AE Combos
Spoiler
[spoiler=per v-ryu]
AE BnB hit confirms per Robot Makoto
Spoiler
All her combos can change the Hayate to an EX Hayate to do more damage and corner her foe, and possibly follow up with a LP Fukiage. s.MP and s.HP and combo into EX Oroshi, which is an untechable knockdown with many setups - in AE, generally EX Oroshi is used to keep someone in the corner or you’re playing a high-low game.
Jumping Hit-confirms
- j.HP, c.LP, s.LP, c.LK xx LP Hayate - 2 frame link. Your basic hit-confirm, not too hard. Whiffs on some characters, and randomly whiffs sometimes.
- j.HP, c.LP, s.LP, s.MP xx MP Hayate - 1 frame link, optimal damage after a chain.
- j.HP, s.MP, c.LK xx LP Hayate - 2 frame link, basically the same as doing c.LP, s.LP instead of s.MP except this version does more damage at the cost of less time to hit-confirm.
- j.HP, s.MP, s.MP xx MP Hayate - 1 frame link, this is the go-to bread and butter for a jumping attack because Makoto can’t hit low anyway, and it leaves her at +2 on block if you stop while simultaneously frame trapping if you continue on block.
- j.HP, s.HP xx HC, c.LK xx LP Hayate - 2 frame link. In terms of hit-confirms, this is Makoto’s most damaging 2 framer, but it has several disadvantages compared to using s.MP as a starter; it knocks back more, leaves Makoto at +1 frame advantage instead of +2, and you really should stop at s.HP xx HC on block.
- j.HP, s.HP xx HC, s.MP xx MP Hayate - 1 frame link. This is Makoto’s universally most damaging hit-confirm. It’s an awkward 1 framer, but there are many advantages to using s.MP over c.LK; more meter, more stun, more damage, and a better Hayate if you’re not using EX Hayate.
Meaties
- Meaty s.MP, s.MP xx MP Hayate - s.MP is one of the best meaty normals in the game, due to its 7 active frames, which when perfectly meaty give her +8 on block, +11 on hit! The best part about this meaty is even with poor timing, it’s always combo-able.
- Perfectly meaty s.HK, s.MK xx MP Hayate - Very damaging. Even without EX Hayate, this does 250 damage and 446 stun! With EX Hayate into LP Fukiage and EX Tsurugi, this does a whopping 474 damage and 657 stun! Try to use a set-up, you have to be very meaty to be able to combo after s.HK.
- Meaty MP Oroshi, c.LK xx EX Hayate - Standard overhead meaty follow-up.
- Perfectly meaty MP Oroshi, s.HP xx HP Hayate or Ultra 1. With a good setup, it’s easy to get a +11 MP Oroshi on hit! Try to maximize damage here if you’ve obtained good frame advantage. Sadly, this isn’t on the same level as some other high-low games, mainly because Makoto doesn’t have a very powerful low game and because on block Makoto is neutral with her opponent AT BEST, but with Ultra or lots of meter, this can be a deadly meaty.
Mid-screen FA2
FA2, LP Fukiage, MK Tsurugi, EX Hayate. Maximum cornering for one meter, this really can be unfair for a hit FA2.
FA2, HP Fukiage, HP Fukiage, EX Tsurugi. Maximum damage for 1 meter outside of the corner.
FA2, IA MK Tsurugi, s.HP xx HP Hayate. Best meterless damage and a great position after.
FA2, LK Karakusa, s.HP xx HC, Blockakusa. The only reason to go into Karakusa after an FA is for trickery.
Others
- Karakusa, (Ultra 1)/(s.HP xx HC, s.MP xx MP Hayate)/(s.HP xx EX Hayate if able to follow-up)/(s.HP xx HC, c.LK xx LP Hayate) in that order of use and need.
- Instant air MK Tsurugi, Ultra 1/(s.HP/s.MP/c.MP) xx Hayate, in that order of range.
