MATSUDA FAQ
VERSION 1.2
5/15/99
Unpublished Work Copyright 1999 Mike Allen
FORWARD
-------
This is as an "easy reference" guide for Matsuda players. The
strategies are from my Expert FAQ Version 1.38.
Send any tips/questions/comments to:
[email protected]
=======================================================================
TABLE OF CONTENTS
-----------------
I. STRATEGIES
II. COMPLETE MOVES LIST
III. V.S. MATSUDA
IV. REVISION HISTORY
=======================================================================
KEY:
====
H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)
Terminology:
------------
jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing
lifter = move that sets up an air combo
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively
=======================================================================
MATSUDA => He's the best. Try not to humiliate the opposition.
========
Matsuda f**king RULES! He isn't as fun to play as Godhand and Tifa
because he relies on fewer techniques and less strategy, but he can
kick some SERIOUS ass once you get him going.
The Basic S offers a high damage counter whenever your opponent hits
air. His basic attacks, while not overly powerful, are more than enough
to get the job done. Matsuda's wake-up games are the best part. After
you nail a down throw, most opponents are scared shitless and will
ground recover right into your throws and basic S. It really is a LOT
of fun.
Close-Range Fighting
====================
Attack-Reversal
---------------
Input H+S for the attack reversal. It works against all "interruptible"
high and middle attacks.
Follow a successful Attack-Reversal with HHH or HHL, in which the first
two hits will combo before your opponent recovers, and the last is a 2-
choice.
You can also input the Attack-Reversal with L+S, but the H+S is easier
to input when using the Playstation-pad.
Attack-Tackle Links
-------------------
The Attack-Tackle can be done with:
1. LH
2. G+H, L
3. HHLH
The attack-tackle links cannot be ducked. The time between the low kick
and the tackle is short enough that almost no counter by your opponent
can stop the tackle. Opponents can only break the tackle by inputting G
just after you make contact with their character.
For opponents who consistently hold G at close-range (i.e. most
players), the tackle cannot be stopped unless they release G
immediately after the low kick.
Most opponents can look for the low kick but still do not give
themselves enough time to break the tackle. This makes the attack-
tackle links one of the game's cheapest moves.
Follow the HH or G+H with:
--------------------------
1. L (to Basic L links)
2. Basic M (to Basic M links)
3. Basic S
4. Throw
1. G+L
2. Basic HH (restart Basic HH link)
7. Attack-Reversal
3. Running H
4. Running M
5. Running G+L
10. Ducking H
Follow the Basic M with:
------------------------
1. jH
2. Basic HH (to Basic HH links)
3. Basic M (restart Basic M link)
4. Basic L (to Basic L links)
5. Throw
6. G+L
2. Running H
3. Running M
4. Running G+L
10. Ducking H
11. Attack-Reversal
12. Duck-and-Counter (if opponents try to get around the Attack-
Reversal and jH with a quick low)
Follow the Basic L with:
------------------------
1. H (attack-tackle)
3. Basic HH (to Basic HH links)
3. Basic M (to Basic M link)
4. Basic L (restart Basic L links)
5. Throw
6. G+L
7. Running H
8. Running M
9. Running G+L
10. Ducking H
11. Attack-Reversal
12. Duck-and-Counter (if opponents try to get around the Attack-
Reversal with a quick low)
Notes:
The HH is a combo.
The Ducking H is quick with good range. You don't need to be fully-
ducked to use this technique.
If the Running H connects, you have a chance to go for a quick down-
throw.
2-choice the running M with the running G+L. The Running M goes over
low attacks. The Running G+L goes under high attacks.
The G+L has incredible range for a low attack, and is perfect for
knocking down opponents who adore walking around at medium distances.
Medium-Range Fighting
=====================
Matsuda fights better at close-range.
Medium-Range Attacks:
---------------------
1. Running H
2. Running M
3. Running G+L
4. Basic S (when opponent misses an attack)
5. Walking H
6. Walking L
7. Ducking H
8. G+L
The Special from HELL
=====================
Opponents can't break out of the punches, and the arm lock (hold H) has
a VERY short break point.
Use the Basic S:
----------------
1. When your opponent hits air with almost any move
- missed basics
- missed wake-up attacks
- missed jumping attacks
2. When you block a big attack
- blocked slides and nose-dives
- blocked
3. While on the ground
- missed down attacks
- your opponent jumps up
4. After a Ground Recovery
- pass through opponents' ground attacks and hit S
5. After a Roll
- if your opponent is exposed
- if your opponent is unaware
- if your opponent jumps
Charge the S
------------
Try holding S just outside your opponent's attack range. When they see
you crouch, they'll expect an IMMEDIATE tackle attempt, so they'll time
their attack to hit you quickly. However, by holding the button down
for an extra second, they'll hit nothing but air and you'll have a
guaranteed 25% damage with a chance for more.
If the "fake-rush while you hold the S button down" trick fails and
your opponent is waiting to pop you, hit G to cancel and avoid getting
creamed.
The Jumping S
-------------
The Jumping S is "nice," but save your white meter for the basic S.
Countering Opponent's Mistakes
==============================
You'll generally counter with the Basic S.
