3s: Team Makoto Dojo

I did extremely well with Makoto today. I won a total of 12 matches with her, a good 8 of them in a row. Half and half at two different locations (all NYC, and most in Chinatown Fair).

I’d like to thank Orochi Kyosuke for that tip on using the EX chop as the opponent is getting up from a knockdown. It did well. My highlight of the day was being tied with Akuma, with the end of the match drawing near, both our life bars being close to death. After knocking me down he chose to fly in with a hurricane kick, to which I responded (or aimed to regardless) with SAI. The timing was too good, and as the ‘hurricane kick’ aimed to finish its third rotation, he literally landed right into the super. Twas quite a sight, being that he was still in the air and that the super hit him with all 5 hits.

About the one character I had an IMMENSLEY difficult time against was Yun. Constant overhead and otherwise. Any suggestions as to what I can do against him? No fancy combos mind you, I don’t have the dexterity for them, yet.

:slight_smile:

That’s what 3s is all about…

vs a good Yun I’m pretty much screwed w/Makoto(though I find Yang harder), after a missed palm dive(qcf+p), use HP–>qcf+p. Also cross ups & manual grabs after knockdowns. And if you parry anything, MP–>SA1.

Gandido I didn’t see a blue Makoto, or at least I don’t recall. The best 2 I saw was an Alex and an Akuma. There was also a fairly good Dudley player. But it’s almost distracting with the dance machines right behind the 3rd strike machine…to say nothing of the girls. :wink:

Pardon my ignorance, but the palm dive would be Yun’s move, correct? Is that the diagonally downward move I was addressing?

I don’t know the terminology very well ^_^;.

Also, is it CERTAIN that her SAI links after a dash punch? For some reason I get mixed results, is that simply because I don’t react fast enough?

It is.

I see.

That means I’m not doing it quickly enough, or that I’m pressing the wrong button as I do it. Meaning I’ll do her dash punch with say, FP, and then activate the super with her LP sometimes. Does that matter?

I don’t think it does, personally I always use LP to perform the super and it seems to connect all the time no matter the strength of the Hayate. I’m guessing it’s probably just your timing that’s a little late sometimes.

Yes, I’d say my timing has to be worked on.

I’m sorry for asking so many questions, but other then her SAI, can she link anything else after a dash punch of varied strength?

Crouching Mk.

Powerful.

… Hey Daly? You’ve got him backwards. He wants to link dashpunch into another move.

And unfortunately, aside from SA 1, there’s nothing else.

Now, if you’re looking for other links into the SA 1, then we could go on for a while. :slight_smile:

btw, the ‘reset combos’ are garnered from a particular Japanese combo video. I take no credit for them.

By all means, tell me what links into the SAI, I’m all ears.

:slight_smile:

hehehehe u right :wink:

I thought I’d revive this somewhat, hopefully to gain help in the process.

  1. I did some major personal tinkering with her on my own (meaning I haven’t really read this thread except for the last page or two) and here’s what found:

s.lp links into dash punch
c.lp links into dash punch
s.lk does not link into dash punch
c.lk does link into dash punch

s.mp does link into dash punch
c.mp does link into dash punch
s.mk i’m not sure of (i don’t believe it does)
c.mk does not link into dash punch

s.fp does link into dash punch
c.fp does not link into dash punch
s.fk does not link into dash punch
c.fk does not link into dash punch

Which leaves me wondering how I can go past two hits (save nailing a her SAI at the end of each one that does link after the other) combo wise.

Also, does this apply only for her dash punch, or can she command grab and/or chop after any of these as well?

On another note, how do I properly handle the likes of Alex or Hugo? I have a terrible time against them.

(One last thing, just so I know: How does one do Yun or Yang’s diagonally desecending dive kick?)

Thanks :D!

down-FORWARD kick…yeah…that part got me for a little…

Daly: I think you’ve got links and cancels confused.

Cancels involve buffering one move out of another, so that the animation frames of the first attack do not complete - they’ve been cancelled.
Examples of this include everything you listed above, as well as Makoto’s s.Jab-> s.Short and s.Short-> s.Forward chains.

Links are where the first attack is allowed to finish completely, and the attack afterwards occurs while the attacking character has recovered, but the attacked character is in hitstun.
An example of this is Makoto’s s.Strong -> s.Short link.

Shino: What are you talking of (the dive kick perhaps)?

sven: Was that addressed to Daly entirely, or myself as well?

BOTH standing and crouching Short kicks combo into the Jab dash punch. And if you want a list of cancels and links to work with for SA 1, go read my faq at gamefaqs.com or something. I’m too tired to list all of them at 1 AM…

misread the post - it should be to you, MC. sorry 'bout that.

I thought so.

So the previous list I posted are all cancels then?

I am just to slow… I wish I could cancel the standing Fierce xx SAII :frowning:

Sometimes I can, but either they block or im REALLY to late. :confused:
I’m guessing to the people who can do it, you practiced a lot??
Or where do you start the joystick at?? Since rolling it wll make you do a palm strike.

I start at neutral, personally. Ya, you just do it absurdly fast. And make sure they’re on your half of the screen, of course.

Pop the super as quickly as possible directly after the fierce makes contact. But not before.

N