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

Thanks, i appreciate i cant expect magic overnight but its a start and i wouldnt worry about the Tournament, lets put it this way 3rd place last time was a Ryu player who spammed Hadouken (i’m talking backed in to the corner and just repeated the move spam).

Still thanks though, i’ll try my best to make Makoto (and by extension Makoto Players) proud, who knows maybe i have a new character to play (besides Dan)

Okay so you plan to do the street fighter equivalent of earning an associate’s degree in 3 months. Is your goal to win or place high in this tournament? If so then I have some news for you.

You’re not gonna learn 2-3 basic combos with Makoto and expect to place high in that bullshit ass tournament. What good is the combo going to be if you can’t ever put yourself in a position to land it?

We both know this tournament is bullshit. I don’t understand why you’re going to waste 2-3 days of learning on it. However, if you must, everything is in that post that Robot Makoto posted. If you’re gonna waste 3 days just to learn some combos that you may or may not land, you can definitely waste an hour or two to read through that post.

Let me lay it down for you:

  1. I’ve never played Makoto in SF4 before

  2. I’ve never done a Tournament before (even if its only a “bullshit” one, I’m sorry we cant all be Evo champions. Remind us what was your placing this year again? See i can be a dick head too ;))

  3. You ask what my goal is, my goal is to do as well as i can and finish mid table and enjoy myself. Simple as, i need enough to get by and maybe grab a few wins and that’s it. After that I’ll have all the time in the world to learn Makoto in depth

  4. I’ve read his post, I’ve read through it multiple times while at work. I intend to try and keep it in mind and apply it as often as i can but when it comes to combo’s and set ups and more complicated shit like that its simple, i just don’t have the time to learn everyone listed and know the situations they apply. I only have enough time to learn a few basic bread and butter combo’s which will see me through and get me by to reach my goal of Midtable glory

So i put this too you, perhaps next time you should think before your post. You have offered nothing except a chance to “boost” your post count and the feeling of “I’m so superior because i r SF prozors”, instead of posting like that why not think “This guy has never played Makoto before and never played a tournament before. Maybe i should provide some advice like “i suggest you read This and This and try and concentrate on the basics of this or work on this and enjoy yourself””…

Whoa whoa guys whoa hold on now. No fighting necessary lol. I mean no nead to fight against you because

1-you seem to come in peace
2-you main… DAN??? Much respect sir lol.

You got to understand that we take this stuff very seriously. I’m going to be straight with you, if you really want to learn, you’re just going to have to play. I’m free all night tonight, and I can get you a few pointers–IF you are on XBL. Otherwise there’s going to be a lot of reading. I’ve got a lot of free time and I like telling people what to do so maybe this can work??? haha. j/k. Mostly. Let me know if you want to practice a bit. If not, we’ll move to plan B. Let me know mayne.

XBL - The Mossad Man

Add me

@CaptainMidlands just from what I’ve read this tournament of yours doesn’t sound very high level (forgive me if I’m wrong) so here are some tips that should help you do well at lower level play. Practice buffering hayate into crouching medium punch, if they walk into the crouching medium punch the hayate will come out. (this is a very important tool for Makoto use it.) When you have a chance to whiff punish say a missed DP keep it simple and don’t bother with her 1F links, you just don’t have the time to learn those. I suggest her hard punch target combo, good damage and good stun every time. Her towards medium punch and standing medium punch are very good remember that. Against most characters I suggest using crouching medium kick as an anti air, just don’t use it against Balrog or Dudley, for some reason I always get stuffed trying to anit air them with that normal.

Make sure you practice using ultra1 out of a karakusa, extremely important. Or if your opponent likes to hold down back a lot jump in hard punch ultra 1. You’ll also need to learn instant air tsurugi’s to deal with fireball characters. That’s very basic Makoto play that should help you get by. Anyway good luck and rep Makoto well.

Good luck, and I mean it, but I would tend to agree with the other Makoto posters in that she’s not really a character you can learn in a short time at all. There are major holes in her game as compared to a more all round character like Ryu. It also sounds like you’re looking for a few easy outs, but her gameplay, again, does not lend to this since everything is so situational and dependent on you having a good read and judgement. It would be like going up to Ultradavid and going “I’m going to be a lawyer in a few days so I need you to tell me how to rock it with 2-3 good cases that I need to know.”

Aight, if you want to do good in this thing, you’re going to win with basics.

cr.mk is your anti air. Don’t bother with fuki unless you already have to brain power to use it.

Your go to pokes are st.mp, cr.mp, and st.mk. If you’re feeling squirrelly, buffer a MP/EX Hayate into them within footsie range (but not in range for your opponent to block).

Your hit confirm is cr.lp, st.lp, cr.lk xx lp/ex hayate. It’s her only 2 frame link, the rest are 1 framers that need some practice.

Your basic karakusa set ups are going to be after a jumpin and after a st.lp at poing blank range. These are pretty common ones, fairly easy to land. It’s really just restricted by your imagination, but keep in mind, karakusa loses to LITERALLY EVERYTHING except blocking.

Practice her kara throw (forward + lk ~ lp), tick throws are REALLY hard with her without it.

Practice karakusa -> fp xx fp\ex hayate if you expect to land one in tournament. It can be kinda weird for some people.

Jump back fierce if you don’t know what else to do.

