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

v-ryu (or anyone), this is going to sound really stupid, but what fingers are you using to do the kara fukiage? I have a hard time when executing kara karakusa and the HP button is even more of a stretch for my fingers compared to the HK button (kara karakusa for me is pointer finger and ring finger).

and thanks for the video, I don’t mind watching long videos at all if it serves a purpose!

I can deal with it all except choke nerf

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I use my thumb and my ring finger.

How do you do any kara move? Like kara karakusa or kara fukiage? I´ve been trying them for hours in the lab and couldn´t do kara grab even once. Wtf?

You have two useful kara-moves in AE, f+LK for all moves, and s.LK for Kara-Karakusa. f+LK Karas are easy, you just do f+LK slightly before move.

Kara-throw = f+LK~LP+LK, like a plink. Essentially hit LK on the way to LP+LK, if that makes any sense.
Kara-Karakusa = f+LK, 63214+K. A shortcut is 6236+LK, 4+K.
Kara-Fukiage = 6236+LK, P. Very easy and huge range buff.
s.LK Whiffakusa = s.LK, 63214+K. I believe you have 7 frames to do the 63214 from the time you press s.LK.
s.LK Hitakusa or Blockakusa = s.LK, delayed 63214. You actually cancel the recovery of s.LK while doing this. You can even throw counter hits while doing this, it’s basically just really delayed timing. On block you can Karakusa ASAP, but on hit you need to delay 3 or so frames.
Kara-Oroshi = f+LK, 214+P. Basically as hard as a Kara-Karakusa.

Gonna give you some pointers since robot likes it by the book , look , when you do F+LK 63214+K notice what comes out , if cr LK comes out you’re doing it too fast , if f+lk comes out you’re doing it too slow , that’s how i learned , the Hit/blockakusa is like doing cr MK to hadoken but the hadoken motion must be done delayed , i hope you understood

about kara-fukiage though , first you do the fukiage motion then you press F+LK and then very fast 2 punches , kara-throw is done by holding forward and pressing LK+LP ALMOST simultaniously (I do it by taping with 2 fingers - my middle and index finger, but first I tap LK with the lower part of my fingers , then I press LP (yes , much like plinking if you know what plinking is)

Thanks guys. Ill try that.

this is probably a dumb question but what’s the most consistent way to deal with an adon throwing out random jaguar kicks in poke range? I find them too fast to react with fukiage (if that would even work, not sure). I’ve had a little luck just randomly jumping forward with FP, but that loses or trades about as often as it wins, plus that’s a bad idea if he decides to stop and react. The matchup thread links to an old post that says sMP works well. Maybe I just need to consciously spam that more in that range. But sMP is my first resort in a lot of situations so I feel like I wouldn’t be trying other stuff if that worked consistently.

Not having a 3 frame normal as Makoto is really annoying me. Most of what she does on block is either negative or +0. When I’m neutral i might as well be frame trapping myself against a character that has a 3 frame jab/short. Do you guys have any advice of how to get around this? Also, I know Makoto is not a footsies character but I want to bring my footsies to the highest level they can be with her. Do any of you have any general rules that apply to Mak’s footsies? Any advice is appreciated. Thanks in advance.’

Edit: Also, is there a reason to use her forward throw besides keeping them in the corner? I know it forces stand. Is there any way to capitalize on that?

It’s range dependent. s.MP and s.MK are your best bets when the hit-boxes collide. c.MK works great if the angles match up. c.HK and Fukiage works well, but it’s hard on reaction.

3 frame normals are fine, you just have to keep it tight. Block stringed (not letting an opponent attack between whatever and s.LK) Blockakusa, and blocked s.MP/s.LP into Kara-throw or c.LK xx EX Hayate are the most consistent ways to put those who mash tech/jab up on blast without a trade, while still doing decent damage. f+LP is your 3 frame normal, mainly it’s for keeping your opponent’s buttons and jumping in check after a hit Hayate. Check my frame trapping guide out in the AE Combos section for more.

Her forward throw stinks. Try to keep it safe after by either not pressing a button in anticipation of a reversal, or buffer poking with s.MP/c.MP xx Hayate here. f+MP is also great here to keep their buttons in check. Generally dashing forward is expected and has bad risk vs. reward. If you do dash forward, you can try c.LK xx LP Hayate OS LP Fukiage, it beats neutral jumps :slight_smile:

If near the corner, you can actually f+MP OS MP Fukiage into f+MP and hit any jump, depending on the character. You can’t do this mid-screen reliably because sometimes f+MP whiffs mid-screen after forward throw, and there are more escape options where you’ll just whiff the Fukiage.

OK. I’ll admit. I’m a bit scared when I get the knockdown. Lots of times I whiff an Oroshi and back dash to see what they do or neutral jump Tsurugi

Any ideas?

