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

Against dalhsim for me it usually ends up like you describe Mossad, suicide dash in his limbs. ^^
Thx for your answers guys, I’ll try to follow your advices. :slight_smile:

Ok, hey guys I just picked up Makoto. You should probably take me lightly on this since I show up in character thread, and questions like this. I picked her up and so far I’m really digging her. I main Juri and alt ibuki. Im pretty decent at the game. Not a scrub. I think she is really good at teaching patience and how to read people. Can anyone give me any advice on using her or tips in general?

I played a gouken this weekend, and did Tsurugi -> kara EX fukiage -> EX tsurugi, everytime he got hit in the air by my tsurugi (when he tries to jump on wakeup for example).
I’m not sure that it works against every characters.

has anyone already made a list of characters against which it works?

I seriously doubt it. That’s a ton of damage though. I usually only even consider a combo like that in the corner.

When i watch some of your matches it seems like you’re looking for specific points to use fukiage. I saw your post about ‘fukikusa’ OS and i still can’t get this to work. I honestly just read the jump and i hit them out of the air with j. fierce (back or forward) or I use my normals. I got into this habit because fukiage was so bad in super and i just never converted. The only time i really use it is when i feel it out and react (sometimes my doom if theyre smart). Any advice on how to recreate this fukikusa OS in practice mode? Also, I’ve read all of the articles you guys have kept updated (thanks btw), Do you have any unconventional advice? I’m trying to learn some useful things i can pull out once every couple of matches that people won’t expect coming. My mixup right now is at a very high level.

Actually, ignore what I said, I can’t get it. I must be doing something wrong. Never mind, I am an idiot for not realising something so obvious.

put opponent on straight jump to practice it.

Yeah. What Vryu said, put Training CPU on jump, just hit him with a Hayate, dash after wards, and do a Karakusa + a HP during the dash. But how effective is Fukikusa against a back jump?
Also, shouldn’t the first page be updated? Mainly the Option Selects part that only has defensive option selects listed under it, no Fukikusa or C.LP > OS S.LP+F.attack or anything like that?

it hits backjump too.
Just miss forward jump.

Really? I was doing it on Ryu in training mode, if he jumped back it seemed hard to time, and half the time if I got Fukiage to come out it was too early (and just whiff). But if it was a forward jump it seemed more consistent. I think it might depend on the character since Bison would most likely jump out for free with his floaty jump wouldn’t he (he jumps so far)? Chun too I imagine.

Working on maining Makoto. But I’m doing it very quietly. (Tiptoes)

I’ve noticed some Makoto players, like FlashMetroid’s older videos, OS hayate cancel their normals (usually cr.mp). Any reason for that?

You don’t want to do it all the time because the opponent might bait and punish, but c.MP os (EX) Hayate is great when you’re trying to hit outstretched limbs (EX-hayate gives you a knockdown while regular hayate puts you at positive frames). If your opponent starts looking for the c.MP os Hayate, you could always start canceling the Hayate so you can dash in and throw. It’s all about the Yomi when it comes to playing Mak, bro.

Actually it works on some characters forward jump depending on the timing. Don’t remember which Hayate I did but I did Fukikusa on a sagat and it hit his forward jump. Got it to work on Cody too. Didn’t work on Ryu though…

I miss quite a lot…
lol
And Which kara-karakusa would you prefer in real match situations? is it the f.lk x kara or s.lk x kara?

idk cuz i’m using the s.lk for blockakusa set ups but you seem to get a lot more benefit when practicing f.lk x kara.

It works on Ryu forward jump, I was doing it all on him, forward, neutral and with a bit more difficulty back jump all get hit by the HP Fukiage.

I like F.LK Kara, blockakusa is just as risky, since if you hit them you gotta wait longer, more so if it’s counter hit. F.LKara is what I’ve gotten used to I guess.

Well, since you’re no beginner, I suggest learning her links (s.MP, s.MP and c.LP s.LP s.MP), meaty set-ups, cr.MP OS Hayate and her IA-Tsurugi stuff to start off with. Also, you’ll want to spend a good amount of time experimenting and understanding the spacing with her dashes. Keep in mind that some of her normals (like f+MP) are great for inching forward when you’re relatively close to your opponent. IMO, moving around the screen takes some getting used to. No other character moves like her. It’s a blessing and a curse.

Alright so, while doing the fukikusa OS in practice mode I realized that the only reason it works is because you’re crossing under the opponent and when you reverse the inputs the engine counts a dp motion for the fukiage. pretty creative find (i know its old). I can’t pull it off in the corner though :\

Finally an answer. Thank you. Where can I find her meaty setups? Also landing her karakusa in a match is kinda hard. Are there any setups you can use to make sure you catch the opponent within karakusa. It’s a good command grab but nothing at all like Yun or yang.

still looking for anwser for this:sweat:

for me,saving dash away works most of the time
or simply choose Ultra2 for corner escape and back teleport punish

Meaty set-ups can be found on the very first page of this thread.

Landing Karakusa: There are set-ups for catching people with Karakusa, but every single one of them is easily escapable. If you want to land it more often, you first have to make your opponents respect the damage Makoto can dish out with her normals/combos. When your opponent is finally too scared to dash/push buttons, THEN you go for the command grab. If people won’t stop pressing buttons/trying to escape, then you continue to beat them down with normals and don’t bother with Karakusa.

But if you’re looking for something along the lines of a tick-throw, learn Blockakusa (blocked s.LK late canceled into Karakusa). It takes a little practice, so I wouldn’t attempt it in a real match until you’ve gotten the timing down in training mode. Keep in mind it is interruptible so be careful about how often you use it.