Spark Posted May 17, 2011 Posted May 17, 2011 Place holder Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
mAc Chaos Posted June 3, 2011 Posted June 3, 2011 Any ideas on dealing with Makoto's 5B? It stuffs a lot of our stuff. And it moves her forward. I hate that move.
YukiBlue Posted June 3, 2011 Posted June 3, 2011 If she is in range for 5B, Would'nt she be vulnerable to a 5C? Or 3C? If so, on a 3C CH > 2B > Gurren > Whatever? Not tested*
Nini Heart Posted June 3, 2011 Posted June 3, 2011 5B = 9 frame startup. 5C/3C and a lot of haku's moves that can hit her when she's in 5b's optimal range are slower. Thus why Mac is saying it stuffs a lot of moves.
SansProtocol Posted June 18, 2011 Posted June 18, 2011 Use 2B to discourage ground approaches. Not only does he have great range with the move, he can cancel 2B into 5A which allows you to stay safe and protect yourself a bit against some jump-ins even on whiff. If you want to beat 5B clean, you can Kishuu -> Enma right under it. However, you should just play it safe and any of the following: 1.) Pushbarrier her out and respond with appropriate measure when you have enough space. 2.) 6D Makoto's 6B (her overhead) in blockstrings as well as use 5D/6D on any move you can react to that you couldn't just block low. And for the love of Sweet Baby Jesus, don't use 4C in this matchup. Believe it or not, 5B and 6C will beat out 4C almost anywhere less than max range and CH 5B/6C . Also, whiffing 4C against Makoto will grant her a nice CH j.C combo and if she baited it, a parry. Both of these on CH can lead to 7-8k with enough Heat. In summary, if she beats your spacing and gets in on you, respect it. She does have some reset shenanigans against Hakumen after j.CC in a combo into 2B or throw so be wary of that. Other than that, play this match safe. Block low, react to overheads and jump-ins with 6D, stay out of the corner, and always keep in mind your distance and spacing.
WallJumpMan Posted November 7, 2011 Posted November 7, 2011 (edited) this match up is dumb 5a hits crouching and is plus 2 on block giving very very very very difficult mix ups and barrier blocking useless in alot of cases (dash 5a plus 3 is dumb) and she has character specific combo that gives too much damage, meter, corner push off her good normals anywhere on the screen but i wud suggest try not whiff any moves neutral until you are sure of a 5b or 2a approach (then 3c it) (but she can barrier cancel dash bait you to do 3c right out of your range and punish teh whiff so be careful as fuck) has a pretty good anti air making jumping pretty hard too (also parry works as an anti air >.>) its kinda silly how many risks you have to take to stop her from hitting one button :/ defense is hard since she can stagger her pressure so well making instant blocking becomes very difficult (you might as well call out overheads in this match up with 6d to at least scare her from using it) i may go into more depth about what you can do, but extend is right around the corner so who knows if i will. Edited November 7, 2011 by WallJumpMan
BladeOfJustice7 Posted November 7, 2011 Posted November 7, 2011 Might as well, we don't know when it'll hit state side.
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