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
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
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
2-choice the HHH and HHL. You can also 2-choice the G+H, H and G+H, L.
2-choice the Walking H and Walking L.
The ducking H is quick with good range. You don't need to be fully-
ducked to use this technique.
Mix-up the rising L and the rising LL. After either attack, you can
pull a 2-choice with the running M and running G+L.
Medium-Range Fighting
---------------------
You can 2-choice the running M with the running G+L.
The Attack Reversal
-------------------
Input H+S or L+S (it doesn't matter) for the attack reversal. It works
against all "interruptible" high and middle attacks. Follow a
successful reversal with HHH or HHL, in which the first two hits will
connect before your opponent recovers and the last is a 2-choice.
The Basic M
------------
If the basic M is blocked, mix in the jH "sometimes." If the M hits
regular, mix in the jH "often." If the M hits as a counter, ALWAYS add
the jH. The reasoning behind this is that counter moves stun your
opponent longer. This makes it harder for the opponent to counter the
jH.
Here's another sweet pattern: Use the MjH consecutively a few times.
This accomplishes two tasks: It sets them up to expect another MjH and
it allows you to learn their counter. If their basic counter is an
interruptible high or low attack, do another M and follow with the
attack reversal.
Mix up the M and L for a simple 2-choice. If the M hits, mix-up the jH,
an attack reversal, and a low block (if they try to get around the
attack reversal and jH with a quick LOW). If the L hits, follow with a
running M or a running G+L for a 2-choice.
Attack-Tackle Links
-------------------
Matsuda's attack-tackle links (LH or HLH or HHLH) can do a lot of
damage if they hit, but opponents will break out and put you on the
floor if you're not careful. The tackles are best used infrequently.
The Special from HELL
---------------------
Matsuda's regular special is the BEST in the game. If your opponent
misses with ANY attack, do the special. Used with dodging tactics and
wake-up games, it is incredibly DEADLY. If you're on the ground and
your opponent misses a down attack, hit S to take them down every time.
If your opponent attacks and you pass through with the invincible wake-
up G, pop the S and watch him cry.
Try starting the special just outside the other character'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.
They can't break out of the punches, and the arm lock (hold H) has a
VERY short break point.
If your "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.
If you block a running H or running L, pop the S every time.
Hit S when you're on the ground to come up QUICK. If your opponent
misses a down-attack, input S to take him down.
If you like to roll, try hitting S just before you recover. The special
comes out fast enough to actually use the roll to dodge and the S to
counter against big attacks.
The jumping special is "nice," but we'd save the white meter for his
regular special.
G+L is a quick counter that puts your opponent on his butt. Against
smaller openings you can 2-choice with the special. If they duck to
block a G+L the special will hit.
Against Airborne Opponents
--------------------------
Use the J+H to counter jumping opponents.
It can be risky, but using the special against jumping opponents can
pay off-BIG TIME. Watch as Matsuda performs the "miracle" circle around
your opponent's jumping attacks. Incredible.
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 we personally don't use this technique. The
move limits your mobility and is hard to get out of safely. 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.
Down Throws
-----------
The down throws do a lot of damage and should be mixed in with your
wake-up games. The 360-degree is a pain--I KNOW--but it's worth it.
All down throws are "unbreakable."
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
H to counter. 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, 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. If you're too
close his wake-up special is quick enough to snatch you (it's VERY
quick). 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. Unless
you have a LOT of confidence in your wake-up game, walk away from his
fallen body 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. Even though there are high damage
counters, I recommend you stick with quick low attacks. The basic L
works 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 you expect an attack reversal instead of the jH,
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 to throw Matsuda on the floor.
Basic Advice
------------
Don't use big, risky moves against Matsuda. 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. Miss a down-attack and 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?)
Don't expect Matsuda players to interrupt much. They'll save the white
meter for specials.
IV. WHY SHOULD I PLAY MATSUDA?
------------------------------
Matsuda is far and away the game's best character. Anyone who doesn't
agree needs to start playing the game more. Unfortunately, his
"greatness" comes at a price. He is dependent on his special.
To top it off, the special is VERY, VERY FRUSTRATING for opponent's to
sit through. At least with Inoba's special it's over quickly. But with
Matsuda your opponent (and you) have to sit through the four punches
and screams every time. It might be fun at first, but after a few
months you'll get REALLY sick of it, and your opponents will grow to
HATE YOU for it.
But hey, if you don't have a problem being move-dependent and your
primary interest is on winning, he's the character of your dreams.
"Counter-lovers" will also make Matsuda and his special their primary
favorite.