Good advice (which is all written in the original posts >:(), but s.MP and s.HP xx HC also 2F link into c.LK. In fact, I find c.LP, s.LP only good when doing c.LP, Yamase + s.LP OS on wake-up. One of the other two will be plain better in any other situation.

Hey guys I’m having trouble dealing with akumas far.hk. I find it hard to beat out unless your at the exact distance. It also seems hard to punish on block. Any advice or are we left to sit there on any non wiffed hk?

Jeezus Midlands, some people play games just to have fun. Just because it is technically a “tournament” doesn’t mean that it can’t be casual level.play. Hell, ever done a drinking game tournament? Whoever wins the match takes a shot and moves on to the next round, depending on the size of the party the grand finals can be pretty hilarious due to both players being fairly pissed by this point.

Didn’t you notice the “they made everyone pick their character out of a hat” that should have shown that at most there is either a very very small prize at play, or more than likely just bragging rights. (BTW I’d personally love to see a high level tournament where everyone is forced to pick random.)

You heard it here first, mossad admits he is free. :smiley:

It’s a great move, free combo on hit and 0 on block (and his buttons there > yours). Ways I know of to counter it:

Neutral jump Tsurugi
c.MK
s.MP
Buffer poke c.MP (you can backdash when you expect it and punish with c.MP, too)
FA forward dash in between the two hits

Generally you have to deal with whatever he does on block or stuff it. Even in top level play, that shit gets whored out. Backdashing when in range and punishing it is best, IMO.

forward dash?? I guess she ducks under the second hit?

Here’s a simple game plan you can learn in 3 days. Since you’ve played her in 3s, you’ll at least have a decent idea of what you should do. Here are my recommendations:

Basic String Mixup:
-s.MP->EX-Oroshi / s.MP->c.HP
Here is your most solid close range poke/pressure tool followed with your overhead or sweep. Best of all, both these finishers are untechable knockdowns.

Set-ups after Knockdown:

EX-Orosh or b+Throw:
-forward dash x3 then:
**meaty s.MP, Karakusa
**back dash if you suspect your opponent will DP/reversal

c.HP:
-forward dash x2 then:
**meaty s.MP, Karakusa
**back dash if you suspect your opponent will DP/reversal
(easy to remember, right?)

Safe Jump
-Ex-Oroshi, forward dash x1, s.LP, neutral jump.

The Fishing Tool:
cr.MP->(EX)Hayate: you should be trying to hit outstretched limbs or people that foolishly attack you with this Option Select whenever you can. Nets you a knockdown if you use EX-Hayate.

Movement:
-Important fact: Makoto’s back dash is 2/3 the length of her forward dash.
-f+MP is great for moving forward in small segments.

On Defense:
-Hope you’re good at blocking: this hasn’t changed since 3s.
-EX-Karakusa has armor, so use it against someone who uses predictable strings
-Ex-Oroshi has invincibility frames

Hope that points you in the right direction.

It has tight timing, but yeah.

Rofl, ive just noticed that HK version of U2 (no animation) is considered as 0 juggle. That means you can do fuki*2 ex tsurugi after it. Doesnt work with LK and MK version (only 1 fuki).

I did this in my last video, but thought it work with every version

Since I’m still getting hang if her should I stick with U1 or U2?

I find the training mode trial (focus, u2, m tsuru, ex Hayate) to be pretty simple.

I recommend sticking with U1 unless U2 has a purpose in the match-up. Check the Ultras section of the original posts to get a little more insight.

I second Robo Mak. I still use u1 far more than u2 just because of the ridiculous amount of ways you can combo into it. U2 is great, but you need to have a decent level of game sense to really capitalize on its strengths. As for the trials…the only combo I use out of there is s.MP, s.MP.

Next question. A lot of times I like dashing under people after a successful air to air attack. good idea? granted since I’m just a low rank scrub so right now everyone’s mashing DP anyway…

Hey vryu/robo/anyone else with knockdown knowledge…

does anyone have any setups for knockdowns that allow for quick rise, but the opponent doesn’t tech? So lets say if I the setup I just freshly stole from Boom Cube:

Combo into EX Hayate. Dashx2, wait 2(?) frames, meaty s.LP combo

This works if the opponent quick rises. This would make their wakeup roughly around 40 Frames But I noticed that if they don’t quick rise, then they are down for a LONG time. Anyone know the wakeup times for knockdowns where the opponent doesn’t quick rise? I was working on adding to to the meaty above with another s.LP, and (I can’t test now) but looking at the last video I uploaded, I noticed that he didn’t tech on wakeup so my s.LP whiffed. I was able to dash 2 more times and mis time (or get lucky with) another s.LP but I was thinking maybe there is another way.

I mean most of the world techs their knockdown, but against Makoto is good not to because most of our setups are based on quick rising. Any ideas? on this?

I need the times for all techable knockdowns that arent’t teched. So basically

-a non teched EX Hayate
-a non teched HK Tsurugi
-a non teched Fukiage

I think those can be teched or not. But i’m not sure. Just brainstorming…

Depending on the height it is a great idea. a good setup is dash to cross, meaty s.LP, karakusa. for people who were trying to jump again, this usually freezes them and its generally safe from reversals if done correctly. You can also do a meaty s.MP if they were high enough or even FFS. Or even KARAKUSA.! Its a great idea. If your opponenet is mashing SRK just dash to cross then back dash. Dash back in to punish or Yamase or something.