Frame traps per Robot Makoto
Spoiler
Frame traps work by attacking an opponent within the start-up of their crouch-tech or jabs or whatever worse they would throw out, based on trapping them within a tight period of your own frame advantage from a previous attack, where with perfect timing not only will your attack win, but their attack will get stuffed and you get more frame advantage and damage. The one thorn in this is that not everyone crouch techs the same; some mash, some do slow and rhythmic teching according to your attacks, and some are wary of frame traps (or don’t know about crouch teching and always guess throw or block) and choose not to press any buttons. If they mash, the less of a gap between attacks, the better. If they’re slow, you want to purposely use a wider gap. If they press no buttons, you have to play a high/low game if you want to break them up by attacking, but then again, you now have the opportunity to throw them.
Makoto has a small but powerful set of frame traps. Mainly you should get into a s.LP or s.MP from a chain or a jump-in, since they’re the only two normals she has that are +2 on block. The key with her frame traps is to limit your unconfirmed Hayates, opting instead for either a Hayate cancel to go into mix-ups, EX Oroshi, or plain s.MP/s.LP/max range c.HP to end it.
Note: All attacks are assumed blocked unless I note they’re on hit.
- 1 frame gaps: used to catch non-invincible reversals and to catch mashers, but be wary, even mashers won’t have necessarily pressed a button if you leave only a 1 frame gap. Considering the nature of f+LP, I don’t really recommend either of these.
(Hit) HP Hayate, f+LP. On counter hit, you can continue comboing into c.LK, but there are a few problems with this: it’s a 1 frame link, you can’t hit-confirm it into c.LK xx Hayate without unconditionally following up with the c.LK either way, and it’s very unsafe if you fail. Generally this frame trap is used to shut down opponents from pressing buttons and allowing you to continue pressure with normals or other mix-ups.
s.LP/s.MP, f+LP. Same deal, but generally there’s no need for this because there isn’t such a build-up to the situation where people get to think for a few seconds on what to do.
- 2 frame gaps: the optimal amount of frame disparage needed to trap a masher, as well as those who attempt to stand throw.
(Hit) MP Hayate, f+LP. Unlike HP Hayate, there isn’t as much oki due to further distance from the opponent, and you’re only at +1, meaning less frame trap ability. I consider this a very legitimate frame trap, if only to keep the opponent at rest. In terms of grounded moves, your best safe bets are this and kara-throw.
s.HP xx Hayate Cancel, f+LP. Like above, your only consistent grounded options here are throw and f+LP, otherwise you’re vulnerable.
(Hit) HP Hayate, c.LK xx EX Hayate. This is the most consistent punish to attack someone who tries jumping or teching or throwing or jabbing or plain hitting any non-invincible button after an HP Hayate while being mildly safe against most characters.
c.LP, s.LP, c.LK xx EX Hayate. Unlike with f+LP, I consider this frame trap to be better than after a Hayate, because people get conditioned to hold back against Makoto while under normal pressure.
s.LP/s.MP, s.LP, s.MP xx anything. This is your best “safe” hit-confirm frame trap. It’s relatively easy to combo from s.LP to s.MP, especially when s.LP becomes +6 due to counter hit, and the whole string keeps frame advantage and combos into itself. I recommend you Hayate Cancel the s.MP, do a Tsurugi/dash up throw afterwards, or do an EX Oroshi on block, so as to keep up the pressure, since this whole string knocks you back somewhat.
- 3 frame gaps: at this point, mashers will definitely have put out an attack and may beat you if your timing is off, and late techers have a good chance to have started an attack at this point.
(Hit) MP Hayate, c.LK xx EX Hayate. c.LK is bad in trades, so I recommend other alternatives than this.
s.HP xx Hayate Cancel, c.LK xx EX Hayate. See above.
s.HP xx EX Oroshi. Roughly a 3 frame gap, if my calculations are correct. This isn’t so much to frame trap as it is to hit them blocking low, but it is your best bet if you want to land an EX Oroshi from a normal.
