Wow, gg hieu! I would actually say your makoto is one of the top ones I've played. When you punished, you really punish!
Abel stuff (since it seems a few people are playing Abel) cr hp (aa), (FADC), cr hp, (FADC), ultra (468/100) It's the second hit that scores the knockdown. the 2nd FADC is entirely optional, but the first is necessary if you aren't in the corner. cr hp (aa), (FADC) FA lvl 1, Ultra (420/130) no FADC needed in the corner. For style. (That's not EX FA lvl 1) Safe Jumps: After: Tornado Throw - Jump (EX) CoD - Jump (EX) Wheel Kick (aa) (e.g. after cr hp (2 hits) xx Wheel Kick - cr mk, jump cr rh - Cancelling the cr rh on hit to CoD (no second mid), Jump. Alternatively, cancel into falling sky, then neutral jump is safe due to the range. Reset: cr hp, (EX FA lvl 2), st p xx Marseilles Roll, <reset>, Tornado Throw. (No need for the EX FA lvl 2 if in the corner) Abel can land FA lvl 3, FA lvl 3 on: Abel, Blanka, C Viper, DeeJay, E Honda, Fei Long, Sagat, Vega, Zangief. Follow up with a normal to reset cr hp (2 hits), FADC, j k (190/250) A funny reset (cr hp (aa), j k/p will also work FA lvl 3, j p/k Another funny reset. The j k works on Abel, Akuma, Balrog, Blanka, Chun Li, DeeJay, Dhalsim, Guile, Ken, Makoto , M. Bison, Ryu, Sagat, Zangief. j p will work on Abel, Sagat and Zangief. Hard mode: Cr hp (aa) xx ex Marseilles roll, cr jab <reset> xx Marseilles roll. Each Marseilles roll crosses under
Where do u get that frame data from!? I really want a Volt version of detailed frames... Those who AE will understand why it is so useful to have one!
I love step kick but agree that stel kick x TT is predictable these days. The most common response is a neutral jump. I've been trying step kick x ex TT and it got me curious about its properties. Is it just a larger range and slightly more damage?
Are you sure about CH? I have trouble after connecting step kick as a CH because a follow-up TT whiffs. I've tried to find a good option but haven't made it to the training room yet.
Viper: neutral jump BK stops almost everything I have to get close, chip is all she needs to kill Yun. Sagat: Tiger knee all day + stHK = can't get close, 1 mistake = 40% life gone Gief: can't keep him far, has an OP wake up option, pretty much just need the SP button to survive this match up and a flying chest. Thing that really pisses me off is even when I delay my jump-in, Lariat still beats it no need to time it reversal... Bison: scissor kick + teleport is pretty much all he needs, stHK so OP against Yun Shotos: pretty much just need crMK + fireball if they know what they are doing, Yun needs to ''out-think'' them so much to win. not exaggerated!!!
@Harlequin TT, double dash, and you can grab, or block. Non-reset cr.mk, to roll, evades srks. And FA, FA1, cr.lp, roll. I think st.hp works too. @Kaboom Sagat should have standing mk instead. Zangief's jumping body slam should be similar to ae too.
I haven't done extensive testing in a long time, but I only have detailed data on Bison and jump/dash data for all the characters. The rest, I just mess around in training mode. As for EX TT, I was wrong. It doesn't have 1 extra frame, it just ends up losing to regular TT.
You can even go for st.P (this thing if I remember correctly will make the foe to stick in the ground ) and Falling Sky for jumping dudes, sweep/cr.MK after a few step kick -> TT and step kick -> Change of Direction to Second Mid. In addition you always can rely on a random Change of Direction (blocked) then TT.
Gg wediaform! Good to see you still playing. Any suggestions for my deejay? Against blanka I missed some critical punishments and get falling for electricity
Gg slrc1! Can you tell which match ups I'm clueless about? What do you think of my deejay? Any tips for Amy particular match ups? I was surprised at how bad I did against gief
I chose Bison and Gief to prove that I suck with OP characters. LOL. I think it's hard for you to be offensive with DeeJay and sometimes you forget that MGU is untechable (that was my impression). Meaty Air Slasher after MGU + j. K -> sweep is a good option. Also you shouldn't abuse of EX Double Rolling Sobat on wake up against dudes with projectiles, it's too predictable. But still, you did it great with them. For some reason you did Ultra too early after EX MGU, I'm pretty sure you know the timing, thou. I didn't pay attention to the match ups, TBH, but I felt you did it pretty much the same with most of them (Blanka was the exception, you know that match up IMO).
Thanks for the feedback. When I want mgu it doesn't come out and then when I don't want it it comes out ex mgu never seems to come our at the right time. I'll check out the combo you mentioned but I might need to see you do it.
Well, I know you're playing SP off DJ, but that makes MGU pretty easy. It's hard to control the number of cr jabs/mps you do into it, but mash it like hell! It's safe on block too!