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Dark Ranger88

[CP] Makoto vs Bullet

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I going to argue that this match up is even if not slightly in Makoto's favor.

Bullet is kinda slow and clunky, and can easily be out sped by Makoto. Often times, Makoto can rush in and go ham while she's trying to use Lock On, or using Afterburner to charge heat levels. Just try and treat her like your playing a Tager with a lower damage output and smaller hitboxes.

Her defense is kind've ass. While it's not dependent on Heat Level, she only has one reversal that is very slow with pathetic range. (It might actually be smaller then Corona Upper) She also has a command grab super, but it requires that the input be buffered. If she has 100 meter, watch out, it's going to hurt!

Also, be wary of a dirty trick involving said command grab. They'll come in with a drive attack intending for you to block, and once you land, they perform the grab for a lot of damage.

Just get in and pummel her before she can hit back.

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This match-up in my opinion is even in the sense that both characters can potentially steam roll the other once they get to start their offense.

Both of you have pretty good anti airs (6A for you and 6B for Bullet) but its not like you really rely on doing things like IAD to approach. On the ground you have the advantage in movement with dashes but her 5B and 2B will cause you problems. 5C > 6C for Bullet is a frame trap and I'll have to test if you can even attempt to Corona Upper it. Micro dash 2A, 2B, 5B, and 6C can be used on the ground (6C can then be canceled into asteroid vision, DO NOT WHIFF 6C).

The ground game will be more difficult when she gets lock on levels that increase her dash speed and distance, if she gets levels you need to keep her under pressure or deal with her pressure until she opts to burn the lock on to maintain pressure. If Bullet tries to space you with 5B Makoto's 3C can be used to get under it and be able to start your own pressure.

Her only meterless reversal is the 623B attack throw that has invincibility but limited range. Luckily it rarely converts to any damage but like any dp be aware of it and try to bait it out and combo her into the corner.

Unfortunately your reversal, Corona Upper, is borderline useless in this matchup as Bullet's 2B will low profile it easily (Bullet strings may follow 2B > 5B > 5C) and with 2B being a low parry is not an option either. Without lockon Bullet strings after 5C will generally follow 2C (Low, 2 Hits, can frame trap from 5C) or 6C (Foot invul frames (?) Fatal Counter, and jump cancelable on block). With lock on Bullet can continue pressure and attempt overhead 6A, lows, or throw. All three can convert into a lock on level.

Bullet will spend meter primarily on RC'ing combos to go right to level 2 lock on, this unfortunately gives Bullet incredible range on her D lock on so don't get twitchy with buttons as the next time you get hit when Bullet has level 2 lock on is going to HURT. Outside of that burst damage you can do more off basic confirms (~3K midscreen and ~3.5K in the corner with orb oki) and easily 5K with overdrive and 50 Heat.

Get the hit, put them in the corner, and keep them there is key to this match up.

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This match-up is most definitely in Makoto's favor. lol

That's not really useful. Care to elaborate?

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Doing some quick tests with Bullet doing 5C >6C (Both done quickly and staggered) with IB'ing and not IB'ing might be of some interest:

IB'ing 5C can allow you Corona Upper her when she does 6C.

IB'ing 5C can also allow you to 6A her when she does 6C and potentially get a better punish than just Corona Upper.

Parry potentially could work as well but personally its the worst option in most cases as making an error will get you FC'd by her 6C.

No other meterless moves are able to beat out 6C done from 5C. Corona upper having invul frames 1-10 with 6A having head invul. frames 5-14 (Data from Wiki)

So long as you are able to IB 5C, Bullet's 6C can be punished easily.

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That's not really useful. Care to elaborate?

Not only she suffers at neutral game where Makoto can space herself well without much of an immediate threat, but she has a really hard time dealing with barrier blocking in general. Her pressure at Lv0 is just terrible and isn't very dangerous because she generally needs two confirms or risk an Afterburner (which is, in a lot of cases, a stupid idea) to make use of her high damage output. Her damage output can be high, but Makoto's is a LOT more consistent and you have good corner carry that, many times, will lead to your 236A okizeme, giving you a huge advantage. Additionally, her reversals are really bad and can be dealt with at the corner simply by holding back at a safe distance.

Bullet's lack of mobility makes it really harsh on her and it shows in many situations. It's hard for her to punish whiffs, while Makoto can easily punish any whiffs as long as she's within reasonable range. I find it really hard to believe that this match-up could ever be even, haha.

Oh yeah, while we're at it: You can just jump out and chicken block after her 6C if you want. It's really not a good normal to be using in blockstrings.

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Basically, to sum up the match up. Avoid the red ring of death, and keep her sliding on her face in the corner so she can't get heat up levels.

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So long as you have good ground fundamentals and footwork you can bait out moves and punish her accordingly. Micro-dashing 5A, 5B, and 2B are vital as you need as much reach as you can get when she is poking with 5B and 2B.

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