(Hit) HP Hayate, s.MP xx EX Oroshi. Back in Chocolate SSF4, this was my personal BnB after a hit HP Hayate. There are two opportunities to hit an opponent, and if either hit, you get the damage and the okizeme of an EX Oroshi. The only problem is that this is very prone to trades, but generally it will be in your favor and give you high frame advantage.
s.LP, s.MP, s.MP xx anything. This is an amazing hit-confirm by itself, and when used on block, it allows for very easy comboing on counter hit, being +8 on hit. You can end it in a somewhat safe EX Oroshi or EX Hayate, or Hayate Cancel on block.
- 4 frame gaps: specifically to target late techers, but it will often lose to mashers even with perfect timing. Choose this carefully.
s.LP, s.HP xx MP Oroshi. This is a VERY effective frame trap when it works, because MP Oroshi combos on counter hit from s.HP. Not only that, you can follow this up with c.LK xx EX Hayate, LP Fukiage, EX Tsurugi for 448 damage if near a corner … very few characters can compete with that, especially for two bars and no Ultra. Note you need to be at point blank when you start this combo, without the luxury of a jump-in.
s.HP xx Hayate Cancel, s.MP xx EX Oroshi. Considering you can’t hit-confirm the s.MP, the EX Oroshi is the safest thing you can do in this situation. Not too bad, especially if you were fishing for a hit-confirm anyway.
- The uber frame trap, many a frame gap, but many a reward!
(s.LP, s.MP, s.HP xx Hayate Cancel, MP or HP hit Hayate, and to a less extent LP Hayate, f+MP, c.LK, and f+LP), MK Tsurugi. MK Tsurugi is the ultimate in terms of frame traps, leading into as little as c.MP xx MP Hayate or as much as s.HP xx HP Hayate xx Super, Ultra 1! As long as you can leave the ground and they don’t specially target a high hit-box, you can frame trap with this, then go into much pain. Look at the Tsurugi section to find out more.
How to maximize your combos per Robot Makoto
Spoiler
This is how to do max damage for your meter, relative to your position in the corner. Using an Ultra obviously does more damage, and both Ultras give a lot of Oki, so go for them if applicable.
Note: everything involving FA2 applies to FA3, just add 60 damage, 50 stun, and 20 meter.
No meter, no corner, FA2:
FA2, IA MK Tsurugi, s.HP xx HP Hayate. 282 damage, 474 stun, 138 meter.
FA2, HP Fukiage JC HK Tsurugi. 265 damage, 418 stun, 100 meter. Possibly the new meterless FA2 BnB, considering it’s so easy to accidentally juggle someone after an FA2 with the Tsurugi.
1 meter, no corner, FA2:
FA2, HP Fukiage, HP Fukiage, EX Tsurugi. 326 damage, 522 stun. This is the new 1 meter FA2 BnB for max damage.
FA2, HP Fukiage JC MK Tsurugi, EX Hayate. 302 damage, 466 stun. Arguably as useful, since you get a better setup and corner your opponent more for a slight loss of damage and stun.
2 meters, no corner, FA2:
FA2, EX Fukiage, HP Fukiage, EX Tsurugi. 358 damage, 554 stun. Can realistically be worth it if it will kill (and the 1 meter alternative doesn’t) or will put them within chip damage away from death. After all, we’ve all ended combos with EX Oroshi instead of a Hayate to take the last pixel of life left.
3 meters, no corner, FA2:
FA2, EX Fukiage, EX Fukiage, EX Tsurugi. 386 damage, 582 stun. Not recommended, but your most damaging option without Ultra.
4 meters, no corner, FA2:
FA2, IA MK Tsurugi, s.HP xx HP Hayate xx Super, s.HP xx HP Hayate. 387 damage. Not recommended unless you will kill someone with this.
No meter, in corner, FA2:
FA2, HP Fukiage, neutral jumping HP. 230 damage, 453 stun, 114 meter. I consider this optimal because of the extremely good risk vs. reward afterward.
