establish that ground presence, but you should mix it up more after your opponent gets used to you dashing in. Try approaching from the air more to jump over their pokes or do fake run ins with dash barrier.

Another thing is your blockstrings. They are okay for the most part, but you should not use 5D or 2D in your blockstrings unless you can rapid them. Most people know that they get a free punish after those two moves. Also don't try to reset pressure after moves like 5C, good opponents will almost always mash you out of this, trust me. Also try not to just default into doing stuff>5CC>6BC for your blockstrings. Some variants that I use instead of this are: 5CC>Lunatic upper (frametrap, you can reset pressure here or do one of Lunatic Upper's followups), 5CC>214A-A>Grab/2A, 5CC>214C-D lvl3 (Most people don't know how to deal with this. You can use it to reset pressure with a dash 2A or 5C, and people ALWAYS try to mash after they block this move. This gives you free counter hits. It also breaks a guard primer and fatals if they mash stuff). There is also 5CC>Block or 214B to beat people who try to DP or distortion after 5CC.

Other than that i didn't notice any thing glaring, except you need to learn corner combos for more damage.

Edited by Dark Ranger88

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