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

I usually do it with LK+LP leaving my index finger free to fail the link to standing MP

PS. I play on a gamepad and MP is on my index finger while LK+LP are on my thumb.

Hey, I sent you a FR on 360, and was going to go over some of it there. It’s funny that you mention finding a setup utilizing neutral jump, as I too was messing around with it looking for setups against Sim, but I didn’t look hard enough and was sidetracked by an unblockable discovery when I was trying to see if the old dash setups in super still worked. As it turns out, the dash setups still work (minus Adon, who I’ve done no testing on), and in fact, they work better now.

I’m gonna post that so you have an idea of what’s going on (also, I have a frick-ton of ideas to try out, especially utilizing her slightly better dashes), but I should have a more comprehensive list by tomorrow night or the following day with setups for characters who I either have a small amount of on, or unreliable setups for, and some new ultra 2 shenanigans; So, I would recommend holding off on updating any of the posts with this stuff for now:

Backthrow > Dash > S.MK > MK Tsurugi:
Cammy (unblockable) : http://www.youtube.com/watch?v=gEQ-NdsUs3I
Dhalsim (unblockable) : http://www.youtube.com/watch?v=cs_LmoUW0Wg
Fei Long (unblockable) : http://www.youtube.com/watch?v=trkgoUbEJxU
Honda (crossup) : http://www.youtube.com/watch?v=7oO0vIvFUfQ
Sakura (unblockable) : http://www.youtube.com/watch?v=zf5xuTYjcY0
Yang (crossup) (refer to Yun)
Yun (crossup) : http://www.youtube.com/watch?v=eF1AiBUzJTE

I would also like to note out with this setup, if you mess up the timing on the tsurugi, you’ll most likely still get it to hit crossup, as the few times I practiced it via re-record, I messed up the timing and it still hit crossup. It’s a very easy setup, as long as you do the slight delay, and what’s good is when you do get the crossup timing instead of unblockable, it will tag all of them crouching. The unblockable will hit crouch, but not nearly as consistent as the crossup form.

I was using the setups tonight for crossup and unblockable with about 95% success before I la’la’d off into Viper land, but some of them weren’t as consistent as they were in Super (ala Cody setups) and I’m going to find some easier setups to rectify some of those. If I wasn’t so anxious to hop into a game, I’d probably have a bigger list for you guys. I also want setups to look at for when I fight against the twins instead of trying to remember things, so it’s gonna get done.

V-Ryu, I forbid this from our games :wink:

Joke :stuck_out_tongue:

Hello Mak Geniuses,

How do you get out of Akuma’s throw to corner unblockable set up aside from “don’t get thrown” and super?

Thanks.

I’m betting that you aren’t playing players that are doing option selects to punish back-dash. It’s pretty abusable against a lot of characters (Makoto is one of them) if they aren’t punishing with an option select. Just as a general rule though, watch the replay of your match in your battle log the moment you lose. Make some notes if you’re like me and you crave data. Pay attention every single time you take damage. Think about why you took that damage. Then go and recreate those situations in practice mode to experiment with solutions to your problem.

Another thing is that you want to constantly be on the offense. I call it playing aggressively safe. This is where safe jump setups come in handy because they allow you to safely keep pressuring your opponent (hence the SAFE in safe jump). Makoto is very momentum heavy. You want to do whatever you can to keep them reacting to what you’re doing.

P.S. I strictly play as Makoto and I’ve adopted a mentality/theory when playing against anyone. Here it is: Do whatever you want until they give you a reason not to. I’m telling you if you want to play Makoto and put the work in, adopt this mindset. It will help you

Actually, using MP+MK would probably give you a focus cancel instead of a hayate cancel. :frowning: So better to use a different punch or kick button there.

good stuff guys, those other setups were hard enough in training mode! I am VERY interested in those ultra II setups! i miss the old setups from SSFIV.

us PC players have all the fun

@vryu - how is your connection when playing people in the NYC area? I’d like to get some games in if you don’t mind at some point after i play mingo dynasty

The cancel itself makes no difference which buttons; but the normal that you use to cancel into hayate (which you then cancel) makes a big difference.

Resend –

Hello Mak Geniuses,

How do you get out of Akuma’s throw to corner unblockable set up aside from “don’t get thrown” and super?

Thanks.

there standing unblockables.

sucks you arent getting an answer yet. I usually get answers when I post early in morning on a week day. What is this akuma unblockable? Can you explain what happens?

Focus Attack Dash out of it. To be as safe as possible, you have to dash fast, but I recommend waiting a second to see which side you have to press back for the back dash. Then it will be easy from there.

I just stumbled upon something interesting. after an FA2/3, the following combo is listed as corner only:

FA2 > delay Tsurugi > Fukiage > EX tsurugi (326/506)
corner only

But if you delay your Tsurugi to a certain sweet spot, it will cross up the opponent, thus pushing them in Makotos direction during fall*.* This enables the fukiage to connect midscreen. That would make it the most damaging midscreen FA combo with one meter, no?