FA2, IA MK Tsurugi, s.HP xx HP Hayate for max damage when killing them is possible.
1 meter, in corner, FA2:
FA2, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage. 338 damage, 572 stun. For me, it’s good to know this does the most bang for your buck for one meter.
2 meters or more, in corner, FA2:
FA2, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage, EX Tsurugi. 402 damage, 650 stun. This is AE Makoto, my friends. Do not use anything but this unless you have Ultra or less than 2 meters. Doing a max damage Super combo from an FA without an Ultra does LESS than this.
Any meter, no corner, standard punish of a blocked move hasn’t changed from SSF4, except for EX Hayate doing the same amount of damage as EX Oroshi and now your goal is to aim for corner placement.
1 meter, corner, standard punish:
s.HP xx HC, s.MP xx EX Hayate, LP Fukiage. 306 damage, 532 stun.
s.HP xx EX Hayate, LP Fukiage. 280 damage, 478 stun.
c.MP xx EX Hayate, LP Fukiage. 260 damage, 378 stun.
2 meters, corner, standard punish:
s.HP xx HC, s.MP xx EX Hayate, LP Fukiage, EX Tsurugi. 402 damage, 664 stun.
s.HP xx EX Hayate, LP Fukiage, EX Tsurugi. 392 damage, 632 stun. The gap of damage and stun narrows wildly here, consider well if the 1 frame link is worth the 10 damage and 32 stun.
Stun combos, one meter (this is all assuming the opponent is cornered, and we must start at one meter, otherwise it’s the same as SSF4 in terms of efficiency):
FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage. 398 damage, 622 stun. It’s always ideal to go for this over the meterless alternative unless the meterless alternative will kill your opponent.
Fully charged HP Hayate, LP Fukiage, EX Tsurugi. 398 damage, 516 stun. Good mainly for style points, but there is one very small incentive to this: it’s the quickest way to kill someone stunned and low on health while needing 398 damage.
Stun combo with two meters:
FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage, EX Tsurugi. 462 damage, 700 stun. Often not worth the meter after a stun, depending on the hits, but it’s one of her bread and butter FA punishes.
What combo to use after stunning an opponent
Spoiler
It depends on the damage scaling and how much life the opponent has left and meter and all that jazz. Ultimately you go for fully charged HP Hayate, LP Fukiage, EX Tsurugi on most stuns if you can, otherwise you play it by ear.
[spoiler=1 hit before the stun: go for max damage, there’s too much to miss out on if you go for a reset or a setup in lieu of damage. This is the only time I would pay the price for 2 meters unless needed.]
No meter:
FA3, IA MK Tsurugi, c.HP = 236 damage.
FA3, HP Fukiage, nj.HP = 242, +25 on a blocked MP Oroshi afterward and obviously a hell of a lot more on hit.
FA3, HP Fukiage, HK Tsurugi = 272 damage.
FA3, IA MK Tsurugi, s.HP xx HP Hayate = 285 damage.
1 meter:
FA3, HP Fukiage, MK Tsurugi, EX Hayate = 302 damage.
FA3, HP Fukiage, HP Fukiage, EX Tsurugi = 322 damage.
FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage = 330 damage.
HP Hayate fully charged, LP Fukiage, EX Tsurugi = 362 damage.
2 meter:
(Max damage) FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage, EX Tsurugi = 378 damage.
3 meter:
FA3, EX Fukiage, HP Fukiage, EX Tsurugi = 340 damage.
FA3, EX Fukiage, EX Fukiage, EX Tsurugi = 364 damage.
2 hits before the stun: Damage is still acceptable, so going for max damage is applicable. It’s a tough call between stopping at LP Fukiage or going for the EX Tsurugi at this point if you can’t do the HP Hayate charged combo.
Spoiler
No meter:
FA3, IA MK Tsurugi, c.HP = 203 damage.
FA3, HP Fukiage, nj.HP = 208, +25 on a blocked MP Oroshi afterward and obviously a hell of a lot more on hit.
