3s: Team Makoto Dojo

also stupid question, how exactly do you roll away? Do you tap down as soon as you hit the ground or do you tap it repeatedly after you are hit?

When you hit the ground, although you can just mash it if you can’t quite hang the bugger.

N

Also, im not 100 % sure, but after a blocked low roundhouse from Ryu, you can dash up and throw. Then, you can etc etc etc cuz shes an evil bitch.

Just a theortical situation, but what if the Urien player has Aegis Reflector’s ready? Couldn’t he very well just throw out plenty of c/s/f MK or otherwise to keep her away, if only to unlease the Aegis Reflectors afterwards as a failsafe?

the run up to throw isn’t as guaranteed as a fierce hayate. At most ranges you can probably c.strong xx hayate too since her c.strong is so long.

Also, if they time it right, you can’t karakusa the overhead. But, by that time, you probably already see it coming.

Also, if he’s whiffing the UO to get you to block high then sweeping you low, start by blocking low. The UO, itself, does no damage, but if he learns to link it into a super, the best solution is to react faster :frowning:

Lastly, if you get hit by the UO and you expect anything other than a c.strong or a DP, you can c.forward and stuff everything he thinks about throwing out afterwards. hit them with the c.forward means you get to dash forward and get within, “Makoto’s a bitch!” distance (i.e. tick -> throw of your choice).

Err, Aegis reflectors don’t grow on trees. If Makoto stays off of him long enough for him to build more than one meter, it’s the player’s fault for being a scrub in the first place.

Secondly, Urien’s pokes have NO priority in close, and they’ve got (in this case) MAD recovery on them, so she can literally dash in between pokes and give him a lil’ bit of 'kusa lovin. That’s the match, folks.

Finally, who gives a damn if he throws an Aegis out? They’re not instant damage, they have to be set up. Just throwing them out haphazardly is free meter for your opponent.

N

I was just throwing it out there, I’m not as knowledgeable on the game and what not as many of you are. I aim to learn as much as I can anyway.

Let me ask you this Thongboy (I believe I already asked it, but I’d like some more opinions on the matter) how do I handle Hugo? I have the most trouble with him. Big time.

You can handle him much the same way as Urien, minus about half the wakeup crowding. Dash in between his long ass pokes and karakusa-SA2 combo him, even the big man gets dizzied like a lil’ beeyuch. Being a tall character, he’s again highly susceptible to low-jump Ex axe kicks and such. Since the almighty SPD is your only real concern on either side in this match, take the opportunity to bait about a billion of 'em. Hugo players love to SPD people. They want it to happen so badly. Stand over him on wakeup, dash back to dodge the SPD, then dash back in and 'kusa that ish. When he’s just standing there thinking about karakusas, do a toward+strong, kara-karakusa setup (Big ups to Arlieth for pretty much anything about Makoto ever).

Hugo’s big and slow, and he’s got no headbutt or standing fierce to stop the karakusa. All you’ve really got to worry about is a random Gigas Breaker or something. Poke his ass out, and take advantage of how absurdly huge he is.

N

Alright then, I’ll test that out next time I get the chance to. I’m still working with SAII and that whole combo, but I’ll nail it sooner or later. Thanks.

:smiley:

cute makoto trick of the day:

if akuma’s got you down (well, he really shouldn’t), anytime he whiffs the first few hits of a hurricane kick, instead of ducking or hitting it with c.forward, you can ex-dp it and finish with whatever combo you want afterwards. she goes clear under akuma’s legs and comes up and punches him in the balls sending him flying. works for all shoto’s actually.

good akuma’s don’t whiff hurricane kicks for no reason.

You smell like Geese.

N

Another ignorant question from yours truly:

On that unlikely occassion that she is on the defensive (ie against the likes of Yun or Yang) is sitting it out worth the trouble, or attempting to parry whatever comes her way, then connecting a karausa afterwards (that is the name of her command grab, right)? Or is there one move in particular she can better rely on in such a situation?

I feel like the kindergardner here, asking so many questions worth scoffing and laughing at.

:frowning:

Haha, no big deal.

If you parry a dive-kick, it’s karakusa time. If you parry a mantis swipe, it’s 'kusa time. If you’re on the defensive, that means you’re most likely on YOUR side of the screen, so… when that 'kusa hits, it’s bedtime for Bonzo. Abare that ish!

Work on the SA2 stun combos and karakusa setups, and people will fear you.

N

Karakusa, s.FP xx SAII, dash under, dp+?, jump up then qcb (or was it hcb)+k?

Is that right? Which punch works best by the way? Do I need to be directly under them (parallel) for the fukiage as well?

The most trouble I have is canceling the s.FP into SAII quick enough, and then landing the fukiage (I just purchased a new joystick, and dp motions are not making me happy at all :().

Also, can you cancel her ground chop into SAII the way you can with SAI (is it universal)?

Thanks for putting up with my numerous questions. My friends still tend to laugh when I choose her, but obviously I aim to get back at them in due time.

well, it’s dp with strong, but you gotta remember, that when you dash forward, you switch sides with the opponent, so the DP is backwards from the original direction the abare was in. Okay, that sounds stupid, but say you start the super facing right, after the last hit, you dash forward (to the right), and then you face left, forcing you to input the dp the other direction (so, it’s left, down, downleft, strong).

oh sorry. i meant to say “yeah, keep on whiffing hurricane kicks…it’s an elite SRK approved strategy”.

please, post something meaningful. I only posted the gimmick cuz it’s kinda funky looking, like how Dudley’s ducking goes under fireballs even though his sprite clearly gets hit.

Now be a dear, and start proving how urien owns makoto.

I’ve been having troubl with the following SAII combo…

SAII - axe kick - DP - axe kick (or any other jump attack)

my problem is, after my DP hit the opponent, any follow up move (axe or jump attach) will all whiff. It appears that i have reached the juggle limit… but i’ve seen video of people pulling off such high stun combo… maybe it’s something to do with system direction?

any tips? btw, i do this on my DC

I’m post whoring today.

seeing as how SAII, jump cancel, axe kick, hayate, hayate works, I see no reason why the juggle meter would prevent axe kick, dp, j.fierce to work also.