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mAc Chaos

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  1. Hakumen VS Makoto General Strategy This is mostly a footsies match. It's like fighting Ragna. You'll spend lots of time jousting at neutral, until one of you screws up and gets thrown into the corner. You'll want to stay back and chisel away at her health as she attempts to get in. Then, when you get a knockdown, you can use all the stars you stored up to go in hard. Like fighting Noel, Makoto has high mobility, and has moves that will let her completely avoid yours, like her 3C. You want to either be in her face on offense, or have her at just 5B and 3C range. Long Range Just sit tight and gain stars. She can't do anything from long range. She might try to throw orbs, but just cut them. Mid Range This is where the meat of the matchup occurs. In fact, there are two slightly different mid ranges that give either party the advantage. If she's in Haku 3C or 5B range, then you have the advantage. But if she's just outside it, she has the advantage because she is more mobile and will be able to quickly get in if she makes you whiff a move or makes the right read. A lot of Makotos will hover just around this range. At this range it will come down to guessing and who baits what. Kishuu Enma will go through her 6C and 5B. She will try to get in with a combination of either 3C, IAD j.C, or slowly working her way in. She can also use 6C, which throws Makoto forward, to initiate an attack from outside your range and hit you. Zone and play footsies until you gain knockdown, then go in on her. Close Range Haku on Defense If you're on wakeup and she does the orb, just counter it. Makoto has a setup where she can do the orb and dodge your counter, but it's still worth doing because that just puts her back where she started. If she tries this, use 6D instead of 2D as it is more likely to catch her. If you feel confident of your reflexes, block out her pressure until she goes for 6B or 2C, then counter. Otherwise, wait until she gets pushed out, then poke out with 2A or jump out to give yourself space. If she does j.2C, don't try to anti air it, either air throw or counter with 5D. If you block any of her D moves, then that's the end of her pressure. You can punish them. Haku on Offense Hotaru will beat her DP, and 2B will beat it as well with proper spacing. Use lows to beat her parry. Watch out, she can punish your 6B with her fastest 5A if she IBs it. Your Best Tools 3C: Beats her parry and her own 3C, stops aggressive attempts to get in. 5B: Much faster and safer to poke with than 4C, but still has a deceptively long range. 2B: Beats her DP, has long reach, is fast and safe. 5C: A lot of Makoto's jump ins have hitboxes that are too big to hit with 5A, and with spacing that interferes with 6A. 5C will beat these, but you have to do it a little early. 5A: Useful as a standard anti air, but loses to her jump ins. Use it to catch attempts to jump out, rather than defense. 6A: If she just jumps right at you, 6A her. But her j.2C will give you a hard time. 5D: A lot of her moves will put her back in charge if you block them, or are hard to beat, like j.2C. Use 5D to counter it instead. Air Throw: Another good counter to j.2C. Hotaru: Beats her DP outright, but watch out, she can delay it slightly to beat Hotaru. If she does that, catch her out of it with 2B until she stops. Kishuu: It will go through her 6C and 5B. Reversals Has a DP? Yes. Her DP has invincibility, but you can beat it with Hotaru. However, she can slightly delay it to beat Hotaru instead. To counter this, catch her with 2B until she stops. Alternatively, a well spaced 2B can beat the DP too. Her astral is also a good reversal that will either clash or beat Hotaru. If you smell it coming, then just block or counter / Yukikaze it instead. Things To Look Out For Haku 6B gets punished on IB. Makoto 3C will cause a lot of moves to whiff. Her parry beats non-low attacks and is dangerous against jump ins. On that note, be careful against her 6A, it can combo even on trade. A lot of Makotos like to use that giant punch distortion to punish whiffs from full screen. Be careful what you throw out when she has 50 heat.
  2. That's what makes them fake blockstrings. Did those matches help get some rust off. Too bad about the lag though. Maybe next time. Also do you generally have a harder time when I'm trying to rush in, or hanging back like I was now.
  3. I always knew this day would come. Another thing that surprised me was that after I blocked your j.2C you had enough time to slide forward and 2A me out of anything I wanted to do.
  4. How do you deal with Arakune's teleports? How can you stop him from just teleporting out of a blockstring or the corner?
  5. the most powerful option select
  6. Wow I never even thought of that. 2 strong I use the pad too.
  7. How do you mash two different directions at the same time Yeah being random is the best way to throw me off since it makes it harder for me to predict your moves.
  8. I just like camping in that one blind spot on the other side of the screen. You would think it would not work but it does. I should have been able to force my way in though. This is a DEFICIENCY which must be corrected for next time.
  9. Nah, we are EC to WC so we're lucky if it's playable in the first place. Usually it's better than that. I'm done now too though so you're not missing anything. Anyway, GGs. You were better at avoiding me this time.
  10. do spectators cause lag
  11. 80 seconds of both of us at perfect health. 19 seconds of carnage.
  12. You've forced me to go back to my CT style.
  13. lol, how come. It's not like training stage.
  14. That was a complement. :P A lot of others get caught a lot more.
  15. Ugh. That's what I get for trying to Astral.
  16. GGs Argent! You avoided j.Bing into my 6A and 5D like every other Arakune. Sorry about the wait swd, my Dad was on the phone. I'll join now.
  17. Damn. You keep dodging all my counters~
  18. Urge to fight Lambda... rising... Let me fight Argent first. Then if you're still around and my controller hasn't disintegrated I'll play with you.
  19. Want to play a FT10 with your Arakune.
  20. Extend is the latest one, and it has all the stuff the other games do combined. You want to get Extend if you're gonna get a new one. Ragna or Makoto or Bang would be up your alley probably.
  21. The Tager mains that have it down are practically impossible to approach at 5C range.
  22. I'm still winding down. :P It's easier to get tired if my mind isn't active trying to win a game. The MTW clash happens to me all the time but I'm usually too surprised by it. By the way, did you think using 5C and such the way I was using it ended up being hard to deal with like I was saying.
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