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

Well in order to do it you have to land it in a situation where they are recoiling back towards you after an attack. It is EXTREMELY situational. So for instance here’s a combo on Yun:

CH HP, MP Oroshi, FADC, s.MP, (meaty) s.LP, s.HP xx finisher

Here when they recoil from s.MP, s.LP hits on the last active frame allowing you to combo s.HP off of it. I just didn’ tknow you could combo c.MP but that’s good because you get more distance.

So for the combo that Desk did, after the c.LP, Gen was so far away that when he recoiled, hit was still in hit stun so the s.LP hit meaty allowing for the c.MP.

1 problem though… Its character specific. I know for a fact that the Yun combo works on several other characters, but its a one frame link so IMO its not worth it to learn. Cool for combo videos (vryu did it or a combo similar to it in one of his videos), but very dificult to pull of since you can’t really plink LP. However this one interested me because it may work in more scenarios and on other characters. Can anyone test this? The combo is:

j.HK, s.MP, c.LP, s.LP, c.MP, Hayate. I’m almost certain that this will be character specific, as all of the characters recoil differently. I know this beccause the combo yun combo doesn’t work on even some wider characters like Dudley, but c.LP into meaty s.LP does. I will test this when I get home, but can anyone can check to see if it works on any other characters besdes a crouching Gen?

If not i’ll let you know my results later.

Can’t wait to try that plink karakusa TC OS… sounds pretty awesome!

Hmmm i absolutly cannot do Karakusa OS TC at all.

Makoto always do karakus when stLK hit/is blcked/whiff

I don’t think it will work, simply because s.LK is always cancel-able into Karakusa. You can’t use its block or hit stun to form OSs.

Whiff, block, hit, and delayed cancel-able into Karakusa, and whiff, block, and hit cancel-able into TC. It seems like pressing MK would always give TC if you didn’t do a Karakusa, and always give a Karakusa if you did, thus destroying any OS. Could be wrong on this, of course.

doesnt sound good that you cant replicate this : (
Im still a few hours away from re testing it myself. If I get it to work I will try to film it and provide as much detail as possible. Im still holding out hope

Correct.
It works with any other moves:
St LK delay 236+LP+MK for example but not karakusa. Because you can cancel into karakusa evrytime you can cancel into stMK.

Btw, just noticed that if you push down during any TC, it doesnt come out.

Another thing i noticed is that doing tsurugi verrry late make you going a bit further.
Example:
Vs sagat:
Karakusa -> FFSS ex oroshi -> light (whiff) -> forward empty jump.
Jump doesnt crossup. But it will if you do tsurugi just before landing.

I love that chiba setup with strange crossup. Too confusing. Hahahahah. If you delay the jump a bit, makoto doesnt crossup

I have this down perfect. 10 out of 10 times. What are you guys doing after the cross up? s.MP whiffs… I’m thinking of s.HK. or maybe even Karakusa. what do you guys think?

edit - Also, I know theres a link on here that shows the characters that this works on:

Karakusa, s.HP, HC, s.MP, s.MP xx finisher

anyone know where that list is? I"m on my phone and searching is a bitch right now. I’m currently looking through the opening posts in this thread. If they are elsewhere can you same me some trouble? Thanks!

hi all makotos! newbie to the forum
I was checking out this faq guide
at the "What combo to use after stunning an opponent"section

1 meter:
HP Hayate fully charged, LP Fukiage, EX Tsurugi = 362 damage.

looks very nice to me and try to practice it
but I could’nt link the fukiage after the fully charged hp hayate(I have no problem linking ex hayate to fukiage)
tried like half and hour on ryu and couldnt have it done once
it seems to me that the recovery time of the fully charged hp hayate is slower than the ex one
is this like a 0 frame stuff that is harder than the ex hayate?
thanks a lot!

This will teach me to keep my amateurish mouth closed. I feel like an ass. This didn’t work and i suck. I don’t know what was happening last night. Must have been sleepy. And the more I tried to make it work today the sloppier my execution became and the lower my overall confidence dropped. I would probably lose all my points if i were to play ranked right now. Sorry to waste everyone’s time…

@mossad:

I just wait a bit before doing stMP :slight_smile:

Btw, if you cannot do FFSS on the opponent, just do stHP stLP stMP instead.
It pushs him at the same distance

edit:
damn it. I really need seth training. I’m gonna play poongko (and there is another very good seth player there) end of october. Seth scares me once i’m knocked down. lol

Ah you going to RFD then? Best of luck! Better be you and Skatan in the finals :stuck_out_tongue:

what to do after i get hit by a sweep? I am a Akuma main, so i usually go for teleport or shoryuken, but when i’m using Makoto, i have problems with this, it becomes a guessing game that is annoying, what do i have to do?

Yeah, that’s one of Mak’s weaknesses. Capcom designed her to be an offensive powerhouse with almost no defense. I suggest you learn how to block, you’re going to be doing a lot of it if you want to play her.

It depends on how your opponent likes to pressure you on your wake up. If they have a tendency to hit cr.lk or cr.lp on your wake up you can ex karakusa them. If they go for cross up shenanigans you have fukiage, but use your best judgment on this. Watch the timing on there jump if it’s doesn’t look like fukiage will hit don’t go for it. I’m personally not shy about using ex oroshi on wake up either. It’s no dp but it works more often then not, just don’t try it if you’re playing someone that’s throw happy. You also have backdash and just plain old blocking.

Hey there.
This was a problem I was facing when playing Makoto.
However I learned a little trick.
After getting knocked down, I input the fukiage motion by the time she’s (Makoto) getting up. If i see the oponent jumping on me I press the LP and hit him with a Fukiage. If he doesn’t jump I backdash. Works most of the time. (Depends a bit on the timing of the opponent jump)

Please note that i’m not a “pro” player, not even close. This “tatic” usually works on the opponent level I play against.

thank you all for your help, i’ll be working on that

I found an easier way for tsurugi crossup against shotos.
backthrow -> straight empty jump -> MK tsurugi (not instant)

@Only Ash Remains:
so, what are the new things you found? Need to know it before 3 weeks pleeease :stuck_out_tongue:

Hello again, asked this before and sorry if it was answered and I just didn’t notice, but when you guys do Hayate Cancels (let’s say a combo like Karakusa, s.HP, HC, Karakusa) which buttons do you press for the Hayate cancel? Like, does it matter if I press HP+LK for the cancel or will it make any difference if I press MP+MK (just as an example)

Also:

Nice, but you should have called her SuperMac. (Those that known their British political history will understand :wink: )

absolutly no difference :slight_smile:

Cheers, I was getting confused as I remember seeing in a tutorial somehwere that certain buttons for cancelling would more her forward/keep her stationary and I wasn’t sure if they applied to Kara=>Punch=>HC=>Kara.
:slight_smile: