3s: Team Makoto Dojo

and far s.short, too - probably the easiest one to do it off of.

I will not let this thread die. Makoto is goddamn cool

anyways.

in the corner, if you jump towards and hit air to air with forward, land, whiff s.short (kara) karakusa works, this is if your opponent gets used to seeing dash in karakusa.

Also, meaty s.strong, c.forward, kara-karakusa works too. Chances are though, you’ll miss since the guy’ll probably jump back, if so, start spamming the c.roundhouses.

Things to not, makoto’s s.roundhouse is really damn useful. It makes her hitbox all funny, like, I’m standing right next to a guy, hit roundhouse as he tries to throw, the throw will whiff since she pulls back and he gets tagged with the kick. it also avoids low shorts at certain ranges.

INO’s Makoto is fucking INSANE!!

I’m having some trouble against a Hugo.
After every Hayate, he’ll 360 throw me.
I can’t seem to backdash or jump out in time.
Without the Hayate, my offensive game isn’t nearly as good.
what can I do?

Dodge or tigerknee an ex qcb+k. Mixup is key here, also watch ranges.

if you connect with the hayate, you get frame advantage and should be able to avoid the 360.

if you use SA2, and the Hugo guy is a 360 masher, just SA2 right after the QCF+P that you connect (since you have frame advantage if it connects) and kick his ugly mashing face while he’s in whiffed throw animation.

now that I’ve got all this info, the Hugo player hasn’t been there.
:rolleyes:

thanks, guys.

Someone brought up Makoto getting hit out of SA I by something after the final hit, easiest would be corner Urien, Urien throws MP reflector, hit with Makoto SA I, the pushback on the final hit will throw her into the reflector.

I would try this but I’m going to sleep now.

Actually, I may have seen it on a video already, I’m tired. Bye.

Well, that or Urien could just throw a jab Reflector over a downed Makoto and she could do SA1 on wakeup (IE: Scrub Reflector Trap #1).

N

Makoto questions

These questions are probably too scruby (sorry Arlieth!) but I really want to know.

  1. The juggle Arlieth mentioned after SAII is xx sj. Axe kick, dp xx sj. fierce. How does it work? I find the short and forward axe kick makes a huge difference. The forward axe kick come out slower, and you land closer to your opponent. But either I don’t think it will be close enough to land the dp uppercut.

  2. The two regular juggles after SAII (xx sj. axe kick, hayate x2 and xx dash, dp xx sj. fierce or axe kick), the hayate x2 does more damage while dash does more stun. Does anyone know exactly how much more damage the first one does? In other words, which one would you do if you know your opponent will not get stun by the dash one? (for me it seems to be easier to do the dash one once I got the hang of it–plus against Q the sj goes over him so fast that I missed pulling out the axe kick completely.)

  3. If you connect the SAII and pushed your opponent into the corner, it becomes very hard to finish the juggle. I don’t think the dash cancel one will work (someone correct me if I am wrong,) and the hayates becomes very hard to connect after the axe kick. So is there a better way to do the juggle only for the coners? Maybe sj straight up for the axe kick instead of sj toward?

  4. Some kara-karakusa tips? The ones I know are the standing short xx karakusa and deep standing strong and karakusa. The standing short actually comes out completely and you cancel into karakusa, right? It does not work if the short connects. And the standing strong one is a link. If the opponent is just outside the karakusa range, whats the best way to connect it? Is there actually a real kara-karakusa (where the cancelled move does not come out?) And how fast do you have to do it?

Izu’s is twice as good.

Makoto questions

  1. you use either forward or short for that combo, but you have to make sure you get it out fairly early and near the top of the arc of your opponents fall.

  2. depends on the opponent. I normally do the stun one simply to put pressure on my opponent to keep away from me, which means free c.roundhouses after ticks. Also, on most of the cast, the stun one will do close enough to full stun that landing a neutral throw almost guarantees dizzy.

  3. you can’t do any variations of the stun juggle, instead, settle for damage: axe kick, hayate, stand fierce. This way you can follow up with mind game of your choice and is easier to hit than a second hayate.

  4. okay, some definitions here. what you described are ticks into karakusa. s.jab, s.short, c.short, c.forward (deep), c.strong (c.strong) all tick into karakusa, and are all links. Kara-karakusa is different from these and from Kara-Throws in general. What happens is the s.short fully comes out, but is immediately cancelled into the karakusa, pulling you forward. you can’t make any sort of contact (blocked or hit) on your opponent for the karakusa to connect. it’s weird, it’s definitely a kara cancel and not a normal cancel or a link. You gotta practice it to get it right.

How do you kara-throw with makoto? I’ve been trying all sorts of ways, but the throw doesnt come out. Help.

I’m sure there’s a better way, but what I do is…wait for it…do it really, really fast. Basically, hit short and immediately swing from forward to back, hit roundhouse. Thing to note, it’s a ton easier on Japanese sticks, simply because you have to rotate the stick in a tighter circle.

Yea I got the Kara-command grab down.
I’m asking about the kara-regular throw though.
Sorry for the misunderstanding. :slight_smile:

use toward strong. errr, that’s what I use, I’m sure you can use toward forward or roundhouse too, towards fierce is probably too slow.

what I do is hit strong with my middle finger and have my index and thumb over jab and short, respectively, then roll my wrist while keeping my fingers stationary. so you hit strong then immediately afterwards you hit command throw.

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we can’t let this thread die it is too good makoto for life

hey question i read all the pages but i can’t get the second super(saII) in that combo to hit. it should go St.fpxxsaII,dash lp or sj,axe kick then dash lp,then saII againe but i can’t get it to hit it just seem to miss completely any advice

hey where can i get makoto avatar

Makoto questions

Thanks for all the advice, erco. One more question–is there any difference in the different strength karakusa? I thought the only difference is activation time, but today I tried tick karakusa with roundhouse, and it seems so much easier!

Just made this for fun…nothing too ground breaking.

http://www.burningfist.com/videos/makoto.rar