AEMAKOTO Guide and Q&A: Ask all your questions here!

I agree with you on the other points, but not this. s.HP and f+HP notoriously wreck her c.MP and s.MK at most ranges.

They trade in Dudley’s favor constantly, often with Dudley’s poke winning altogether. It sucks. We have to let Dudley get a bit closer than we’d like; that, or start doing neutral jumps or random FAs, which can be punished.

that’s just it.
Dudley doesnt throw out s.HP and f.HP like that.
c.MP and s.HK vs makoto’s c.MP.
s.HK rapes c.MP it’s not even fair. cHP keeps Dudley honest with his pokes tho.

s.HK vs c.MP It’ll either trade, whiff because similar hitbox or someone’s going to get buffer.
Makoto cant dash in on dudley either big problem there too.
cant backdash or ex grab.
short swing blow

This thread reminds me of when I used to study chess. Id have this 500 page book filled with diagrams and notation, and you have to have a board and pieces out to follow all the information. I would spend my 6 hour breaks between classes on campus in the lunch hall, by myself doing this and know I need to do the same with Makoto. Too bad right now I cant have my computer and xbox on at the same time (old wiring, old house)
Thanks for the info : )

I’m having problems with the fukikusa OS. Does anybody got any tips?

What’s with the random mp hayate armor breakers. Can that be a solid move I can never tell if it will armor break.

There is no random mp hayate armor break. The only armor breaking hayate is ex version.
If your mp hayate breaks armor it’s because you do it reversal. You must input your hayate during a hitstun/blockstun/wakeup.
All reversals are armor break, nothing to do with hayate.

Also a little exposed on Axe kick.
Dudley can reaction cross counter/ex duck upper but risky.
Makoto’s overhead can be spaced vs dudley in a way to beat his DP or ake it whiff/trade on wake ujp.

But ya I think that’s about everything.
s.LK xx karakusa is cheap trollface

hi. new member here.
I’m guessing this has been covered here or in another post but I’ve been searching for a while and haven’t found anything about it so I’m going to ask away.
Why would anyone want to use M or H Karakasusa,since the only difference I can notice from the L version is that they have slower startup?
There’s no difference in range, they deal the same dmg and have the same recovery.So why use Medium or Heavy Karakusa?

different start up, different grab set ups.
s.LK canceled into heavy karakusa easier than light karakusa

thanks for the lightning fast reply!
So basically the “stronger” the karakusa, the slower the startup and the easiest to combo stuff from it?

No.
Each karakusa have a different range, dont kown how you dont notice it. Checkthe karakusa hitboxes here:
http://captainbob.free.fr/SF4/makoto3.png
LK has the fastest stattup/shortest range.
HK has the slowest startup/widestrange.
MK is in between.
And all karakusa are equal when it comes to combo from, the hit advantage is the same.

thanks! I was just looking at the animation which is identical. didn’t notice the light actually grabs with her sleeves :stuck_out_tongue:

I just re-read the first post, and holy fcking sht thats a ton of info, we should contact someone to make an application for PC/ipods and put all that info there. Thanks a lot to everyone, you make Makoto worth playing =)

I’m trying to find her frame data but i dont see it,

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Makoto

I use Fuerte (yes… yes… I know) I didn’t do very well with her in Super, and I sucked with her in Third Strike. But I’m still highly interested in her. I still don’t really think I “get” her.

To put it simply. What’s her main goal and aim? What I’m I looking to do to get that KO. Edit: I feel like I’m not sure how to get started with her.

Also, when’s the best time to choke-a-bitch? I always seem to go for it at the worst times.

Her general match-up “main goal” is to get up close and start mixing up between Tsurugi, Karakusa, frame trap, and possibly a high-low game. She gets into that position via defensive options leading her to starting offense (anti-air, counter-poke) or more random options like straight up pokes and advancing normals, jumping mix-ups, Tsurugi, and dash up mix-ups. Some matches are played more defensively, some more offensively, but that’s her main game plan.

The best time to land a Karakusa is when you’ve got an opponent scared to jump/backdash, or you do something very hard to react to, like dash up EX Karakusa. In general, and I stress in general and not nearly always, if you OS someone or meaty or block and they fail their jump/backdash/reversal, they won’t try it again the next time around - that’s where you consider the Karakusa.

Excluding match-up specific reversals, I think the best way to go into Karakusa after a knockdown is s.MP, s.LK xx HK Karakusa, since it can catch jumpers and get them to sit down, without being completely exposed to backdashes. When talking about standing opponents, you’ve mainly got dash EX Fukikusa to break turtling and reactive gameplay, Blockakusa in strings to catch people who don’t press buttons or press buttons very late, s.LK xx Hayate Cancel in strings into EX Karakusa to catch crouch techers, and a bunch of other ways I posted in the Karakusa section in one of the first few posts. :wink:

I organized the setups a little, into the order of:

Oroshi/Hayate meaties
Normal meaties
Safe jumps
Karakusa/throw meaties

Plus, I added a few new ones.

-Robo.

I have a serious question (one from a position of ignorance I guess). What exactly makes Makoto top tier in AE? She still gets out jabbed by the whole cast. She can still be thrown out of ALL of her moves. The ex oroshi still only has like 5 frames of invincibility unlike say ex siesmo. Both her ultras, if blocked, leave her pretty vulnerable unlike say Yuns or Oni’s Ultra 1 which push them out of harms way if blocked. You still cant bait a wake up ultra (if it carrys your opponent forward) with a backdash because of her 1001 frames of recovery. Dont get me wrong, I’ll probably never play with anyone else and Im happy with the buffs she got but does the fact that she has 50 more health, a much better fukiage, and a extended crouch short really take her up 20 spots on the teir list?

the first mistake you make is that she wasn’t low tier in SUPER. That’s why she didnt take 20 spots in tier list, but maybe 10-15.

Then, what you say is like saying:
“why yun is top tier? a light beats any dive kick, his youhou (ultra1) is punishable on block and his grab as 2hours of recovery”
:wink: