3s: Team Makoto Dojo

Yes I am. Most of the time I try to play it safe, but it’s practically like playing against an immensley overweight Makoto. One parried move done at the right time and it’s a done deal. I can’t jump in with a MK because he’ll just use that air grab of his. I can’t hayate at all because my opponent is just waiting for it, even when I link it. Hugo just seems to hold this magic ability to bust out his super right when I’m in the middle of a rushdown, where it surprises the living daylights out of me.

Sometimes it seems hopeless. I’m just flat out scared to go against Hugo.

:frowning:

Just use elena against him.

I never heard of this so called “counter” to Hugo, but whatever.

Master Chibi:

The reason you are scared to go up against Hugo is cause you’re using the wrong moves and style. Rule #1 vs Hugo is not to peck at him using weak attacks and UOH’s because they get messed up by his SPD. Rule #2 is to make sure that if he DOES parry something of yours, make sure you’re out of range of his SPD/Gigas. Rule #3 is to knock his ass down.

These are the weapons I suggest against Hugo when using Makoto.

  1. EX Chop … do as that Jap player…s. short xx EX Chop.

  2. early j. fierce as anti-air or jump back rh

  3. jumpin with the TIP of ur j. forward and j. rh…if they are parried, ur chance of getting badly hurt are minimized

  4. EX Hayate are SAFE when blocked

  5. between his meter building or whatever he does when he’s not close to u, dash in Karasuke, s. fierce xx EX Hayate. Don’t do normal Hayate…the risk of u fucking up by a millisecond and getting SPD or worse Gigas is NOT WORTH IT! Knock his ass down.

  6. When ur upclose and wanna pressure him with weak pokes, do c. jab x n because its her only weak attack that chains in the normal sense (read: rapid fire) Also, u can combo a SAI from rapid fire c. jabs (or standing i guess but i never do s. jabs). I believe if u wanna combo do c. jab x 2 xx Jab Hayate…OR i think u can do c. jab, c. jab, s. short xx Jab Hayate or SAI.

  7. Do max range jump up axe kicks when he’s getting up. Mix with EX Axe Kicks. They are relatively hard to parry compared to many other things because the timing can be changed by little bit to offset parry timing.

  8. Main pokes should be max range c. forward, c. strong, and c. fierce (knock down is GOOD against Hugo).

  9. For anti-air, honestly, i think the best bet is jump back rh, karasuka (oh so RISKY), parry, s. jab. THose are relatively safe if parried. IF ur opponent cant parry too hot, the more conventional parries she has are c. rh, s. strong (buffer into SOMETHING safe if its parried) and SAI (not a sure deal).

Those are some of my tips. Hope they help.

Try the match sometimes, I’ve crushed many a good Hugo with Elena simply because her play style fits fighting Hugo so well.

  • Lots of long range multihit moves.
  • Low Lag Heat Seeking Move
  • Overall Good Priority
  • Good DP
  • EXTREMELY good jump.
  • Healing super.

I dont think I’ve ever lost this match up ever.

Her DP sux. It’s her EX DP that’s good. And her jump is a 2-sided deal. It’s good against Hugo cause he’s big and slow, but against other characters, its a weakness, because while she is floating back down to earth, her opponent has like 10 minutes to decide what he will do, be it positioning or deciding what anti-air to do. If you want a good overall balanced jump, take a look at Dudleys.

…Isnt EX DP a Dp? …

And about the jump, we’re talking about fighting hugo…so yes it IS good against Hugo…

Dudleys jump is nice though, he looks like he’s low jumping like G.Rugal.

I appreciate the suggestion Burning Fist, but this is the Makoto thread, right?

Uber: Thank you highly for those tips. The basic gist is to deal damage at a safe distance, that way even if it is parried, it is out of range of the destructive grapples he’s got, yes? Otherwise it’s best to use EX moves then busting out SAI.

:smiley:

If Hugo’s surprising you with Supers, you still need to work on your speed. A lot.

All of his meters are long, so rush that shit down and poke him so he can’t build any meter. On wakeup, he wants to SPD you so bad he can taste it. So stand next to him, dash back at the last second (which is safe almost regardless of what he does) and EX Hayate his big whiff. If you’ve got it like that, dash back in and 'kusa his face in.

To bait/cancel out an SA2 or airgrab, make it obvious you’re going to jump, then throw a roundhouse early. Your hitbox will be back far enough to knock his big german ass out of the air.

Standing fierce xx EX Chop works on tall people. Urien, Hugo, etcetera.

And… remember to poke poke poke as much as possible. Hugo’s too big to do anything but cry about it if you don’t get within arm’s reach.

N

Thongboy: Eh, im pretty sure Hugo outpokes our gi wearing heroine. Standing strong alone i think owns all her normals. The guy I always practice with plays Hugo, and that is my biggest problem, getting slapped lol. Id go with lots o backdashing and baiting tactics, cuz at least you know thats free damage. Just mi 2 pennies though >) I play this match up A LOT and its not impossible for Mak, just requires some thought and setups.

And remember NOT to cross his big ass up with j. forward. You’ll get SPD or Gigas by the time you manage to climb back down.

Man, I was thinking about it just now. If Hugo had Zangief type Lariats, he would be sooooooooooooo good. He would be top tier IMO.

