Tuesday, May 3, 2011

Sek Tech ( MK9) podcast cont prt 2

Sek Tech ( MK9) podcast

first official blog from DeVon aka Blue Hypergiant and Derrick Quijano official MK9 experienced testers

I stumbled on a few of my ideas because it had been a few weeks since i had played the game in a intense fashion but the concepts presented are ones i have used against strong testers/ fighting game players and are there to be refined by yourself. the concepts that are presented are there to help you in theory and are not stone etched approaches but are here to give you ideas on an how become strong at MK9. great spot on info from DQ!


in closing there will be revisions and new videos and more podcast in the near future! i would say in a week the information will become better than this by tenfold! any questions ask i know i was sketchy on some details!

oh yea,
pardon my nervous articulations :P ahahahah

enjoi


you can reach DQ here if you want:

360 gamertag: Drock18
PSN gamertag: D_rock18
email: Dquijano18@gmail.com

and you can leave comments on my blog or email me (DeVon)

graphitesoul@gmail.com

my you tube channel :

http://www.youtube.com/watch?v=Eq47UC_PZHY


big thanks to MK 9 testers, my manager and the whole MK team!


Sunday, May 1, 2011


Poor man's makoto theories

I have been playing makoto since super came out but in the last month i went off to explore somethings of my own. some of my basic techniques i learned from option select, others i learned from losing a lot e.g. Although different, i use Makoto's standing forward similar to how i use Dictators standing rndhs. some people use Makoto fast but i think it's a little better to mix up your aggression to throw people off. I know that's common sense but you would be surprised at what kind of presence makoto can have at full screen.THESE IDEAS WERE BORN IN SUPER BUT MAY APPLY TO YOUR AE GAME.

note: these are just my opinion and observations so far from using her and are subject to change this is editable! I have tried and used these ideas effectively and it is the only reason i would share this.

favorable pokes

1. even though S strong is known for its setup capabilities C strong is the best in my opinion because it gets me the most counters pokes ( i have nearly as many counter pokes with makoto as i do bison and i use him way more). C strong canceled into hayate it gets you that much closer to cornering opponents but be careful because the cool down on it is a bit long so you may need to pause before you think about hitting a button.

weakness i noticed about C strong can be unsafe to use against people who like to sweep e.g. E honda's Rndhs sweep can be problematic if you are in his sweep range but it works nice just out side of range . C strong is very range specific for me because of its height and in my exp because you either need to be in range to stuff start ups or just outside if you want to use it safe. I prefer to stuff attack and i also use it to figure out my range for tsurugi attack. Hard and medium Tsurugi can be connected from just outside of standing forward which pushes you back the furthest i believe and this range is good for tricking your opponent because it doesn't look like you can land it from that far when you do it low to the ground.

she has many other good normals but again in my opinion C forward is a fav for anti airs cause you often get counter hits out of it (more damage yay!) and its faster and more reliable than a fukiage or a or C rndhs for me ( watch out for moves like Ryu's safe jumping fierce though it can easily beat your move or trade with) again not saying this is the best anti air but its fast and and gets counters easiest for me!:)

as for the rest of the normals

S short: can anti air in a pinch air but be careful it doesn't hit hard so it may not be worth the risk( this might reset i can't remember at the moment). If you are in S strong range S short is a risky but decent feint tool it gets you closer than S strong in most cases and has a slightly longer reach than than S strong as well. S short hayate feint gets you pretty much in throw range unless you hit with the very tip then i would suggest a F. or M. karakusa if you feel like cmnd grabbing.

S. rndhse has a deceivingly short reach and is risky IMO but it has its uses. if you are just outside of range of a S short you can mix in a S rndhs will inch you forward just enough to get a shrt hayate feint in this case you wont be in regular grab range but you will be in cmnd grab range. if you like to use Meaty attacks i S rndhs has about 8 active frms instead of the S stngs 5 active frms. It is slow to cool down though so use sparingly.

