I’m having trouble landing the choke grab in match. Every time I try and dash in and try do it I get swept or hit in some way and every time I try to do it after the meaty M.Punch when I knock them down it never works. Also what are options when you’re trapped in the corner? When I get pinned in a corner I don’t know what to do especially when the opponent blocks my low attacks (I usually end up pressing a button when I should be blocking an eating a super or a combo because of it, but I don’t know how to handle the pressure and don’t wanna get grabbed because I was blocking all day). When I look at high level matches when they dash in they seem to never get swept and are able to go in for the grab multiple times easily. Please help:crybaby:
Don’t try to dash in just randomly. Wait for them to whiff a move with long recovery (Ex. Ken’s st.HK/cr.MK) then go for the dash. If your karakusa whiffs after a meaty M.punch you’re probably either doing it to early or you’re not in range. When you’re trapped in the corner just block for a bit till you see an opening and get out pronto.
People can shoryu dashes on reaction, so its not a good idea to dash in all the time. It all depends on how far away from the opponent you are:
If you’re close up you can do a lp or mp and then karakusa. This is not a combo, don’t do it as fast as possible. You’ll have to wait for them to get out of block stun first (which is probably why the karakusa is missing). Make sure to switch up your offense so its not predictable, e.g. next time do lp link into lk and then cancel into ex chop or mp into ex chop.
If you’re far away, you can bait them to sweep by standing at a point where you’ll typically dash (use hayate cancel, walk in the sweep range and then back out quickly). Once they sweep, jump in or whiff punish. If they are predictable, you can just walk in and down parry. If you’re playing a shoto and you’re close enough to them, you can block the sweep and punish with cr.mp cancel into hayate. Also when you dash in, try buffering a parry then karakusa.
As for the corner situation, you can try super jump out immediately if you don’t want to block (add a few parries in the air). Some times you’re just going to have to block it out. Look for symptoms of an upcoming grab. Of course, your opponent can always do a dash in uppercut. Keep in mind no option is safe, it’s more about you reading what your opponent wants to do at that point in time.
Thanks for the advice! Sorry about the ultra late reply. I don’t have internet at home right now lol
Newbie here, just bought the game. <br><br>Should I use the combos that they show me in trials mode?<br>
<div class=“QuoteAuthor”><a href="/profile/58315/Verstande">Verstande</a> said:</div>
<div class=“QuoteText”>Newbie here, just bought the game. <br><br>Should I use the combos that they show me in trials mode?<br></div>
Yes, each combo in Makoto’s Trials should be used.<div><br></div><div>The arguable one is trial #3, because Makoto is rarely going to get a jump in attack that’ll allow st.Strong to combo<span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”> like that, also, even though that’s the max damage you can get in that situation… adding the st.Short link is just making it more difficult for only a few damage points… The only reason I could see in using trial #3 over something else that’s similar in damage is if you don’t have enough meter to use SA1 otherwise.</span></div><div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”><br></span></div><div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>Learning Trial #5 down the line is very important if you prefer SA2 over SA1, it isn’t necessary to use Strong to Jab Fukiage in a match, you can use Jab to Jab Fukiage instead and it will still stun most of the cast. Most people prefer to use Jab to Jab.</span></div>