AE Makoto to 3S Makoto support thread

I’ve been playing 3s Makoto for about a year now and she is easily the most fun character in the game. Played her in AE a few times and it made me want to cry lol. She is completely different just like 3s is completely different from 4. But anyways I’ll just post up a few match vids and if anyone has questions I’ll do my best to help out with whatever.

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Whats not fun about 100% stun? :frowning:

Damn, that’s some serious ass-kicking in those two vids. Sorry, but I’m afraid I’m going to have to steal some shit from you. Didn’t know lp Hayate comboed into each other. I saw you do it twice in a row in the Urien match and it registered as a two hits:eek:.

I got a question for you (or anybody that can answer it). I’m having trouble with the follow-ups after a corner EX-Hayate. For instance, in the Urien vid, you hit him with s.MK. Is that something you can only do to Urien and characters of his size, or is that universal? Same goes for lp Hayate after EX-Hayate. Is that character specific?

LP Hayate does NOT combo into itself. The 2 hit combo was probably just before that. Don’t forget taht the combo meter doesn’t show up until well after the combo finishes.

Also EX Hayate corner follow-ups are character specific. I forget what works on who though

Thanks for clearing that up, it seemed a little too good to be true. Gonna have to look up those EX hayates follow ups now.

From the user JAK:

"Off the top of my head…

twds short: the twins

st fwd/cr strong: everyone but the twins

jab hayate-> *akuma, chun, elena, *oro, remy, Q, makoto, ibuki (=these characters juggle somewhat funny… is somewhat unreliable)

st fwd kara’ed jab hayate: ken, ryu, 12, sean

cr rh kara’ed jab hayate: dudley

strong hayate: Urien, hugo, alex

st fp: hugo, alex

cr rh: alex"

That’s how I feel! AE Makoto = dive kick/frame trap/defensive character with a lot of Oki and many options to mess with attempts to escape or particular habits, be it poking or throwing or backdashing or jumping or teching or BLOCKING or anything and AE Makoto has an answer. 3S Makoto = Karakusa, Karakusa, Karakusa, try to mess with people trying to escape it, Karakusa, Karakusa, Karakusa.

I think 3S Makoto is a beast, almost certainly a “better” character than AE Makoto, but she’s just not as fun for me. She’s pushed into a role that I’m comfortable doing, but not comfortable focusing 100% on.

Played AE today for about five matches.

Tried AAing with s.MK and s.MP way too much.
Tried to play a high/low game too much.
Tried to meaty s.MP, HK Karakusa and people walked back out of it all day.
No Blockakusas or Tsurugi mind games.

Shit was whack. I think I’m gonna use Q in 3rd Strike … I’ve always related SSF4 Makoto (not AE, LOL) to Q, in many ways.

lol. Dood, you gotta remember to sit in training mode for a good 15 minutes before you start your matches when switching between games. I remember playing 3S, then popping in AE only to find myself forgetting to Fuki after landing EX-Hayate in the corner; I kept trying to do her 3S follow-ups.

You think that’s bad? I tried to parry in Mortal Kombat today.

Not sure if this is relevant but after having my 3S Makoto get her ass kicked so badly online, I gave my AE Makoto a shot online out of boredom and surprisingly I was able to squeak out a good amount of wins and this was my 2nd time playing AE online as well.

Must be the magic of 3S… :rofl:

Can anyone give me a tip on how to connect SA1 after a hayate? I’ve only been able to do it by luck.

Remember, it’s a link, not a cancel, so you have to wait until the Hayate recovery ends before you hit the punch buttons. I’ve found it’s best to to buffer the qcf motions while her arm is retracting from the punch. I then piano the punch buttons when her arms get to her hips. Still not 100%, but that’s what’s worked for me.

I’m with you. I still play AE, but I spend way more time on 3s.

It’s a tight link but if you buffer and piano correctly it’s a breeze once you get used to the timing. Try piano-ing your punches much later than you think you should, mess around with timings and make sure your inputs are clean. Piano the punches smoothly, sf3 has much stricter input timing/leniency and clean inputs go a long way.

I just tried to go back to AE after a good 3 months. I was horrified by seeing my AE Makoto gathered up so much rust that it made my 1 month 3S Makoto look good…

Back to the info threads for me…gotta relearn SF4.

Btw, the advice on the Super helped, thanks. Still kinda hard to pull off though.

Things that they did WRONG when transfering Makoto to Super/AE:
SA1 should have been her super. Fuck Tanden Renki.
Her forward throw in 3S being a hard knockdown + kara-able = way better than her headbash in SF4. Could have greatly improved her ability to set up mixups.
Karakusa range + speed
Dash recovery / frames. (Seriously, the fact that SF4 has a bigger screen by almost 10% combined with the worse dash is painful.)
Her health (they fixed it in AE and now are unfixing it :expressionless: she is supposed to be tough and tomboyish and she has a hard time in a game without a parry system.)

And honestly I’d have preferred the way that her Tsurugis give her a ton of forward momentum in 3S, it would give her a good way to get in on a zoner once you have trained them not to jump by using fukiage. IATsurugi is good but it is only good once you get in, and I’d much rather have an additional way to get in than more tools in the area she is already good in.

That’s not true, IA HK Tsurugi is godly in footsies. It can blow up AAs if your opponent is waiting for a traditional jump-in, and it used to be pretty much the only way to blow up c.MKs and the like before AE’s c.LK buff in a trillion ways.

ANY karakusa you do that is on the same side of the clock you are on can s.HP into maximum spider

Honestly, the main thing that I things Capcom got WRONG moving Makoto over from 3S to SF4 are the choice of Super, and the removal of so many of her combo options with SA1 and SA2. The fact you have so many ways to hit confirm into SA1 is awesome (could you imagine if in SF4 Makoto could c.lk - Ultra 1 or s.LP s.LP ultra 1?) plus the complete inability to combo into Ultra 2 compared to 3S where Karakusa - s.HP - SA2 was one of the main reasons people fear Makoto.

Other than that I think that SF4 Makoto is a bit more fun, but 3S’s parry mechanics simply fix a lot of her weaknesses that SF4’s focus system doesn’t.

Hi there,

I’ve been playing 3S makoto since 2 months now, and i’ve got some kind of problems =/

  • How can i “dash cancel” the fukiage ? i can do in a constant basis the karakusa > HP > SA2 > kara-fukiage, but i can’t do the second fukiage : i don’t know when to do the dash and it’s killing me =/ Even with the rudy tutorial, i wasn’t able to do it just once. Any tips ?
  • Just an information : I love that game … more than AE2012 … it’s like, a blessing for mind games / parries / strategy and all that stuff (even if with makoto, strategy is like “karakusa, or fwd dash karakusa ? that’s the question”
  • I’m sooooooooooooooo alone : i’ve got no one to play with (every one of my friends are on AE or AE2012) !!! I’m playing on xbox, and my tagname is Kalote => does someone wants to play with me ? (#friends needed ^^)

Thanks ^^