So far by just recording and testing it on everyone with the same timing I could get it to work on a good part of the cast. It should be noted that I couldnt get it down with FA lvl3 yet. Maybe its just my lack of execution. But here goes:

ryu
ken
makoto
gouki
oni
twins
juri
sim
viper
sagat
cammy
cody
guy
e.ryu
fei long
adon

What is LP/MP/HP hayates on block? I notice they are not in the OP

And can you space LP Hayate out to be safe?

All frame datas are available here : http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Makoto

Hi guys, beginner here, just started the game and makoto like three months ago. Little by little I try to gather all great knowledge on this forum (and particulary in this gorgeous thread, u guys have done a wonderfull job).

But I still struggle with a lot of game mechanics, as for now my main concern is focus attack, I berely ever use it, except to go throught fireball.
So could someone explain me how/when to use focus attack as a Makoto? I dont get the sweet spot where you supposed to use it. The more I play makoto the more it seems FA should be a cornerstone of her gameplay, which im desperately lacking.

Just played against a dalhsim and I just couldnt do shit to reach him. I remember Mossad saying he thought that matchup was 8-2 in our favor, so I feel kinda dishearten… :frowning:
Once again I’m just a beginner so this question will surely sound obvious and/or stupid.
Thx in advance.

LP: -8
MP: -7
HP: -6
EX: -4

As far as I understand it, no, you can’t space Hayates like that. Hayates are more like “get to the location and be active in a clump” rather than “start to finish it’s active.” Very much like Zangief’s Green Hand, or to go into your territory, a bit like Sakura’s Shouoken. Not like Rose’s Soul Spiral, sadly.

The more you play Makoto, the LESS FA will seem that way. Beginners often seem to develop FA footsies where half their game is spamming it/hoping that works out rather than walking/AA/real footsies. It’s kind of a stage before you get to be intermediate, in a way, because you’ll never beat good players if that’s your main strategy or a large focus in your gameplay. It also takes away from your learning ability if used excessively. But, yeah, that being said, her FA is pretty good, though the range on it is less than ideal compared to the true FA kings in the game.

Using it depends on the match-up. Generally you’ll either counter FA bait (like slides, specials that don’t armor break, or heavy hits from mid-range), punish mistakes or use it in stun combos, or keep pressure up from around s.LK range. Two other, almost Makoto-specific ways I like to use FA are after a dash up (can work very well!) and to use FA1 after a blocked Tsurugi/Hayate. Lots of people like to press buttons after those two, and rightfully so; this is one of her only ways to stop the dreaded s.LP that comes after a blocked Tsurugi.

The best ways to use it are two-fold when using it “randomly.” One is to backdash to punish reversals, get a read on what your opponent likes to do, and to dash up and Fukiage/Ultra if you hit. This is recommended in general, there’s not much need to dash forward if you don’t want.

The other is to play a low/throw/Tsurugi game, which is much stronger than almost any FA mix-up. She can tag an opponent low with c.LK xx EX Hayate if they try to do ANYTHING but hold down-back, MK Karakusa an opponent who does hold down-back or virtually anything but an invincible move or jump/backdash, or MK Tsurugi to keep on pressure and possibly punish a number of things, namely throws/command throws, crouch techs, and possibly other stupid things. Unless the opponent has an option for reversaling while holding down-back, you can choose one of these and always get it.

Dhalsim’s pretty disadvantaged when under pressure, and Makoto actually has more ways than most to get in on him. Mainly she can destroy any of his full-screen pokes with either s.MP buffered EX Hayate or c.LK xx EX Hayate, and she’s in. She can HK Tsurugi while jumping to mess with AAs from far away, and mid-range if done instantly. Her U2 means no fireballs unless he can FADC it somehow to safety. Heck, he can’t even Yoga Snipe her because of U2/EX Hayate on hit! Dhalsim can win this match handily due to trickery and his massive comeback potential, and you’re not always going to get in on him or stay in if he makes the right escape, but Makoto does win the match-up. I wouldn’t call this 8-2 or anything … we’ll reserve that for Yun vs. Dhalsim. :slight_smile:

yeah i mean i was exaggerating lol. But still, I haven’t been beat by a sim in a very long time. Not when I play Makoto at least. I’ve been playing Dudley, Oni, and Viper… after fighting sim with Dudley, I’m like, wow Makoto can really rip this dude a new one once she’s inside. I mean as long as they can keep you out they’ll win. If you keep dashing into those limbs you’ll lose very quickly. You must buffer EX hayate in your s.Mp from across the screen.

Honestly though. the first thing I do almost every sim match (which usually last about 15 second/round) is something I saw BIGDAMMUL do. He starts with a c.MK (beats all limbs) then does a focus dash>sweep. Dash, HP Oroshi. If it hits. Dash 3 and Sim is in the corner, 8 seconds from death. The second round they usually throw a fireball or something so I just stay patient but the goal is to get in under a similar situation.