The G+L is a quick counter that puts opponents on their butt and sets
up wake-up games.
Against Airborne Opponents
==========================
Use the J+H to counter jumping opponents.
This is risky, but using the Basic S against jumping opponents can pay
off--BIG TIME. Watch as Matsuda performs the "miracle" circle around
your opponent's jumping attacks. You need to time the special so
Matsuda approaches your opponent just before they land.
While on the Ground
===================
Matsuda's H attack while on the ground was meant to be an advantage,
but it's hard to use and I personally don't use this technique. The
move limits your mobility and is hard to get out of safely. You'll
normally get up with G, L, or a ground recovery roll.
Stunned Opponents
=================
After stunning the opponent you can always do the special. If it's
early on in the match and you want to conserve your white meter, wait
until their back is turned and pop the MjH.
Wake-Up Games
=============
Input H when close to a downed opponent for a sweet ground attack. This
should be mixed with your down throws.
The down throws do a lot of damage and are a MAJOR part of your wake-up
games. You can perform down throws by inputting S while your opponent
is on the ground, but it comes out slowly and wastes your white meter.
Stick with the 360-degree command. The 360-degree is a pain--I KNOW--
but it's worth it.
By effectively mixing in the down-attack H and down-throws, you'll
scare opponents to get up early. Your opponent will begin using the
quick roll, wake-up attacks, and invincible recovery.
1. The Basic S can snatch them after a quick roll.
2. If they miss a wake-up attack, do the Basic S.
3. If they pull the invincible wake-up, 2-choice, input the Basic S, or
Throw after they recover.
MATSUDA'S COMPLETE MOVES LIST
=============================
HHH
HHLH
HLH
90-degree (either direction), H
LH
MjH
Running H
Running M
Running L
Running G+L
Projectile-Evasion, H
(after a tackle)=> HHG or HH, hold L, or H, hold L, or hold L
(after a back-tackle) => wait or H, G
G+H, H
G+H, LH
G+L,
J+H
J+L
Ducking H
Rising LL
H+S or L+S (either one does the same attack reversal vs. high and
middle attacks that can be interrupted)
H (when opponent is down and close)
Throws
------
front
front, hold H
front, hold L
left
right
back
back, hold H
360-degree
Specials
--------
S
S, jG (as fourth punch hits)
S (hold) (jG after sixth hit for variation)
J, S
Down Throws
-----------
360-degree (2 variations depending on position of opponent)
360-degree, G
S (while opponent is down)
360-degree or S (when opponent is face-down)
360-degree or S (when opponent is face-down) => G, H, or L
While Down
-----------
H -> Guard Position
Guard Position
--------------
H
G+H (2 different attacks -> depends on distance from opponent)
G+L
V.S. MATSUDA
============
Against the Basic S
-------------------
If you're on the ground and you see the S coming, don't sit there or
you'll be down-thrown. Push G to get up and immediately do a quick M or
L to counter (he can't grab you while you're invincible). If you try a
regular wake-up attack and miss, you're dead.
If you want to use a wake-up attack, stick with the L. He can go under
the H, and the M headspring misses easily.
Don't jump up against the Basic S, because when you come down and try
to kick him there's a chance he'll pull the "miracle" circle by zooming
around your character, and BAM--he's got you.
I generally stay the hell away after I knock him down.
1. If you're too close his wake-up special is quick enough to snatch
you (it's VERY quick).
2. Missing a down attack is also certain death. If he rolls to the side
or inputs G to avoid your attack and hits S, it's all over.
3. Unless you have a LOT of confidence in your wake-up game, walk away
to about a half-screen's distance until he gets up.
If he does the basic S from far away and you're ready to dish out a
counter, make sure you keep your feet on the ground. When playing Cloud
I have a bad tendency to counter with a basic M to set up an air combo.
Unfortunately, once your feet leave the ground, even at close-range,
Matsuda will perform the "miracle circle," running around your
character until he's got you. I recommend you stick with quick low
attacks. A Basic L counters the special EVERY time.
The jumping special has minimal range, but is another unblockable so be
careful.
Against the MjH
----------------
The second hit in the MjH is unblockable, so always use your FASTEST
move to counter. If he likes the Attack-Reversal, make sure your
counter hits LOW.
Against the Attack-Tackle Links
-------------------------------
The attack-tackle links are more powerful than ordinary tackles because
they cannot be ducked. Listen for the sound the tackle makes when it
hits you, and input G quickly to push Matsuda onto the floor.
Basic Advice
------------
Don't use big, risky moves like slides and nose-dives. If you miss he's
got you.
When you weigh the risks of missing with your wake-up attacks, it's
normally better to get up with G.
If you miss a down-attack, he'll get up with S.
Missed jumping attacks will kill you every time.
Above all, DON'T HIT AIR! (Are you Jo players listening?)
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IV. REVISION HISTORY
-------------------
1.0- used Expert FAQ Version 1.3
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.38
I won't update this FAQ again. New Matsuda strategies will appear in my
Expert FAQ first.
Send any questions/comments to:
[email protected]
Unpublished Work Copyright 1999 Mike Allen