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

Also to answer a little more “technically,” Tsurugi is, at most +11 on hit. U1 has a 1+5 startup so that essentially means you have a 5 frame window to activate it. But no, (most) air moves cannot be cancelled in the SFIV system. There are a few exceptions (like Viper cancelling air normals into Burn Kicks), but you cant cancel the recovery of Tsurugi into anything. Even Super or Ultra.

Yup. keep practicing lol. These things are NOT easy. We are all working on it.

I think you negative edged it. You did PPP too early, then you let go of your buttons and either P or PP were input and the game had kept your 236236.

Just don’t do it so early. It’s actually a 6 frame link, very, very easy.

I missed a frame! lol

Its not a cancel Im talking about. The kick hits, then i land and try ultra but super activates. Playing on a stick, and its quite possible i hit an extra button or two. I’ll have to jump in training when i get home. I kinda remember a similar issue in the chun section where a s.hp would come out instead of her u2. I’ll try to find it

edit: negative edge might be it. damn now i want to go test this. stoopid work and bills…

at what point in the jump is most effective, im aware its not “instant”, and i cannot tell if im doing it rigth

it is character and setup specific. none of them are instant though… Most of them are done just before makoto reaches the peak of her forward jump.

When I’m doing them I usually go over my opponent’s head with the input and when I’m almost over him i press K… I dont use them often though , it’s too complicated and I cant really do it when Im in the heat of an intense round

Im practicing it so much that I hope to be 90% consistent within a couple weeks. As of now I can get it 4 out of 10 times. What seems to help is working on my visualization (imagination) skills and trying to vision where the opponent’s back of head will be and time the tsurgi for that. Im using HK tsurgi’s mind you. My approach to this has priority assigned to distances. Im carefully watching how the opponents body slides forward after the cr. HK and I keep their height in mind. I can also do the cross up from a standing position (with out the back throw, etc set ups) Now that I have a recording software, after I get really proficient with it, I hope to post some diagrams of how far the tsurgi moves her forward and so on

I think crossup tsurugi is an “advanced” thing, and you should focus on other things before trying that. Dont forget that you can’t use them without knockdown.

was that comment meant for me?

I think it was for omicyde. Since he’s having a tough time with it.

Ok, because tonight I will post a video that shows you don’t need knock down to do cross up (if that is even what v-ryu meant)

in fact, it was for you indeed.
Cause you were telling us having some problems in general with makoto. So, i was like “why learn tsurugi crossup before the rest”. But ok.

Oh, and yes, i know you dont need a knock down:

  • safe jump LP -> MK tsurugi crossup almost everybody
  • crLP*2 -> f+LK -> MK tsurugi, crossup too.

But setup are lot less sure. Opponent has to stay crouching, etc.

Working on anti-air, positionning, etc, is more important than tsurugi crossup. Thats just what i wanted to say^^

While I can only agree that I must stay vigilant about practicing my fundamentals, I don’t really understand how adding Xu to my repertoire could be detrimental. After all Xu is hard from and execution stand point but from a strategy perspective, its simply. I mean I can get at least one back throw on anyone and if that leads to massive damage- hey, why not. On the other hand, something like blockakusa is much easier to execute but is definitely advanced strategically since it can be reversed so easily and you have to train your opponent to block before using it. To me, it almost sounds like "dont bother learning Fuki*2 - ex tsurgi. Of course you should learn that because it will come in handy after anti air. I don’t really see the difference.
Sorry to argue with you

Cross-up Tsurugi or any other highly effective mix-up can become a crutch. Once you start relying on crutches, you become more predictable, more reliant on the setups into the crutches. In this case, I definitely agree with V-Ryu, because you want a strong fundamental Makoto game in general. Are you trying to level up or are you trying to win?

Here’s a really smart post from Flash Metroid recently:

While it doesn’t apply as prominently here, it’s still valid and worth a think through. Essentially, if you can still work on your ground game and AAs, and you haven’t reached a plateau in skill, that’s where 90% of your training time should go.

Makes sense

Any tips vs Cody?

Most Cody players LOVE to press buttons. I can’t tell you how many I’ve snagged with Ex Karakusas because they think their blockstrings are permanent and impenetrable.

http://otersi.com/makotobible/testspread_oct17.pdf

Near the bottom covers it pretty nicely. Here are some notes it doesn’t cover:

  • Use s.MK to punish non-LP Criminal Uppers. More damage and faster than c.MP.
  • s.LK punishes LP Criminal Upper, but it’s a 1F opportunity.
  • Cody players like to jump when they gets into ambiguous cross-up range and aren’t frame trapping, Cody’s game for that is pretty strong. Try to keep the Fukiage trigger ready.
  • If you anticipate EX Bingo on his wake-up because he has 3 bars or something, jump back on his wake-up for a max punish.
  • It’s tough for Cody to get in via pokes and walking, Makoto beats him there. Watch out for neutral jumps, FAs, and c.LK buffer pokes, and close rock throws and just getting into ambiguous cross-up range. He’s a lot like Makoto, he’ll probably try to make YOU fuck up before he comes directly at you.

Ok, any tips on Adon?