Yes,U2 is preferred because she can’t throw her seismic’s. I don’t know if U2 can punish her Burning Kicks or we get a trade,maybe on recovery.
You should use U2 for Dhalsim too. It can catch his stretched limbs, on reaction to a Yoga Sniper on block (maybe hit, I’m not sure) and when he’s trying to recover from a fireball. It’s fairly ridiculous how good it is in that match up. It might be worth checking Tosanami out on teleporting characters like Akuma and Bison, as with a good read you can catch them during recovery. You can also use it to counter/escape from lame vortex bullshit like from Akuma, Ibuki and Fuerte.
Anyway, you can find some tips on Viper in the match-up thread by typing Viper in the filter in the top right, and checking the ‘this thread only’ box. It’s not ideal but yeah. You can fuki most cross-up burn kicks. LP or MP will cover you, depending on her timings. Also consider focusing through the kick, and then forward dashing in the direction viper jumped at you from. This can catch a lot of them off guard for a quick sweep, and it leaves you clear of her c.mk and uppercuts. Watch out for Seismos, but then again that’s why you have U2 
Thanks for the tip with sim I’ve been having a little trouble with that match up, ill probably stick with U1 on bison just because i land karakusa pretty easily on him, since his main game plan is doing nothing. But for the Akuma match up i may switch over also since that match up could end up being a complete nightmare haha!
I generally go for U1 with Akuma due to personal preference more than anything, but yesterday I played against Axel’s Akuma in a tournament and he absolutely thrashed me. There were so many situations where U2 would have been ideal 
Without wanting to turn this into a match-up thread, against 'Sim you can use st.MP, cr.MK and st.HK to counter poke a lot of his limbs from full-screen. You can hit him with a full-screen EX Hayate after certain blocked limbs (I think his HP’s are super vulnerable to this). You can hit his limbs with HK Tsurgi to floor him. If he’s trying to zone you out with fireball / limb attacks, neutral jump + IA tsurgi your way inside. It will keep your profile low and can counter hit his attacks.
You can counter his cross-up teleports with fuki (difficult if he screws with your inputs, but auto correct can save you here. Not a reliable tactic though). You can focus-backdash through his jump attacks. If he’s doing this in conjunction with fireball pressure be sure to dash away from the fireball or you’ll eat a lot of damage. Depending on the timing you can cross-under him and do some more damage. I tend to just jump back HP if I feel a teleport incoming. If it works so well for Honda, it can work for Makoto too.
On his wake-up he’s pretty free to meaty oroshi, unless he has EX or Super. You can also meaty-karasura/grab through his Ultra 1 on wake-up, or use EX Karasura to blow through one hit of the fireball. Once you have him scared of meaty oroshi and he thinks that backdash/teleport is his ticket out, that’s when you mix up with chase-down hayate OS’s.
Hope this helps! 
Axel is my friend,he’s italian too,that’s why he knows the MU against Makoto. Stay with U1,if you go with the U2 he started with a rain of Zanku Hadoukens. Axel is a very strong player and a nice person too,beat him is not that easy.
Yeah, he’s distractingly handsome too. Bastard. The last round was a perfect as well. The vortex was too much!
Ohhh!
If someone’s trying to chip you out with a shoryuken on wake-up, EX fuki will dodge the attack, and can hit some shoryukens on the way up! Situational, but when the chips are down then what have you to lose?
gen
2569
my general strategy for sim is basically, DON’T HOLD BACK! lol almost everything you do kicks his butt lol
I’m usually ok against Sims but I played LudoPro84 a few months ago and he double perfected me. It was mostly because I was trying to block rather than just hitting him.
late reply, but the window for the one on Rufus is really strict and he can EX snake strike it. Also, if you slightly fuck up on fei long it becomes un-unblockable, i actually couldn’t get it to work either. I might mess with it some more.
I’ve actually posted a video of the mk version and all of Rufus’ escapes on my channel if you wanted to check. With some practice its not to bad to land.
Ened
2573
Yes the j.hp one seems really strict to me too. But even if you dont get the unblockble it’s really ambiguous if you use both j.mk and j.hp.
I hope someone can find more exact setups, maybe using st.hp HC st.mpxx ex-oroshi, then whiffing st.hp/cr.hp or using kara-hayate cancels to adjust spacing.
It’s pretty boring to test these and takes a lot of time to first discover one and then test it to find the exact timing.
I would think this would be the easiest thing in the world to do since a search turns up nothing on it:
Is there any trick to cancelling Makoto’s super into ultra? I must be doing it to slowly because it is blocked whenever I try it. I’ve tried to find videos and replays that display the inputs people are using but I haven’t found any yet. Any help would be appreciated!
Hey guys i was trying to level up my game plan a little bit so i decided to try putting it on paper, if anyone could help critique my strategy that would be helpful.
Round 1- Depending on the matchup either apply pressure right out of the gate with block strings and pokes, or stay back and build meter with whiffed specials and try making my opponent come to me gathering data on them while i do so. Once my opponent is where i want them (having to deal with me in their face) i go for the basic goal of scoring a knockdown. Depending on the way my opponent has been playing i will either go for a standard meaty st.MP, a meaty Oroshi or i will just sit back and bait a reversal. The main goal is to train my opponent to block using basic Makoto setups and not taking very many risk. Save at least a bar or 2 if i can for the second round
Round 2-This time the basic game plan remains the same in scoring a knockdown, but now with a more aggressive approach. When the knockdown is scored i go for more calculated risk using the data i gathered in the last round and trying to overwhelm my opponent and scare them into either making a mistake, or just beat them with setups. If i get a massive life lead but no kill ill be content with sitting back and maybe taking a couple of throws before i kill them. That way i build a little meter. Another thing to note is i never try the same mixup twice, unless i know they’re going to be hit. (standing LP/MP into MK axe kick frame trap on crouch tech mashers etc.) i like to play that way so if i have to go into the third round i keep a since of unpredictability and almost make the opponent think i’m doing it all on the fly haha.
Anyways that’s basically it and any advice would be appreciated as always! Thank you.
Hey folks, just checking in to let it e known I’m not dead lol.
I prefer U2 against most fireball characters except Guile, Gouken’s, and Juri. Even if you don’t get to react to a fireba with the Ultra keeping it in the back of their mind can keep them from throwing the fireballs when they would otherwise be able to freely.
Against Bison either Ultra works well. U2 can catch Devils Reverse Feints that Bjsonsove to do to build meter. Same deal for catching wall diving Vegas
vctini
2577
Hey guys, i recently saw a makoto combo that goes focus attack i think lvl3 into another focus, into a third focus and then into ultra 1. How is this possible? I thought ultra 1 had no juggle properties?
edit: heres the link [media=youtube]9TtWDSrJ7T0[/media] @~43 seconds in
Question:
How necessary are Hayate cancels for playing Makoto effectively?
AA focus -> goes into float state?
gen
2580
IMO, to play effectively you learn them but casually…ehh