I was about to say the same thing. Although Makoto I’m pretty sure has more priority on her pokes, Hugo’s s. strong ownz her pretty bad in poking department because it’s such an abusable move most of the time. The one flaw with this move is that if Mak is using SAII, you can super s. strong for free if the guy keeps on abusing that move.

okay i just started to play makoto i hardly know shit soo
does any one have any really good combos…??cuz i look like
a scrub playing her

                                                  peace...!:

This thread is full of good combos, just gotta look around a lil…also, learn SA2 first, then SA1. SA2 is true Makoto. >)

i was but im lazy!!get tha point:rolleyes:

Im sure me and the other people who post on this thread are to lazy to type out combos that can be found by clicking on page one of this thread >)

2x Abare reset combo

Question on the 2x Abare reset combo:

end first SAII xx dash, jab in the other direction of SAII xx roundhouse SAII -> end.

For some characters that flys further and lands still in front of you after the dash (so you cannot jabs them in the other direction,) will this combo still work? Can you even jab them in this case?

On a side note, to parry escape this reset, the parry should be done after the super flash right? Since Makoto will be far away so the hit is not on the first frame?

Ok, I need some help here…

I need some good pressure tactics w/ makoto…

I think I am doing something wrong becuase when i rush up to thier fallen body, 80 % of the time my 'kusa gets stuffed by a wake up or another throw… what can I do about this? I know she is a character that should be constantly attacking, but i am not sure what is the best way to keep adding pressure to my opponent w/o paying for it…

now that I think about it, I probably need good GENREAL pressure tactics, becuase I havent been a very agrressive player up until now.

well, a lot of makoto is guessing right in the wake up games to keep you standing, and your opponent on his back. you just gotta make sure to properly assess all your options and ranges. The idea is that all the guessing games are in your favor, because if you guess right, they take damage, if you guess wrong, they block your hit. Rarely do you ever put yourself into a position to take damage, and if you do, it’s usually minimal.

on wakeup, you should think of your options like a tree flow chart. say you directionally throw, and you end up right on top of their prone body, you can 1). meaty s.strong 2). karakusa 3). tiger knee ex axe kick 4). dash back 5). parry their wakeup attempt.

primarily, I like to drop the meaty s.strong, since it sets up a lot of things for makoto. You can karakusa (they have to jump to avoid), c.roundhouse if you think they’re gonna jump, c.short (which links with the s.strong and needs to be blocked low), or ex overhead. I’m sure there’s more options depending on your super too. What I like about this option is that it extends the guessing game, while making the other guy feel like he’s being attacked, when in reality, you want him to block it. This forces him to react to the situation, whereas you are dictating it since you know your available options after the s.strong, yet he is forced to think of it right after realizing the s.strong was thrown out.

I like to karakusa on the wakeup simply because it keeps them honest. They have to respect that option at all times, and make them feel like blocking simply is not a viable option.

tiger knee ex-axe kick hits option select wakeup. If they try to low parry/tech throw they get hit by the axe kick, causing them to think that a relatively safe wakeup is no longer viable.

dash back is ok, it keeps you at just inside her c.fierce sweep range which is nice. you can kara-karakusa, sweep the wakeup throw attempt/high parry, or ex overhead. The thing is, the timing at which you dash back is very important. If you fake like you’re gonna crowd the wake up, and dash back at the last moment, you can sweep, or if you’re reactions are good, c.strong xx hayate to hit whiffed throw attempts. if you dash back a little bit earlier than last minute, giving them enough time to recognize the back dash, you can then kara-karakusa. The idea here is that the guy’ll be thinking, ok, I can block safely since she can’t throw me from that range. Bam, kara karakusa and you get free damage. lastly, you can always ex-overhead at max range.

I really don’t like parrying wakeups. I think it’s almost useless except against people you know are gonna wakeup dp/super/anything invincible. IMO, it’s defeatist in every other circumstance, since you end up making yourself the guesser.

That’s about it, makoto is all about the guessing games in neutral situations (wakeup, after s.strong, after hitting a hayate, etc.). But, also, it’s her ability to force you into these situations all the time and one after the other that makes her dangerous.

Oh yeah, to answer the original question, EX axe kick or a meaty s.strong works. To maintain pressure, just start off doing nothing and when you can, sense an opening, dash in. once you’re in, follow up with any of the above, and keep them either grounded, or in hit stun.

wow, fucking brilliant. i read this whole thread and that right there is all i have been looking for. :slight_smile:

thanks.

combo in question:

karakura, fp xx abare, dash forward and (reverse) dp+strong, jump straight up and finisher.

where finishers: fierce or rh tsurugi.

i can do up to dp strong, but for some reason i can never connect the finisher.

a) is the jump after the dp a superjump or a normal one?
b) any other tips? ;D

oh, and…

c) this is the 100% stun combo on akuma and remy… right?

thanks in advance for any help.

edit: jumping straight up fierce takes a looooong time to come out ;(

after SAII - dash, try fierce dp (reverse), and yes, you need to jump cancel

you have to notice though, that your opponent might fly left or right, if you can’t determine on the fly (it’s possible), remember which character fly which way… take ken for example, if you start the SAII from the left, he will fly to right 80% of the time…

remember to jump cancel that DP fast!!