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

Hiya guys, new to Makoto (fairly new-ish to fighting games.) I’ve been reading around, putting in some hours trying to her BnB’s in, learning some setups and it’s been going alright so far.

However, I noticed that I can’t seem to consistently combo S.HP into HP Hayate. I don’t know, sometimes I can do, sometimes I can’t. Is it distance specific? I’m thinking it’s about how fast you cancel the HP into the Hayate, but I have no clear idea of the timing even with training mode. It seems you have to cancel slightly later. Any help would be very appreciated!

Not distance specific or anything like that. The only thing I can think of is you are charging the HP Hayate causing it not to combo. You can go with the negative edge technique (hit and hold the HP for the S.HP do the qcf motion then release the HP and the Hayate should combo) or you can just make sure you don’t hold down the HP when you perform the Hayate.

As Facture said, negative edge it. Press and temporarily hold s.HP, 236 + let go of HP.

It says ultra 2 is 16f startup, is that correct? I always thought it was very very fast, I was catching throw whiffs and crouch tech whiffs with it.

no, it doesn’t beat LK-crouch tech.

BTW, in old frames data, it’s written that U2 is 16F startup until wall. And it’s the same in AE. And we can clearly see the difference.
So, which one is wrong?
I tried vs hawk, karakusa -> U2 (LK version, in corner). And it doesnt work. So, AE is not 12 frames

@CaptainBOb
It’s written exactly the same as on the wiki page:

The frames you can see refers to startup/active/recovery of HK version that you can see on wiki page too.
So, I’m still confused :frowning:


Ok, here is the calculation of what I said 2 days ago about midscreen combo with 2EX.
I used karakusa as opener, because you will land it more often than jump HP/HK. (note that you can use it from tsurugi opener, only if stHP is usable after it)

(1 EX = 250 gauge)

corner maximum damage combo with 2EX:
karakusa -> stHP -> stMP -> stMP -> EX hayate -> LP fukiage -> EX tsurugi (not that stMP*2 only works on some characters)
396 dmg
688 stun

midscreen maximum damage combo with 2EX:
karakusa -> stHP -> charged MP hayate -> FADC -> stLP -> stMP -> stMP -> stMP (stMP*3 only works on some characters)
doing that will refill 242 gauge. So, 1 pixel is missing to refill 1 EX (=250). (knowing that a blocked light attack gives you 10 gauge…). I will consider that it refill 1EX…because usually, we dont have EXACTLY 2EX, but more.

so, after this combo, a guaranteed 3rd EX is available. That means:
very far from corner:
karakusa -> stHP -> charged MP hayate -> FADC -> stLP -> stMP -> stMP -> stMP -> EX oroshi
351 dmg
633 stun

midscreen (arrive in corner after EX hayate):
karakusa -> stHP -> charged MP hayate -> FADC -> stLP -> stMP -> stMP -> stMP -> EX hayate -> LP fukiage
371 dmg
650 stun

That means:
If you have 2 EX already available, you can do almost the same damage/stun (30-50 less dmg/stun…) than in corner, and knock the opponent down.

You read japanese right? Maybe this will help you, AE U2 frame datas taken from my arcadia mook:

http://captainbob.free.fr/SF4/ultra2.jpg

Are you a relative to desk or something ? How the hell do you find this stuff man lol

Yeah i’m confused too, since its obviously faster.

I’m going to take a look at this now…

Ok i’ve confirmed it is 16f from the ground to the flash. the flash itself lasts 26 frames (does it matter? it freezes the screen so Makoto can talk shit. Whatever)

Now here’s the thing. I tested HK U2. Now, the old U2 was active for 11 Frames. Took 4 frames sitting on the wall and then 7 frames to cross the screen… HK U2 in AE takes 4 frames on the wall and 5 Frames to cross the screen. So its 2 frames faster from what I can see. I can’t test LK and MK right now (until i find video of someone using it, but I’m guessing that 1 or 2 frames was shaved off on those as well.

But yeah from the ground to the wall is still the same.

strange. It seems so fast compared to SUPER… hhmMMmmMMMMmmmMmmM

oh, as you can play now. Can you test something in training mode?
LP~unbind button
to see if it does P-link (LP displayed twice, as if you use “Back” button)

yesterday, I had more success with Hayate FADC LP~unbind button, than FADC LP.
Maybe it was just psyco. xD

Well if they removed 1~2 frames from the travel time then LK U2 would take only 4 frames to travel, and MK would take 5. So yeah really fast lol.

Oh and unfotunately, i’m not playing now lol. I just have my laptop with me at work. I have a bunch of videos saved on it so i just ran one through Sony Vegas. I can’t check now…

Just tried, it doesnt seem to work. Sorry. :shake:
So yeah you’re a psycho. :smiley:

hey. my xbox keeps getting scrambled screens which I guess means its close to death(?) Either way it was given to me so I dont really care especially now that I can move to PC edition. Anyways, I need to get you these videos. Even if we dont do videos for critique, I have these “ultra 2 failure” videos Im sure the community would love to see (and Id love to post in my rage thread!) in fact I just saved a new one 2 days ago where I tried the ultra to (one hit) chip akuma on wake up, and he got up with a raging demon and I flew right into his arms

I don’t know if anybody has tried this yet but I may have found another way to safe jump shoryu with makoto. this ones off of a back throw. Its backthrow st. lp neutral jump mk. Any body else wanna test it out so we can verify it?

Nope, doesn’t work as a safe jump in the slightest.

s.LP (12 frames) + neutral jump (40 frames) = 52 frames. Most opponents wake up in 60 frames. You WOULD be safe from virtually any reversal, but it has nothing to do with your j.MK hitting anyone.

AFAIK, something like EX Oroshi, s.HK, neutral jump MK only works because it takes a frame or two extra before an SRK will hit her at that distance, instead of on the 3rd frame like normal.

That collaborates my findings. It seems like roughly 25 frame backdashes can be OS’d with HK U2, possibly 24 or 23 framers with lucky positioning o the HK U2 hitting early in it arc. I know for a fact 26 framers get hit.

we should make a list against who (kara) EX fukiage works as option select anti backdash.

Until know, we know:

  • jump attack OS EX fukiage => twins, zangief
  • jump attack OS kara EX fukiage => ibuki
  • meaty crMK OS EX fukiage => twins

goddamnit.
Since I have a new cellphone (better quality.xDDD), I’m in need of making a new video, but I dont know about what. LOOOL.
Any guys have any ideas?

I’ve thought about uncommon (but useful) punishment (different from stHP -> hayate. lol) but I fear that would be too repetitive or too short.
Any ideas?

i’m just starting SF and i want to play Ryu as a starter to get the fundamentals down first, but how good should i be before i start branching off into playing other characters (namely Makoto)?