toanenadiz Posted October 2, 2013 Posted October 2, 2013 The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Frame Data: Advantageous, Disadvantageous, and Punishable Moves Neutral/Advantageous Moves: Disadvantageous Moves: Punishable Moves: Gimmicks and Resets Match Summary
Daramue Posted November 22, 2013 Posted November 22, 2013 (edited) Does anybody have any input on this match-up? Played against a Mokoto yesterday that wrecked me pretty bad. Getting out of the corner (as with most other pressure characters) seems impossible without counter assault/burst/5a spamming (and 236A if in Luna mode). Once Makoto got me in the corner it was bad. After she was finished with her combo dealing something like 3k, she would shoot out that electric orb that would require me to block as soon as I tech'd. From there on it was trying to block her mixup which I didn't really successfully do even once. Even at neutral I wasn't sure how to handle her as I've really never played one before; she was so quick that 5D or 6D seemed risky (and was the few times I tried it). Any advice on this one? Edited November 22, 2013 by Daramue
umbrage86 Posted November 22, 2013 Posted November 22, 2013 I would think this is still in our favor, if not even better due to shorter gravity cooldown in Dia and Dia sickles. When you are blocking try to IB barrier to push her away and look for an opening.
Daramue Posted November 22, 2013 Posted November 22, 2013 I would think this is still in our favor, if not even better due to shorter gravity cooldown in Dia and Dia sickles. When you are blocking try to IB barrier to push her away and look for an opening. I don't think I utilized 214D enough during the matchup. So it's the same way you'd handle most rushdown characters. I appreciate the advice. Strangely, I've had an easier time keeping Terumi and Azrael out than Makoto..for some reason. I'm gonna give it another go tonight.
AchedSphinx Posted November 22, 2013 Posted November 22, 2013 You're going to need 6A. Makoto is the 2nd fastest character in the game. She'll be able to double jump over 214D~C and do that punch thing or whatever to hit you. 6A beats that. Use gravity as much as possible. It keeps her zoned out pretty well. You're going to need 5D and 6D against her. You just need to get better and reading what she's going to do. Makoto is fairly easy to zone, since she lacks effective projectiles, the only problem is her speed so watch her when she decides to jump over 214D~C. If you're having problems with her corner pressure, study up on her frame data, and practice reading her overheads. Her overheads aren't that fast and I can read them most times. Once you get some match-up experience, things will go better.
someonewhodied Posted November 22, 2013 Posted November 22, 2013 nah man sickle ender> spike chaser~C>spike chaser~C>Spike chaser>Spike chaser~C works too well man. it shouldn't but it does. no one sees the uncharged one coming, when they do, they keep their distance, and you just do a charged one after.
ElegantShadow Posted November 23, 2013 Posted November 23, 2013 Does anybody have any input on this match-up? Played against a Mokoto yesterday that wrecked me pretty bad. Getting out of the corner (as with most other pressure characters) seems impossible without counter assault/burst/5a spamming (and 236A if in Luna mode). Once Makoto got me in the corner it was bad. After she was finished with her combo dealing something like 3k, she would shoot out that electric orb that would require me to block as soon as I tech'd. From there on it was trying to block her mixup which I didn't really successfully do even once. Even at neutral I wasn't sure how to handle her as I've really never played one before; she was so quick that 5D or 6D seemed risky (and was the few times I tried it). Any advice on this one? This match-up doesn't look much different from CSEX, save for Makato being a bit stronger, but that's based on pure observation alone. If I were to impart any advice in this match-up based on what I've seen, I would recommend to use Spike Chaser and Gravity to halt/control her movements. In the case that she uses her clone move... I would actually say that a well timed 2C would be a half reliable method of hitting Makato wherever she may try to strike from. Also, Sickle Storm is the shits in in Dia Forma, so whenever you can, use it. Also, also, if you're having trouble against her in the corner, all I can say is to try to get better at blocking. Nu cannot handle pressure very well, so that, along with Bursting, Counter Assault, and Calamity Sword in Luna, are going to be your primary means of escaping pressure. Again, that's only mere observation, so I'd advise to take the word of someone that's played the game over mine. Hope this helps regardless.
Daramue Posted November 24, 2013 Posted November 24, 2013 This match-up doesn't look much different from CSEX, save for Makato being a bit stronger, but that's based on pure observation alone. If I were to impart any advice in this match-up based on what I've seen, I would recommend to use Spike Chaser and Gravity to halt/control her movements. In the case that she uses her clone move... I would actually say that a well timed 2C would be a half reliable method of hitting Makato wherever she may try to strike from. Also, Sickle Storm is the shits in in Dia Forma, so whenever you can, use it. Also, also, if you're having trouble against her in the corner, all I can say is to try to get better at blocking. Nu cannot handle pressure very well, so that, along with Bursting, Counter Assault, and Calamity Sword in Luna, are going to be your primary means of escaping pressure. Again, that's only mere observation, so I'd advise to take the word of someone that's played the game over mine. Hope this helps regardless. Much appreciated. I took this advice along with my use of 5A to escape pressure (plus SEVERAL counter assaults in the corner) and I can say it went a lot better. Sickle storm was quite useful for at least making makoto think before blindly approaching me, if nothing else. My corner problems came with the end of her combos; she would shoot out that neutral lightning orb thing and as I was teching, I would block it and sometimes eat an overhead. As the matches wore on I got wise to these antics and as a result I'd say I feel much stronger against Makoto now.
Speakeasy Posted June 6, 2014 Posted June 6, 2014 If Makoto opens the round with her Asteroid Vision illusion thing, 4B beats out the A and B versions. Handy knowledge if you play with someone and you know they're going to do that. (this may have changed post-patch)
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