FA3, HP Fukiage, HK Tsurugi = 233 damage.
FA3, IA MK Tsurugi, s.HP xx HP Hayate = 242 damage.
1 meter:
FA3, HP Fukiage, MK Tsurugi, EX Hayate = 256 damage.
FA3, HP Fukiage, HP Fukiage, EX Tsurugi = 264 damage.
FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage = 276 damage.
HP Hayate fully charged, LP Fukiage, EX Tsurugi = 302 damage.
2 meter:
(Max damage) FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage, EX Tsurugi = 308 damage.
3 meter:
FA3, EX Fukiage, HP Fukiage, EX Tsurugi = 288 damage.
FA3, EX Fukiage, EX Fukiage, EX Tsurugi = 308 damage.
3 hits before the stun: Damage can still be good with the HP Hayate charged combo, I say still go for that; otherwise spend no meter unless desired and go for your preferred c.HP, HP Hayate, or j.HP ender.
Spoiler
No meter:
FA3, IA MK Tsurugi, c.HP = 170 damage.
FA3, HP Fukiage, nj.HP = 174 damage, +25 on a blocked MP Oroshi afterward and obviously a hell of a lot more on hit.
FA3, HP Fukiage, HK Tsurugi = 194 damage.
FA3, IA MK Tsurugi, s.HP xx HP Hayate = 199 damage.
1 meter:
FA3, HP Fukiage, MK Tsurugi, EX Hayate = 210 damage.
FA3, HP Fukiage, HP Fukiage, EX Tsurugi = 222 damage.
FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage = 222 damage.
(Max damage) HP Hayate fully charged, LP Fukiage, EX Tsurugi = 259 damage.
2 meter:
FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage, EX Tsurugi = 238 damage.
3 meter:
FA3, EX Fukiage, HP Fukiage, EX Tsurugi = 242 damage.
FA3, EX Fukiage, EX Fukiage, EX Tsurugi = 258 damage.
4 hits: The damage starts getting really pathetic here. It’s barely worth the HP Hayate combo, go for the setup.
Spoiler
No meter:
FA3, IA MK Tsurugi, c.HP = 137 damage.
FA3, HP Fukiage, nj.HP = 140, +25 on a blocked MP Oroshi afterward and obviously a hell of a lot more on hit.
FA3, HP Fukiage, HK Tsurugi = 155 damage.
FA3, IA MK Tsurugi, s.HP xx HP Hayate = 156 damage.
1 meter:
FA3, HP Fukiage, MK Tsurugi, EX Hayate = 164 damage.
FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage = 168 damage.
FA3, HP Fukiage, HP Fukiage, EX Tsurugi = 172 damage.
(Max damage) HP Hayate fully charged, LP Fukiage, EX Tsurugi = 208 damage.
2 meter:
FA3, IA MK Tsurugi, s.HP xx EX Hayate, LP Fukiage, EX Tsurugi = 184 damage.
3 meter:
FA3, EX Fukiage, HP Fukiage, EX Tsurugi = 188 damage.
FA3, EX Fukiage, EX Fukiage, EX Tsurugi = 200 damage.
Anything beyond 4 hits and you should purely pick based on what your favorite setup/reset is against the player/character you’re fighting.
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Fukiage Juggling from FA Crumple
Spoiler
mid screen after a Fukiage from a crumble state
HP Fukiage follow-up
Abel
Balrog
C.Viper
Cammy
Dan
Dhalsim
Evil Ryu
Gen
Gouken
Guy
Ibuki
Ken
Makoto
Rose
Ryu
Sagat
Sakura
Seth
T.Hawk
Vega
Yang
Yun
EX Fukiage or kara HP Fukiage follow-up
Adon
Akuma
Bison
Blanka
Chun Li
Cody (no 2*EX, maybe kara EX??)
DeeJay
Dudley
E.Honda
El Fuerte
Fei Long
Guile
Hakan
Juri
Oni
Rufus
Zangief
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