Nevermind. Meaty stand MP

The two most frustrating things for me as a Makoto player:
#1 Jabs beating EX-Oroshi as a reversal. I hate that this is even possible to do, 3F jabs literally have the potential to beat any wakeup option she has besides block (a frame perfect meaty 3f jab can beat EX Karakusa but that is really really tough, but with the range on it, some chars can hit her from farther than her reach anyway.)

#2 Tell me if this is just me. When I dash I consistently end up performing a Fukiage instead of a Hayate. Now dashing and doing a QCF on most chars does a DP anyway due to the fact the game reads it as Forward Forward Down Downforward Forward - Punch so it sees F-D-DF as the motion to use. But usually what I do to avoid this is I dash and do a HCF instead of a QCF. EVERY other character I do this on, I get the appropriate move 95% of the time by doing HCF after a dash. Makoto is the only one that still about 60% of the time ends up doing a fukiage instead of hayate. Obviously the solution is to wait just a moment with the stick a neutral after a dash, but not only does that make the timing on the hayate a smidge slower, I still do the move too quick in the heat of the moment occasionally. And Fukiage is a lot more punishable than most DPs since if the opponent doesn’t jump you have no block stun to try and FADC the move to make up for the mistake.

  1. Armor canceled U1. 2362364+KK~PPP. A little less random than wake-up Ultra, and on whiff you “only” whiff a Karakusa, usually for the better.

  2. Why are you dashing into Hayate? If you really want to Hayate for some reason, use Kara-EX Hayate; almost full screen.

Don’t always have meter for EX Hayate.

Also you are right about the U1. But as I stated in the nerf thread, it is kind of dumb that they balance Makoto around the strength of her U1, it is poor design to balance a character around the strength of their Ultra especially a character with few defensive options. It leads to the character feeling too “clutch” and it punishes the opponent for good play. I’d take a 60damage nerf on her ultra in exchange for a better reversal :confused:

I love t.MP but i sometimes get jab’d or traded with.

So i want to know What are the best/recommend options after a t.MP??? Cause i most commonly use: t.MP>s.MP>.crHP or t.MP>cr.HP and… t.MP>IA Tsurugi.

Also im trying to add lp.Fukiage > hp.Fukiage > IA EX Tsurugi in to my bag of tricks, but the hp.Fukiage will whiff sometimes… So what am i doing wrong and how do i fix this?

I use a string I see haitani/Shiro do alot, and its basically t.MP, t.LP, c.LKxx whatever. Once they are conditioned to the tLP CH’s they’re going to get all the time then it opens a lot of doors.
[LIST]
[]If they try to jump after t.MP, they will get hit with t.LP and c.LK. You can EX Hayate afterwards for good measure, and the distance makes it pretty safe. Its tough to punish since the hayate pushes them too far away. Most of the time.
[
]If you know they will jump/backdash/sit there and block instead of mash, go ahead and CH them with the t.LP if you can, dash and then do a late fukikusa. This one severely limits their options and will confuse them, especially if they jump. Now is when they panic, so your priority should be, in order: Max Damage, Max meter, Reset and/or Karakusa so combo after the Fukiage/Karakusa accordingly.
[]If you ever trade with a crouch tech, that’s fine, just next time do MK Tsurugi after the t.LP. Honestly, NJ Tsurugi is better, but MUCH more dificult to pull off… it will whiff if you mistime it or it will hit and you can’t combo. If you think you cant combo, use HK (obviously).
[
]Finally, if they keep blocking your f.LP, know that HK Karakusa is FREE after t.MP. If it is deep in the hitbox or a meaty t.MP, then EX karakusa is FREE.
[/LIST]
Hmm I wonder if st. LK will make contact after the t.LP. if that’s the case then t.MP, t.LP, Blockakusa will work nicely. I’ll have to test when I get home.

Depends on the situation, but generally, on characters that HP fukiage whiffs on (with the exception of Cody) you have to use Kara HP Fukiage. It will work just about every time. On CODY though, it will almost never work. You have to use Kara EX fukiage to hit him. I’d say there is a 10% chance that HP fukiage will hit midscreen on cody, and honestly, I think that’s a little too generous…