Fwd strong is good IMo because it has abt 0 frm adv sorta like like Dictators Lght Scissors so you can throw something out after it every once and a while if you feel like you can get the counter. this move counters some specials pretty well e.g. blanka ball or head butt close range.

feints

the hayate feints are cool but i think they can get you can be effective without using them so much. S fierce into F hayate is a favorite of mines even though i do use the F. Ex overhead chop cancel on reaction more often.

F hayate cancel gets can get you:

fierce grab range on most characters (excluding big characters )

S strong hayate feints

get your opponent into the corner fast which can get you corner trap opportunities.

in the corner you can mix your range in fun ways like

general corner pressure: a good general ideal is to have makoto walk less when your opponent is cornered in my opinion because of her walk speed slow it can be a bit more reliable to use a mix feints, moving attack (F strong ) and range pokes. don't get too excited throw out some C strong just so that you are constantly measuring space. S frwds on block to back off and keep your opponent from jumping over your head so easily! move your self back in wisely with F strongs, hayate feints and maybe S rndhs but the recovery is slow you have to be careful although it can inch you forward if you are just out side of S. strong range S. short hayate feint. F strong is good cause it beats the some of those specials like the blanka ball just out side of a jab range and F strong from what i know is 0 frm adv on block and if you are likely to counter if it hits.

stop jumping opponents: standing strong, standing forward and J strong or maybe J shrt if you want a reset for a karakusa threat etc etc you can do tons of stuff basically (note J strong can beat out a tatsumaki escape easy ;) if you predict it) backward or forward J fierce is pretty good for people who like to constantly jump over your head .

you can use over chop here if you hit with the tip as well make sure you range and timing is good or you just get punished . overhead chop on hit is good for a combo or counter hit ( you can link a C short into hayate but i sometimes use C strong after landing and over head chop, C strong does link but i miss it a lot so i end up using it as a counter/ neutral hayate feint to stay in place unless my opponent catches on). tsurugi are not my fav for the corner just because some times if you are to close you'll just collide with your opponent and not actually hit them so maybe save that for people try to tech throws or ducking foes if you want.

Makoto knockdown!

seichusen godanzuki is ok it takes good damage but I don’t think it give you as many options as Abare tosanami. Reason why tosanami is good:

· if you are cornered you can use it as an escape

· if you are cornered and your opponent jumps you can anti air them

· and it has gives you another option for a downed opponent

· stops fireball spamming

basically when you knockdown and have abare tosanami you have another great option. The only bad thing about abare tosanami is that it will trade with certain moves and wont go through fireball ultras. Build ultra meter fast as possible no need to rush in let your opponent come to you if you can because makoto can ply keep away a little and build meter with low to the ground tsurugi.

abare also catches:

· catch back dashes

· punish throws

· punish fireballs

· punish neutral jump

you actually may have an easier time landing a karakusa when you have abare just because of the threat of Ultra 2 punishment.

Another good thing about having abare with a few meters is you can actually walk on top of your opponent with less fear of being punished. Mix up outside ultra 2:

· If opponent neutral jumps you can ex chop punish or F strong

· Karakusa if you think opponent will not react

· Or ex karakusa for DP’s with one hit

F rndhse to set up meaty attack, nullifies charge and throw off people who mash wake up Dp’s but i think they can just as easily delay Dp and catch you so just time this one right.

There are other things you can do but I am trying mention show what i have learned and not step on option select. Com’s toes too much . I hope helps and gives people ideas!

*** after thoughts

I avoid is using her lk hayate out in the open because it has the longest cool down of the hayates but the fierce hayate is not bad if you use it carefully i believe it has about -5 cool down frames if uncharged and about -2 if you hold it for a bit . Since hayates can be focused be careful when you use it of course! Short + forward target combo is ok for stopping focus attacks. I didn't add everything i added as much as i could think but these are just ideas to expand upon. I didn't even touch meter management for now maybe later. oh! and you can cmnd grab certain ex moves like dudley ex machine gun blow! i might do a vid if i get time just to illustrate some ideas.

DeVon AKA Blue Hypergiant