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Moy_X7

[CP] Jin vs Makoto

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Match Start



Neutral

Full Screen
Long-Mid Range
Point Blank


Offense and Defense

Your Offense vs Her Defense
Her Offense vs Your Defense


Gimmicks and Miscellaneous Info

Gimmicks
Misc. Info


Frame Advantage, Disadvantage, and Punishes

Frame Advantage
Frame Disadvantage
Punishes


Summary

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Going to try posting a bit about this matchup.  Not totally complete, but should be a good primer.  Word of advice though, if you really want to get good at this match, you'll probably need to study her for a bit to best know what you can punish and what frame traps she can make, as a lot of her moves tend to look alike to the untrained eye.  All this advice will be for CPEX; vanilla CP and CP 1.1 have some slightly different nuances, but the overall strategy will be the same.

 

Makoto is a rushdown character that loves to get in your face.  Most of the time, you can beat her with good spacing as your pokes can hit her out of her attack range for the most part.  However, it can be difficult to keep her out and escaping her pressure can be difficult due to her rushdown.  Knowing what you can punish will help you get momentum back in your favor if and when she does.  If you can't punish though, learn to IB and make wise use of Barrier Block to push her out.

 

 

Match Start:

 

You will probably want to barrier jump back to see what she does or perhaps back dash, but that is riskier.  You can outrange her if she does the wrong move, but she also has several options that can stuff your attempts to do so.  Risk vs reward call.

 

Neutral:

 

At full screen, there is next to nothing either of you can do.  You can try zoning with ice swords if you wish, but her projectile can beat them easily if you don’t space them properly.

 

At long and midrange you have a rather clear advantage, but she has a few tools that can close the gap if you get careless, her 5D and 236D to an extent come to mind.  They are somewhat risky if you are looking for them however and can be counter attacked with decent reactions, except for 5D, which should be blocked if she has the guts to try it, then punished.  Zone her with well-spaced 5C, j.C and maybe a max range 2D if you feel up to it.  If you have 25 meter, you can also use 5D and EX ice car after it for a combo.  Only approach to close range if you have momentum.

 

At close and point blank range, she has the advantage, with very solid pressure strings and okay mixup.  Though rare and risky, be wary of her attempting throw counters after moves you think you can punish.  I’m not sure what it’s most common for her to use it off of, but I’ve had it happen to me a couple times. Use IB and Barrier to get out of pressure as best you can or DP if you feel like risking it.  If you have momentum, you can stay in, but be careful of her own defensive moves like 623C DP and her parry (which can be blocked if you are ready for it). 

 

Offense and Defense:

 

Your offense is fairly solid against her defense at the correct range.  Just be wary that she can parry you with good reactions, duck back and attack at the proper distances, and can low profile some of your normals with 3C.

 

Her offense can be somewhat scary for you.  Try your best to get out of her pressure with good blocking and Barrier and be careful when waking up of oki with her projectile, 236A.

 

Now, a bit about her moves to watch out for:

5C, which has a C follow up that can frame trap if desired.  

3C has a very low profile that makes your attacks whiff, but has a long startup.

6A is a very good anti-air that stuffs almost everything you can use from the air unless you get behind her enough to evade it.  It can also gatling into her 6B overhead or allow 5B > 6A > 5B.

6B, one of the faster overheads in the game, that has a C follow up leading to a combo.

236A, a strong persisting projectile that beats your ice swords and has strong oki potential.

214A (Asteroid Vision, shadow clone move with the bottom one being the real Makoto) gives her some follow up options that can trick you if you aren’t careful:

  • D follow up can be used to close in and is safe if you decide to block it, but it is easy to intercept.
  • A and B are feints that can cancel the dash and make her appear in front of you (A) or behind you (B); B can be punished fairly easily if you are ready for it.  These are the only things that really stop you from trying to intercept 214A every chance you get, assuming you have good judgement of when to do so.
  • C follow up gives further options to her:
    • ~A follow up is an overhead that needs RC or a CH to combo further.
    • ~B follow up is a low that is unsafe on block; look for it and punish when possible.
    • ~D can be used to frame trap.

214B (Asteroid Vision with the middle being the real Makoto) can close distance very quickly in a jumping arc and her D follow up has a deceptive range with it.  It might get stuffed by 623B but I haven't tried it very much.

236D can evade your attack with a long step back and punish it at the right distance if she calls it out, but it can be intercepted if used carelessly.

5D also starts with a step back, but a much shorter one and dashes a good distance forward with a fast attack; it is an easy punish if you block it, but if you are expecting 236D and trying to intercept, you will lose.

6C can be countered on block, but she can special cancel into 623C DP to counter your jab.

 

Gimmicks:

 

Not exactly a gimmick, but keep in mind her OD drastically reduces the recovery of her drive attacks, making them relatively safe and a bit more damaging.  Also at level 3 charge gauge, many of her drive moves cause Fatal Counter; be careful of using careless block strings against her.

 

Her counter parry will lose to lows, throws and unblockables.

 

Frame Advantage:

 

There aren’t very many moves you can counter easily without good spacing that you would encounter during normal pressure, except for 6C, assuming she doesn’t DP after it, and 2C, which you realistically shouldn’t see in pressure.  You have to wait for a slow starting normal like her overhead if your reactions are solid, block and Barrier, or DP your way out.  The only real exception to this is j.2C, her falling tail attack which is not easy to AA, but can be blocked and punished.  Some other moves with frame advantage worse than -5 that have no gatling are below:

  • 6C: -11 (Can be special canceled)
  • 5D: -15 at lvl 3 charge gauge (A gimmicky move outside combos)
  • 2D: -16 at lvl 3 charge gauge (Not very likely to see in pressure at all)
  • 623C: -42 (fairly standard…punish the whiffed or blocked DP)
  • Stargazer (follow up move: 214A~C~B): -14

 

Summary:

 

I would put this matchup at 6/4 in Jin’s favor, but if you don’t block decently and don’t zone effectively, this matchup can be a real pain.

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