randomness…

Spoiler

Ok I was working on some stuff I stole from Yomi and Boom Cube right (lol) and I found out some stuff. This stuff is losely based on slightly imperfect meaty moves. I’m mostly just thinking out loud (yes i’m saying this out loud) and since I’m lazy and the thread is huge just let me know if anyone has already posted this stuff. Ok so In the corner:
[LIST]
[]EX Hayate B&B. Ok so I was checking the height of EX Tsurugi, and you can basically do it at four heights. really low, moderately low, moderately high, and really high. This can effect how many hits you get. Also, when EX Tsurugi is done matters too. There is a sweet spot where you can always get 2 hits. But do it too late or early, to low or high and you’ll get only one.
[
]I said all of that to say this: AFTER EX Tsurugi you have lots of options. I don’t see a whole lot of options in the forum for post EX Tsurugi in the corner but i found you could do a meaty s.MP, a meaty, t.MP, a meaty s.LP, a meaty level 2 MP Hayate (combo into LK), a meaty HP Hayate (combo into LK) and a bunch of other meaty whatevers. The timing is weird though. Still experimenting. The most interesting though, and most dificult, was the meaty HP Hayate. Thing is, HP Hayate recovers in 19 frames, and therefore you will hit jumps and recover in time to punish backdashing (fastest backdash is… 25 frames? 22? I don’t remember. Still more than 19 :). But the problem is, the timing on EX Tsurugi is extremely strict. You have to do it as low as possible and as early as possible, but still get 2 hits. If you do it correctly it will look like the first hit actually takes them above you, then knocks them down. Its really tough. Loses to invulnerable reversals, obviously.
[*]Ok so… after t.LK, early dash=Fake cross up, and late dash = Real cross up. I’m sure many of you know this already, but I didn’t lol. Its is a NASTY mixup though, because Makoto *actually disappears *if you do the Fake cross up lol. Its crazy. Like the game knows where she’s supposed to be, but she ends up getting placed back into where she started. So there is GREAT mixup potential here. I will probably almost ALWAYS look for a Fukiage here. The way to get it is if you do the Fake cross up, do a late crouch tech, they jump, and you do MP Fukiage. HIts perfectly. LP Fuki will hit if they attack, but MP will hit even if they do not. But on the Real cross up, you can do a late crouch tech and LP Fuki will hit them whether they attack or not. I’m not sure if I saw something like this somewhere, but if you do MP Fuki it will stil hit them, but Makoto will go out of the corner and knock them towards the corner. This eliminates guessing when it comes to follow up fukis, but at the expense of a few extra frames…
[/LIST]
Yeah but just brainstorming. Any ideas? Man that set with Boom Cube got me fired up lol. First time I fight someone i love the new Tech. I feel like Cell stealing moves from Goku/vegeta/piccolo/krillin/frieza etc. Looking at you too Yomi Muahaha.

Good Afternoon Makoto players

I come to you with a question, i have my first tournament this Friday. Nothing major (just a small one organized by a few people at work with about 30 people entered) however there has been a lot of rage over Yun and Yang and there impact in the tournament. With this in mind the organizers have basically made us pick Random characters (pick out a hat) and i have drew Makoto.

Now this was done today and as such i have 3 days to prepare. Does anyone have any tips for someone who has never played Makoto before in SF4 (i main Dan). Nothing major just some Basic Bread and Butter combos i can nail down, set ups for Ultra 1 (i have decided to go with Ultra 1 over Ultra 2).

It doesn’t help that the two best players (who are all so organizers) happened to get their best characters from the pick (convenient how that works) but i work with what i have and that’s an awesome Karate Wielding Girl (used to use Makoto in Third Strike but this is like 3-4 years ago) who i am sadly very rusty with.

Any help would be appreciated (I’m going to go through the basic guides and such on the forums but as mentioned time is a big factor so i would rather nail down 2-3 combos and maybe 1 or 2 set ups than know a few more but not be able to hit them every time)

I’m not trying to be a prick, but you asked for info …

This should give you the info you need. I don’t think I should repeat what I posted on the main page.

Did come off a little prickish but i will forgive you ;), i intend to look at info as much as i can but the point i’m trying to get accross is:

  1. I have 2-3 days to learn a character i have never played before in SF4

As helpful as your guide wil be in the long run i simply dont have the time to go through it in 2-3 days, all i am after is 2-3 basic Combos which will serve me well and a way or two to set up for an Ultra 1 that i can put 2-3 days in to learning.

Unfortunately, that is the thing about SF4 Makoto, she doesn’t have much in the way of options that cover multiple bases. But imo some of the most important combos are:

Fukiage - Fukiage - EX Tsurugi
angled j.HP - s.MP - s.MP - MP Hayate (1F Link)
Karakusa - Ultra 1
s.MP - s.MP - EX-Hayate - LP Fukiage - EX Tsurugi (corner only but extremely important to her success.)

There are lots of other important combos but in terms of covering the biggest areas with the simples options these are (imo) the most important ones. However these aren’t going to net you a win on their own. Makoto suffers from a lot of holes in her defense and requires specific spacing and timing for her offense to not turn into eating reversals over and over. If you want to make it any farther than the lowest brackets in your tournament you have to be prepared to invest a little bit more time than 3-4 combos.