3s: Team Makoto Dojo

Re: Makoto questions

Short Karakusa has the least range and recovery. RH Karakusa has the most range and recovery.

Re: Re: Makoto questions

I thought the following:

short: most range, fastest, shortest stun

rh: least range, slowest, most stun

blink Since when the hell did any move have longer range with a weaker attack than a hard one?

Back after a long hiatus. Been REALLY cheaping out with Makoto’s SA 1; it makes her Strong punch one of the DEADLIEST weapons in her arsenal.

Ricky, wanna bounce some SA 1 tactics off of each other?

stupid idiot, its been like that forever for grabs. Gief’s SPD, Alex’s PB, etc. etc.

It’s been like for for all SF games even CvS2 if I’m not mistaken.

Weak has always have better range than Strong but does less damage (or hit stun in Makoto’s case). The difference is quite visible too.

JEZUS CHRIST PEOPLE!! Check for yourselves! Listen to what I tell you! Fuck how its been before, fuck Gief, fuck Alex, we are talking about Makoto here. Sooooooo as far as Makoto goes, short Karakusa has the least range and has quick recovery. RH Karakusa has the most range and has shitty recovery.

Arlieth, fucking right! I’ve been playing SA1 hardcore. I’m not too great at the hayate link yet but I’m working on it. I like doing 2 c.jabs xx SA1. Also the fact that if you are in c.strong range you’re also in SA1 range is just sick, it will combo from a c.strong 100% of the time. SA1 has decieving range. I’m pretty sure you know all that I know, like s.strong, c.forward, UOH, and hayate all link into SA1. SA1 will also nail an opponent jumping away from a karakusa, if you predict the jump its another anti-jump option. I still don’t like the lack of EX meter though. I can’t think of anything else right now. Holla back!

Ricky

No offense, but I just tested it out on the DC but the short version has more range than the Roundhouse version. I tested it serval times already, but I might do it again just to make sure but ATM short = more range

Sure it does…:rolleyes:

Where’s a moderator when you need one?

LMAO@anyone trying to tell me and Arlieth we’re wrong.:lol:

Look, my first repsonse was directed @ Arlieth. He asked which capcom games where weak attacks have more range than stronger ones… I gave him the answer. No flames (unlike Geese) no childish, stupid :rolleyes: , I mean everyone is wrong once in awhile.

I did test it out on the DC, I didn’t assume nothing. Now you’re saying I’m wrong, which is fair as I can be wrong, but did you tested it out? If you did could you at least say you did? I took my time to test it and then posted what I tested. I’m not trying to be smart or anyhting but I just (like you) want to find out for sure.

For fun I also tried it with most command throws and weaker = more range seems to apply to most of them.

Lastly, thanks for SA strats, I was thinking of playing around with that too…

Just trap them with a Strong punch -> Karakusa tick, except use the SA 1 another time as they try to jump away. :slight_smile: Fierce punch is normally used for this, if you don’t have a super.

Right now, I’ve just been setting up for that with an anti-air Jab, dash to the other side… :slight_smile:


Ricky, there is a possibility that they’re right. I was thinking this in terms of 3s, but there’s a few other games where Jab SPDs have more range (i.e.: Alpha 3.) As much as Geese has made himself a silly jackass in the past with ‘combos’, I’ll have to give this one the benefit of the doubt.

Thanks. I’m a big fan of your Makoto work btw. I’ve been try to use SA 1 and 3 more, but your thread gave me a big boost in learning Makoto. /suck up.

Right or wrong Ricky (hope you don’t mind me using your name) no hard feelings I hope

EDIT: I got Thongboy to check for me and he said Roundhouse has max range.
So I was wrong… damn it! :lol: . Anyways like I said no hard feelings

Ok, I just checked to make sure I wasn’t full of shit and the RH karakusa clearly has the most range. I am right. Alrlieth, have you checked recently?

I have used that setup you mentioned before, its tight. Anti-air jab, dash behind, SA1. TOO GOOD! I love doing s.jab while they are on the way up beginning their jump, because you can dash behind. So I’ll do anti-air/anti-jump s.jab, and repeat dash behind, anti-jump s.jab until I think they will stay grounded and I’ll Karakusa. Its cool because you keep changing sides and your opponent is terrified…evil.

Daddy, I did come up with the same results I posted. Though regardess the outcome, its all good. We’re all here to learn and share. Well…not everyone…coughgeesecough

EDIT: Daddy, I just noticed your edit, well its confirmed, I haven’t gone crazy…yet.:smiley:

Ricky

forward+mp hk mk and lk kara works
forward+mp tap forward twice hk and mk kara works
ex hayate in gard only hk kara works.
correct me if i am wrong.

Btw, SAI’s huge ass weakness is that it is beat by a simple UOH, just like how Chun’s SAI is also beat by a UOH.

People, short karakusa has the least range, roundhouse has the most. Try ticking with the 2 diffrent strengths, its visually noticeable. SA1 linking is kinda funny, i find it easiest to do after cr strong. For those having a lil trouble linking it after a hayte, the way i do it is no buffer at all. Rite after the hayate(I use strong)connects i do the super motion. Same with cr forward. Makoto is strong >)

Almost every Super will get beat by a UOH or any other early normal, exceptions are shin shoryuken,Tanden Riki, and whatever else has a few invulnerablility frames. The UOH itself loses cleanly to the super, you have to have already been doing the UOH to hit, and that doesn’t count.

It’s not a weakness per say as you’ll be comboing it into SA1. The only other time that’ll be even considered it on wakeup but doing supers on wakeup is risky anyways.

Also Orochi Kyosuke is right, the lack of EX moves REALLY sucks. I personally need the EX air axe kick. Speaking of which does anyone do this?

Opponent down, you dash towards them then OTG ex axe kick. Works wonders especially if you grab them a few times already. It knocks them down again for more mixups. Does anyone have more (ex) axe kick strats and uses?

Actually, I’m known for doing EX axe kicks- but I’m infamous for screwing them up. :slight_smile:

Upon further examination, it seems that linking SA I after C.Forward requires slightly faster reflexes than her standing Strong. Just so you guys know. ^^

I basically do the ex axekick whenever I think they will try to throw me, that’s the main use for it imo. Like empty jump in and do it, or jump in with an early attack and do it. People like to try to throw you at these points.

Current project: Working on perfecting kara-kara at point blank on rising characters. (Aww, he’s too close to do a kara-grab on m-oh SHIT!) Very effective trick.

Proposed new format for this thread: Start your message with (Current Project), showing any new or existing strats that you’re working on, so that people could either give or ask for advice on it.

Now, on to other things.

Since I don’t have my Dreamcast with me, I’d like someone to figure out the details on connecting Makoto’s SA 2 -> Forward Axe Kick -> Uppercut -> j.Fierce combo on every character. Possible notes are that certain characters must be axe-kicked later or earlier than normal, whether the Uppercut should be done at the very last possible moment, whether the opponent will fly the opposite direction of the uppercut (i.e.: Alex), and so forth. Actually, maybe two or three people could work on it so we could figure out discrepancies and rule out human error. ^_^b