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

(tired at work…).

I was reading almost all of the OP posts, and noticed that you (hmm, i could do it myself though xD) didnt put the techthrow/focus backdash option select.

That would be cool to put it somewhere. Cause it’s especially usefull again tickthrow 50/50 mixup. (after a guarded shoryu FADC, for example. Or even after dive kicks/canon strike too).

crLK+LP+MP+MK -> back dash

  • techthrow
  • focus (absorb)+backdash if opponent tries to hit
  • focus (no absorb)+backdash if opponent does nothin

it’s good to avoid beeing counter hit with a normal crouch tech. And good with makoto because opponent sometimes tries to throw (knowing EX karakusa/oroshi are throw vulnerable).

You dont’ need it in block strings anymore. Blockakusa is better…

?

edit:
ah you answered mana-tree xD
yes yes we need it. After hayate for example, to throw or catch mashers!§

I’m bored at work too, so I thought I might use this free time to thank everyone who help writing this thread.
You greatly contributed to make what Makoto is today, you litterally built the character.
I think I’ve not done it yet, and you heavily deserve it, so thanks for you hard work.
You guys are AWESOME, seriously.

I find after midscreen knock down like sweep throw os dash creates i good mix up on neutral jumpers.
If knocked down opponent in the corner throw os fuki always wins or trades in ur favor or throw os st.mp/cr.mk
really destroys jumpers

crazy karakusa setups from back throw

-backthrow wiff lk karakusa into meaty lk karakusa
-backthrow dash lk tsurugi to cross over opponent into lk karakusa if done right karakusa grabs meaty and opponents backdashe becomes forward dash

What do you mean? I put it plain as day in the “Wake up options” part of the “Makoto’s defensive options” section. However, I put it as 4+LP+LK+MP+MK, since as far as I know blocking low doesn’t help here and backdashing is quicker if you start on 4 instead of 1. Is there any reason to crouch, assuming you don’t mistime it and get hit low before the FA?

Ah yes sorry i was running off to a meeting lol.

I meant to say you dont’ need it in block strings unless its EX. Due to the range of Blockakusa and even Whiffakusa I can’t imagine a time to throw it out if its not EX unless you’re absolutely certain that they will block. Hard to tell, even at mid level play. Even I will mash jab or jump before i get grabbed by a kara kara. But that’s me though lol. EX doesn’t care about that though. Honestly the only time I even use that is either after a meaty s.MP or after Hayate>CH f.:lp:. Otherwise I just use blockakusa.

It is definitely good to know, though, and is still useful even though I don’t use it too much now. Blockakusa is too (cheap?) good to not use. Although after regular Hayate, you can just do HK Karakusa instead of Karakara… I think if you try regular Karakara some characters (like rose) can throw you. But its great on characters who try to mash throw-vulnerable specials after Hayates (like gief EX GH, Fei’s Rekkas, or Deejays Kicks) and it looks like you grab them from gief LP SPD range lol. Its startup is faster so yeah we need it, and should use it, but i think it will have much less use do to the ease of execution that Blockakusa provides.

Also concerning your previous post, i thought that RM put that OS in there somewhere. Could’ve sworn I read it before although I don’t use it. I really should though… I’m going to add a few things to my game tonight and tomorrow to get to the next level. I saw some things you’ve been doing lately since i’m very observant and critical of your matches (not in a bad way of course, its like watching Tiger Woods golf :)) and I picked up a few things. More like things you don’t do than things you do. There is one thing in particular I noticed about your game… you pay attention to stun A LOT. Its like… you know when you are about to stun someone. Almost every time its weird, and it happens the same way EVERY TIME lol. I was like, hmmm i can use that. There is a set of combos I’ve seen you use that’s basically a long ass stun combo, and the people you play against fall for it every time. I’m going to try some of this new stuff, although I won’t expose your secrets given all the Mak on Mak action going on lol. I’ve also been watching a lot of Haitani and theres two things i noticed that he does that I don’t do… One concerning meter management (which i’m horrible at, but getting better), and one concerning his actions after dashing foward from about 2/3 screen away. I really like those, and am going to add those to my game as well.

Not that i’m trying to become some Haitani/Vryu clone (BUT THAT WOULD BE AAAWWWWEEESSSSOOOOMMMMEEE), but i’ve been recording a lot of matches (if anyone looks at my page they’ll see lol) and I’m starting to notice where the holes in my game are. Its really tightening up, and hopefully i can keep getting better.

EDIT- Beat me to it…

Muahaha more stuff to steal from yomi :badboy:

I didn’t see a section dedicated strictly to Option Selects…so I made one in post #4. I broke it up into Offense/Defense and I included a link to a thread containing a great tutorial.

Just wondering, is our OS info scattered?

EDIT: Put V-Ryu’s most recent OS in the defense section

-Nuts

I have a question. Is it practical to link st Mp off of mp oroshi? I been doing it in training mode and apparently you can link normals without it being meaty. Does any body else do this?

@robot
Yes, in case you get hit low before fa

So you delay it for ground meaties? Makes sense … I guess you would only tech a meaty throw if you reversal with it. I’ve been straight up ASAPing … whoops.

As far as I’m concerned, this is the best FG guide ever.

I’ve got a few questions though;

Could somebody explain how the block strings in the pressure section are supposed to work? I can’t for the life of me get every hit to connect, I always end up pushed out of range for the Orochi’s.

Yeah its worth it, Im training now to get the timing of meaty MP oroshi > HP xx ex hayate, etc etc. Tons of dmg

no i was saying Linking it without oroshi being meaty. I havent seen anybody do that.

which oroshi? and what character are you trying it on. The block strings are designed to hit someone if they mash. Either Oroshi should hit. Otherwise they’ll just block. And those were in SUPERs so I dont’ know if any of the properties have changed…

And I did link Mp oroshi xx standing mp with out being meaty in training mode. on ken since he is a “normal” sized character.

No it works on all standing characters. Oroshi is +5 on standing opponents but +4 on crouching. So Oroshi against a stading opponent is a 1 frame link to s.:mp:

I was just wondering how practical it is is all. is it possible to do it on crouching opponents? I was thinking maybe trying to jab xx hayate for a link.

In fact I just tested it out and it works its just REALLY hard to time…

Just plink it. I’m saying though, the only time you can use it though is after a stun. I can’t imagine catching anyone standing with Oroshi given the startup. Shit they have 23 frames to throw you. .

Otherwise, no, just learn the meaty one. As far as the Damage/stun values go, s.HP HC s.MP does the same amount of stun, but is easier to do and works in more situations. it does do 20 less damage though. Stick to c.LK after Oroshi.