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

you can plink jab? with what?

No i meant s.MP. its easy to connect with jab, even if they’re crouching. although I usually either do the c.LK do like vryu does and do c.LP.

Personally, I think we should redo the pressure strings sections. MP Oroshi off of a blocked HP has way too much of a delay, it’s never reliable, and will get thrown/jabbed/kicked easily.

String analysis

Spoiler

Something like “jHP, stHP, MP Oroshi, stMP,MP Oroshi, c.MP, MP Hayate, cLK, EX Oroshi” won’t normally get past the s.HP on block. If the MP Oroshi is blocked, that’s done too, -5. If you would continue into s.MP, that’s a 10 frame gap, and between the s.MP and MP Oroshi, on block there’s an 8 frame gap, and on hit, there’s a 5 frame gap. You can’t just go for a c.MP xx MP Hayate here if you get this far, that’s -7 on block, and there’s not much payoff for such a gamble. Assuming that hits, and you go for c.LK xx EX Oroshi, that’s an 8 frame gap on block, and a 5 frame gap on hit, and all of EX Oroshi’s invincibility will have ended by a time you can get hit.

Sorry for nit-picking, but that string’s just no good in my eyes. Same thing with the other two strings you have in there.

I think most of Makoto’s solid strings involve f+MP, f+LP, c.LP, s.LP, s.MP, and c.LK. Add in Hayate Cancels, Tsurugi, and Blockakusa, and the occasional “read” move like adding an EX Hayate to c.LK to catch jumpers/throwers/techers/standers. s.HP xx MP Oroshi is a good CH tool, but only if you set it up via frame advantage and can target a late techer, which is not always the case. EX Oroshi is good every now and then off of a blocked s.MP because there’s only a 3 frame gap, more so if you like spending meter to play a high-low game, but it’s far from a standard, as I once thought it was. :oops:

In example, strings I like:

Some of my strings, a work in progress

Spoiler

(hit) LP Hayate, f+MP, c.LK (hit-confirm EX Hayate off of the f+MP and c.LK together), IA MK Tsurugi, (selective response to an opponent’s habits on block, often either Tsurugi, FA, or backdash here).

3+LP, 6+LP+HP (to catch a backdash), s.LK xx HC, EX Karakusa.

s.LP, c.LK, Blockakusa.

s.MP xx HC, s.LP, s.MP, s.MP (xx EX Hayate on hit)

s.MP, s.LP, c.LK, f+MP, FA2.

c.LP, s.LP, Kara-throw

f+MP, f+LP, empty jump throw. If it doesn’t work, empty jump, land, IA Tsurugi.

(Blocked) MK Tsurugi, f+LP, f+MP, f+LP, Blockakusa.

I’m ALWAYS trying improve my strings, though.

Oh no I agree whole heartedly and appreciate the honesty. As alway I respect and welcome your opinion. I used those string sin SUPER because we had so few, and that one worked ok then. It does beat jab mashing pretty good. But yeah there are better options now. We have so much more in AE and its easier to keep an opponent locked down and punish their escape options while still protecting ourselves by minimizing gaps between hits. No I agree completely.

I like these… I’ll have to try them out when I get home.

Agreed. Should that be our next order of business then? I was going to scour the forums for OSes and put them on the front page, but I honestly think block strings are more important.

oh yeah. ok. I usually do st. mp then lk too. its a nice little mix up thnx.

yes! this is great! I’ve been lurking these forums for quite a while and REALLY trying to improve on my Makoto. all of the stickied threads have given me so much great material to mull over, but I’ve had a tough time picking up any reliable block strings. This is really, really good. thanks to all of you soooo much!

With “back” button (thats true. Lol)

The whole Oroshi being so slow for her only ground overhead got me thinking: They really should give Makoto a command normal version of her universal overhead from 3Strike. like back + mp or something. Add that one move and I think I’d be happy with no other changes to her for v.2012 or even a small nerf to her for v.2012 in exchange for that.

for real?

How do you plink on a Pad???

Definitely possible, I heard Seth go on at Evo how Daigo uses it. I think it was Alioune that discovered it though.

