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

matches, matches matches. and it’s obviously not unnecessary to practice defense i can’t believe you just asked that.
online is extremely useful if you can the hours in playing with a good connection with players on a similar skill level or even slightly above your skill level who can tell you things about the setups/technology they use and how to defend it etc.
cpu opponents can be useful if youre just starting out trying to react to a certain move from a character or w/e but they just roam around with freelance moves and dont play strategically.

imo

The Makoto community is blessed with some incredible Street Fighter engineers. OAR, this find pretty much proved she’s just as vicious as her 3S counterpart. The best part is, you pulled all this stuff together AFTER the 2012 patch was finalized. No nerfs regarding this stuff.

Guess I should re-edit the section on the first page.

Alright!
I’ve put OAR setup into an excel file.
3 sheets (EX oroshi, jump HP, backthrow).

Note that I’ve erased comments like “do it later”/“unblockable”/etc. To have a better sort:

http://img72.xooimage.com/views/d/7/f/makoto-oar-setup-2ddb6f9.xlsx/
or
https://docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0ArIThnRU8y-ndEF0b2JGNkJ5bjdqQW56QnRwdmctRVE&output=html

The first lines are the most common setups. So, you can learn which you want easier.

Maybe you could add info into https://docs.google.com ?
It is more convenient than uploading/downloading new versions.

ok done:
https://docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0ArIThnRU8y-ndEF0b2JGNkJ5bjdqQW56QnRwdmctRVE&output=html

Jesus OAR I feel like I should be paying you for this. Thanks for everything dude.

wow, that’s amazing stuff. thanks OAR!

This single handly is gonna put makoto at S tier.

I suggest holding on it until after the update…lmao

this is the best characther fourm ever

Yep , we try our best for our girl :wink:

Don’t forget the opponent can always crouch to avoid the cross-up (as V-Ryu pointed out)…but then they leave themselves open to Oroshi and Karakusa. Bwahahahahaha!!!

Only time will tell if OAR’s research is broken or just really, really, really, really, really, really, really good.

Wow, feels like I’ve been away for too long… what with all these new technologies and all. Been trying them out the past hour or so and can’t seem to get the tsurugi crossups to hit consistently. So my question is: are these instant-air tsurugis? or are they like, not-really-instant-but-still-pretty-low tsurugis?

Also, OAR… my goodness, I could kiss you on the mouth.

No these are not instant Tsurugis. They are slightly delayed in most cases, and very delayed in a few cases. The vids should help out. We need to get a list of characters that we can vortex going. I’m working on that now…

Heyyyyy. I’m really sorry for the confusion Veege. Before uploading, I knew I should’ve made vortex string examples for every character. I considered it, and started to. Atop that, I didn’t upload them, but I did record almost every tsurugi setup post oroshi, except for a small few I found after the fact. I can upload them if you wish a little later on. In a nutshell, you’re aiming the tsurugi to hit almost at the top of the head of the character, and its respective to that individual character. It’s an easy visual cue. A lot of the setups were only recorded once and tested, but that’s a testament to the leniency and ease you have on some characters.

@Nuts: Yes, a handful of the ex oroshi setups can be crouched. A much smaller handful of backthrow setups can be crouched too. Which, is beautiful in some ways. I’ve played against people that dash forward on wakeup, to try and escape, and I get to do things that normally aren’t possible, and it’s really fun. For instance, meaty s.mp > s.hp > hayate cancel > s.mp xx ex oroshi, and we’re back to square one. Or karakusa/oroshi. Meaty oroshi, and meaty s.mp really compliment the ‘vortex’ well in the ultimate pursuit of a stun. :smiley:

This is also why I kind of wanted to hold off on posting it, because I also have block strings that go into crossup tsurugi’s for situations like crouchers and blocked FAs, and etc. I’ll post a somewhat universal setup (haven’t tested it out on everyone, and the fastest walk back speeds can escape)

s.lk > c.lp > late MK Tsurugi. It works the best in the corner, where they can’t walk back and mess you up if your timing is off. This setup will hit crouching opponents, and walk back opponents. It will hit jump. It can easily be walked under, but that’s a psychological anomaly in that situation. Also, at that range, you won’t be thrown and can do a kara-karakusa as well. Or, a kara oroshi to blow up tech/throw.

Take your time, dood. No need to rush.

i am also outta the loop and terrible at getting these with any consistency. i’m pretty sure i’m hitting the normal whiffs frame-tight, but i usually end up whiffing the tsurugi or hitting front-side :frowning:

They arent frame perfect. You often have to delay by 1-2 frames

@Only Ash Remains:
You are awsome.

Altough im only a casual player i really apreciate the work you had there.

Thank you also to v-ryu for the work on putting that information on a sheet.

Im so happy for choosing Makoto as my main, this community is awsome.

Few things:

@Blackadde and @VRyu:
Don’t hit them as frame tight as you possibly can. As V Ryu pointed out, they are not frame perfect, but for a good reason. If an attack is meaty and frame perfect, it loses unblockable potential, and also potentially turns a crossup into a meaty jump in instead. On top of that, meaties are vulnerable to reversals, where a lot of the setups are safe against almost all reversals.

I found out that backthrow > dash > s.mk > MK Tsurugi is unblockable on Guy, and I must’ve skipped him when I initially tested this setup. I edited my posts to reflect this, and whoever has access to the spread might want to add that in.

For the fans of frame perfect stuff, I’m currently working on XU U2 setups off of backthrow and ex oroshi. I have a few unblockable setups (with obligatory one frame gap where the only way to actually block is by holding downforward), but mostly just crossup. The problem is, almost all of them are respectively frame perfect, and it makes the setups tedious and scary if you’re not willing to practice them. I’m most likely not going to post the non-frame perfect setups unless they’re super easy, because we’re dealing with U2 here instead of a wide hitbox tsurugi in comparison.

Here’s a teaser while I work on this list

Which leads me to:

@Mossad:
I tried for a while and just could NOT get that crossup j.mk hit into U2 to crossup to work on Balrog. Could you, or anyone who can get this post a video?

I’m having a hard time getting the cross up HP to work. It just misses and i land behind the character. Tried it on sagat, got it to hit during recording but when i play it back and block with sagat, he ends up moving out of the target zone and it misses again. What am I doing wrong? To get it to hit I aimed for his head but the delay (during his stand before i press the button) seems to allow for the above mentioned escape.