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

no, because mid-range is his best spot…and that’s the worst spot for makoto :x

and he can punish too many things with crLP@hitting farer than the hitbox

i think the things I do to counter backdash could apply to OS LP hayate.

For example:
safe jump HK OS LP hayate (236 4+LP…4 is for guard reversal) -> kara EX fukiage
or
crLP -> 36+LP for crLP OS LP hayate

still at work, but will try it later!

Do hayate cancels with a punch and kick of different strengths. I usually do mp+lk. After s.hp I will do hp+lk (my new favorite karakusa setup). Different strengths guarantees you won’t get taunt, focus or throw. Although if you are canceling into hayate from a hit throw and taunt wouldn’t be an issue I suppose.

I need to get in on some of this hot Mak on Mak action. I am plateauing hard.

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I fleshed out my hit-confirm section in the AE combos, added the ways I know how to set-up a Fukiage into the Fukiage section, and moved V-Ryu’s Post-Hayate section down a post. I may start work on my own post-Hayate section to try to flesh it out as much as I can to make it as good as V-Ryu’s while using AE technology. Hopefully.

  • Robo.

Damn. I kept doing the s.mp x s.lp x s.hp. Did it perfectly once but hp kept on whiffin’. And with s.mp x s.lp x s.mk, do you plink or you just have to hit it a bit quicker cuz i can’t seem to connect s.mk.

Hey guys, i’ve searched the framedata to calculate meaty attack but can’t find Makoto’s base framedata like :
f.dash, b.dash, neutral jump,empty jump…
can you show me the data for those moves, coz I only found the attack frame data
Thanks a lot !

http://wiki.shoryuken.com/Super_Street_Fighter_IV

Thank you but does SSF4 framedata matchup with SSF4AE framedata ? especially on basic movements term coz I heard her f.dash frame has been buffed

back dash is 27 in AE, and forward dash is 16.
That’s the only things which changed

I’m having trouble anti-airing. I know what to do, I just can’t do it fast enough. By the time I’ve registered that they’re jumping in on me and start to input anything, they’ve already hit me. Heck, I don’t even have time to c.mk in time.

This might have to do with my reaction time, which is probably 99% of the reason I’ve sucked at Street Fighter since 1991. It’s pretty bad, like, over an entire second. I’m also not really sure what my question is.

I have the same problem. I just went to training mode and practiced anti airing characters with really fast jump arcs like vega blank ect.

As one of the “old guys” on this forum let me give you a couple of tips. My reactions are really slow, yet I’m still able to AA quite consistently. In my experience, AA successfully is less about reaction time and more about reading your opponent or baiting them into it. Here’s what I have learned:

  1. At certain ranges, you should be expecting a jump-in. This is character specific, but most of the cast falls within an average jump arc/fall speed. When you get close enough to them (1-1.5 of Makoto’s dash lengths), start looking for jump-ins. Remember, you aren’t the only one who wants to start your offense.

  2. Positioning makes a big difference. Your opponent is more likely to jump toward you the closer he is to being backed into the corner. Once again, anticipate and punish.

  3. Use whiffed normals to bait a jump in. Normally, you do this to bait your opponent into walking into c.MP, but some people get frustrated and just jump in. As stated above, anticipate and punish.

Bottom line, you should be working out a plan to get people to make mistakes and jump into you when you want them to. Reaction speed is great, but having a plan is better.

what are you guys doing against ibuki? you can’t do footsies against her, and everyone says her ex uppercut is horrible but i cant find a way to safely punish it (hell even get past the kunai coming down)

To add more to what Nuts said, I’ve been helping out a guy with the same problem as you. It’s really bad … the guy is picking up Balrog, and can’t AA with him …

The advice I’ve been giving him is

A. Keep your eye on the prize. If you’re waiting to AA someone, you don’t look at the big picture … you look at your target.
B. Be as auto-pilot as possible. You have to know when and what to AA before your opponent jumps. You only have 40 frames to see the jump, pick a response, and get it out in time. You have to eliminate the picking part and naturally as well the timing part and really just work on seeing the jump.
C. People like to jump at certain times … it’s a natural response to certain events. Only truly good players or people with the focus on not jumping will control themselves. I’ll tell you what, find me a Ranked opponent who doesn’t jump after two whiffed buffer c.MPs, and you’ll have found a player who is straight up retarded or with some skill.

How long were you guys playing Makoto before you got all these mind games down? I mained Juri in Super, so I’m used to controlling space and forcing the opponent to be somewhere, but it’s much simpler with Juri’s fireballs. Getting inside someone’s head is tough.

I’ve been playing for going on 5-ish months and am still trying to get them down, but I have become better at recognizing opponents reactions and adapting to them.

Was playing some mirrors last night and my opponent started back dashing on wake up to escape and was able to option select a dash and karakusa to catch him when he did. Even a week ago I would have noticed the back dash but not been able to adjust to it. Kind of how you see the mashed dp’s over and over but you still walk into them or try meaty setups on their wakeup.

I’ve been playing FGs for roughly 17 years. Regardless of the game, almost all my mains were characters geared for offense so I understand the general theory in how to use Mak. That being said, even with my years of FG experience, learning Makoto has been a challenge. I’m pretty sure there isn’t another character in any game similar to her.

Never could get the hang of zoning characters. Never had the patience or sense of space required to play them. As to how I developed my mental game…It’s different for everyone, but I developed my skills by analyzing the game, and my behavior in relation to my opponent’s. I’ve always taken the analytical approach to stuff like this.

I was having this problem with the kunai a while back. If you block the EX uppercut, start Focusing. You’ll absorb the kunai and hit her for the full crumple combo.

It took me about a month to learn just how to MOVE with Makoto. The mind games only really started clicking for me after several more months of grinding (aka lots of losing). The most frustrating part of trying to learn mindgames, in my opinion, is that they don’t work on people who aren’t thinking, which is most opponents on Ranked. Try and get some dedicated sparring partners to play with, just grinding it out in Ranked (what I did for the most part) isn’t the way to go about learning a new character, ESPECIALLY one as complicated as Makoto.

yeah ranked isnt the best place to learn, it’s too stop and go (win/lose wait for another player completely different) host an endless and usually people will stay a quite a few games unless they are griefers

is it practical to whiff sLK xx HP Karakusa since it moves you forward… i looks like her old one from 3rd strike … just that sLK hits… but if whiffed and cancled into Hp kara you move forward (it even almost looks like kara-kara) …just wondering thoughts or if anyone has messed around with it?