Going back to the block strings; I sort of get them now, I went into training mode and set Ryu to mash crouch tech and stuffed his mashing a lot of the time. But I agree with;

since my arcade stick is shot right now i have to play on Ps3 pad. I just set R 1 to jab and R 2 to short(lk). because you only really need those to p-link. and then just practice p-linking timing.

im pretty sure the reason they didn’t give her a proper over head is because of karakusa. :stuck_out_tongue: if people block low all the time ur supposed to “choke dem bitches” im sure thats what capcom had in mind any way.

Yeah, but Yun has an unthrowable, off the ground overhead …

You gotta remember they wanted to make yun=God. So yeah…its just capcom loving them some yun.

Actually it isn’t.

Fei has a off the ground overhead normal
Yang has an off the ground overhead normal
Ibuki has an off the ground overhead normal
Rufus has an off the ground overhead normal
Juri has an off the ground overhead normal
C. Viper has an off the ground overhead normal
El Fuerte has an off the ground overhead normal
Vega has an off the ground overhead normal (I think it is off the ground, it LOOKS off the ground)

When you look at rushdown or mixup characters almost every single one has an overhead normal.

Dudley
Adon (slow startup but 2hit so breaks armor)
Abel
Akuma (2hit)
Cody (slow but HUGE range and also 2 hit armor break)
Guy (2hit armor break)
Oni (2hit)
E.Ryu (2hit) (oddly his forward + MK normal is NOT an overhead despite looking like one.)
Sakura

And this is just the more “rushdown/mixup” oriented characters, plenty of the zoners/punishers have overhead normals too (gouken/ryu/blanka/ect)

Really when it comes to overhead normals the only rushdown characters WITHOUT it are Cammy, Makoto and Seth. Cammy I dunno why she doesn’t have one it would seem to make sense for her(especially since she has the worst normal throw range in the game by a huge margin). Seth would be OP if he had one (he doesn’t need it anyway since he has an SPD, even though it is 3frames that is alot better than 7-9frames)

And as I pointed out: Yun/Yang/Fei all have off the ground overhead normals and they also all have command throws oriented around a similar purpose as karakusa.

Really the more I think about it the more I think they SHOULD give Makoto an overhead normal to match her universal overhead from 3strike. It is really the one thing missing from her arsenal conversion from 3S to SF4 >_>

think about it like this. its capcom, so if they gave her a decent over head they would probably nerf something hard ( game balance is a relatively foreign concept to them). and it’d be something we needed too like theyd probably re-nerf ex kara or st.mp or something. im happy with the way makoto is right now and I feel that she doesn’t need anything more or anything less.

What do you guys think about Makoto’s super? Is it obsolete? Only Mak player I saw use it was Flash when he was flirting with her

Whoa, whoa, whoa. I’ll take an (armor breaking, hit-box lowering, extremely damaging as a meaty) overhead any day of the week over 90% of the overheads you listed. Heck, her somewhat invincible, very fast EX version leads into okizeme that gives any vortex a run for its money. Those overheads the others have are for shaking people up, getting the opposition to press buttons or getting them vulnerable to other lows. Makoto’s Oroshi, against certain characters’ wakeups, and against anyone really, is just brutal.

The biggest detractor of her Super in AE isn’t necessarily that meter means much more for her (which it does) … it’s that you can actually do more than her Super at almost any time if you don’t have U1 ready.

s.HP xx HP Hayate xx Super, s.HP xx HP Hayate = 366 damage.
s.HP xx EX Hayate FADC Fukiage, EX Tsurugi = 392 damage.

Not to mention anytime you get close to an opponent’s corner, for 2 bars, you do more than for 4 bars. The 25% increase for the next few seconds is good, and you can easily get more damage out of that than the ~30 damage more with the FADC or just straight corner combo, but there’s no guarantee. Let’s face it, about the only time it’s justifiable to burn the meter is when it will kill when your combo won’t otherwise.

Personally, I do use Super occasionally, just I usually don’t have meter for it. When I do use Super, it’s mainly either to get out of jail free on wake-up (mainly when I’m having a crap round, I’ll have the meter; against Yun, because I play more defense and often can’t just start up pressure as often as I like, this is often), or it’s part of my buffer pokes when I have U1 stocked. c.MP xx MP Hayate xx Super, U1 is a lot of damage for trying to Rekka me :slight_smile:

Actually, I think I’ll do a Super section tonight in the OP.