Last time he annihilated me with wakeup pressure and good reads. While the latter is kind of my problem, do you have any suggestion how to handle his wakeup pressure with Yun when using characters without good non-ex reversals? Let's pretend he's not going to read this...
No prob. Volt needs some Cody and Makoto, not just Akuma I can't find any Cody in Volt so I can't comment on that, but at least in arcade it seems a very good AA, but then Ryu's hardest AI in AE uses st.LK as AA everytime... I'd say that Guile's normals beat Makoto's. Makoto misses a move that can be chained (cr.LP for example) and her low hitting moves are a bit meh, with cr.LK having a short range and cr.HP being quite slow, unsafe on block and with a bad range compared to most sweeps in the game. Then her AAs aren't very good. On the other side, Guile has his cr.LP as his chain cancelable move, way better AA tools and his cr.MK, aside from having a very good range and coming fast enough, can be canceled into a fast overhead, while Makoto's Karate Chop is slower and can't combo from anything other than a FA and can't combo into anything without FADC, meaty or CH. His cr.HK has a good range and comes out quite fast, and even while it's easy to mash Ultra between the two hits I find it way better than Makoto's cr.HP. Makoto isn't very good. She has a tough time getting closer, and once she starts her game it's quite easy to break it (unless the other character is Cody or Chun). Much like Cody, unless she has bars she just can't do much on pressure aside from throwing random normals that don't create a blockstring, and the only grounded blockstring she has without bars (cancelable normal into Hayate) isn't safe on block and can be punished by fast reversals (Zangief's command grab, Ryu's SRK, etc.). She's a character that needs to be played smart, and I think that everyone can agree that smart play isn't very rewarded here. If the game didn't have FADC I'm sure people would think twice before throwing out a SRK in the middle of her pressure, making her mindgames better, but that's not the case.
Backdash or block. Just don't be too predictable against TenOnez. If Makoto and Guile are next to each other and pressing buttons, Makoto wins and gets free CH all day. I don't know why you complain about Makoto so much. She has command grab into Ultra. And easy tick setups into the tick throw
Hi all, I'm very happy that this thread is going on, this game is actually one of thebest on Appstore. Any news about the petition or from Capcom? There is chance that Volt got an update? There is someone here who received answers from Capcom? I wrote them many times but 0 answers.
Having one cool tool doesn't mean that the character is strong. Cody has an absurd pressure through zonks and cr.LP/cr.MK and Abel's Ultra bans FBs, yet I'm not seeing them doing well against Akuma or Ryu. Regarding why I complain so much about Makoto: - You have to be quite patient against characters with FBs since she doesn't have something like Blanka's EX Rolling Attack or Yun's EX Shoulder to go through FBs. - You can't be too patient or you'll be stuck blocking with dashing backwards as the only way to break free from the pressure without meter. - After getting in you have to be careful with what you do. She doesn't have any safe blockstring without meter, not even cr.LP, so a mashed SRK will kill your pressure. A failed backdash to bait a SRK (the opponent doesn't throw a SRK) results in having to play the patience game again. - Other than command grab into Ultra and FA into Ultra, she doesn't have other ways to land her Ultra. She needs to safe meter for her EX moves. - The awkward mix between her baaaad walk speed and her OP dashes paired with the way her AA moves work (each one covers a different distance) makes her footsies quite difficult. As a non-FB character with a combo starter command grab I find Fei and Yun to be way better than Makoto.
With Blanka I was trying all the possible escapes (including the above) as randomly as possible, but that is probably a bed bet because backdash, fa into backdash and ex reversal are all punishable. Probably the best it to block and tech the eventual throw right after, but there's the ambiguous crossup setup too. If I'm not mistaken, instead of the target combo PKP he was doing PPKP which from time to time converted into throw as P has little pushback. My problem is that I try to tech too early as I am scared. If I had an euro for each time I heard Guile's cr.lp whiff right before getting thrown I'd be rich. On the one hand I'd enjoy longer tech windows, but on the other hand they are the only option against turtles.
I didn't say Makoto is strong. I said you complain too much when she is actually fine. Cody's pressure isn't very good. Normal zonk loses to many things. Abel does do fairly well against fireball characters, he just does poorly against neutral jumps EX Hayate goes through fireballs. Half the cast don't have fireballs and they all have a worse forward dash. Makoto also has a quick FA This is true for all characters without a good fireball cr.MP xx Hayate is a true blockstring. She doesn't have a rapidfire hitconfirm. But neither does Honda, Dhalsim or Vega Tsurugi, Ultra Normal/Hayate xx Super, Ultra s.MP (CH), Ultra j.P, Ultra All characters need to save meter for EX moves. So you're complaining that she has a good forward dash AND that her aa normals are different and varied? Riiiiight.... Fei is pretty bad, but Makoto is the only one with Command grab into Ultra.
The problem with Blanka against a good player, is that they will bait the EX reversal because it's really obvious (if you are pressuring a blanka player, as soon as they get 1 meter they will do EX upball on wakeup). So you gotta play that mindgame. What I do kind of like about the game is that you do have to guess. No crouch teching OS!
Yes and no. And that is specifically for Volt. It's not so reliable to mix gaming behaviour with personal behaviour when you're in a barely-competitive game and the other guys aren't even near you. People can simply stop caring about the game and that doesn't mean they're douchebags in other aspects of their lives, because it really doesn't matter (for a lot of people Volt is not a big deal).
Opponent doesn't throw, cr.lp comes out. Opponent throws, crouch tech comes out. Seems like an option select to me.
I think Makoto is ok, just be patient and do some read on your opponent play pattern~ http://www.youtube.com/watch?v=C9X8RMk0wEg&list=PLNPgTBCGBlm535f5XHXqy7w4Z8XWXKA2g&index=9 Read on 2.40
I agree only partly. The argument could be reversed: since they don't care, then why would they quit? It seems to me they do care about losing and number of wins/losses. And assuming one cares, I'm ready to believe that people show traits of the volt's behavior in real life. BTW, I have kind of a counterproof of my saying too. A good friend of mine started playing Akuma after Cammy in AE. He really moved from insane rushy style to the lamest jump+fireball zoning that I have ever seen. He was so proud as he discovered zoning, so I told him that was great (but I wanted to punch him so bad). I don't know what to believe anymore.
Then we can only agree to disagree. I just can't think of a character like Makoto being ok or nice in a world with SRK, FADC and some other crap.