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

I wouldn’t add you for practice LOL. I just looked you up on the leader boards and you are only a few steps down from aliuonne as the top (legitimate) players in terms of pp! And to see you beat mingodynasty with a character that you just started to use… Yeah ill add you when I’m ready to take a pounding : )

…glad to see that you’ve come to this forum in a pleasant and helpful tone though

haha, maybe a few steps below in PP, but exponentially below in skill.

blocked EX Kaza=free level 3 focus, Kunai or not. Or Makoto cans dash under and buffer Fuki for max damage. Don’t know why anyone would do a raw MP Fuki… Maybe works depending on the timing. It it’s unreliable IMO.

Also reversal U2 punishes all vortex attempts IIRC. But the timing is extremely tight depending on the vortex setup. It’s really just best for Mak to not get knocked down. Ibuki is a problem for Makoto on wakeup sans U2. Mistimed vortexes are punished with LP Fuki, but not really worth the attempt against good players.

Also I’m not sure what the f advantage is after MK spin kick but can’t Makoto EX Oroshi/U1/U2 the MK?

Is PP a really good Makoto or Ibuki?
Speaking of which, can someone direct me to some really good Makoto vids to watch for. Like the specific ones, vids or even players, that every Makoto should probably see? Thanks! :smiley:

Nah, you can’t do a Level 3 focus if Ibuki doesn’t throw a Kunai, no character can. This is why you see players like Umehara dash under regardless.

Yeah it does, LK/MK versions both do. Doesn’t work in the corner, but all you have to do is see a Kunai and punish. You can even punish her j.LK Unblockable because Ibuki is still in recovery frames when she gets hit by Ultra 2. I think Makoto does very well to escape the Vortex without Ultra 2 anyway. Because her dashes are so quick and far, Ibuki can’t punish Makoto focus dashing out of it. She can’t juggle herself or spend EX Meter to escape like other characters though. I would recommend just blocking a mistimed Kunai and punishing with a throw on her way down instead. If it’s mistimed it’s really easy to see where it will hit.

Okay so basically, st.MK xx MK Tsumuji is not a true block-sting. I don’t think EX Oroshi works, but you can even EX Karakusa through this. Another thing is that MK Tsumuji’s low-hit isn’t a true block-string either, and here EX Oroshi would work (although too far to use EX Karakusa). The problem is that Ibuki doesn’t have to do the low-ender, so she can make your counter attempt whiff.

What I’m talking about though is that st.MK xx LK Tsumuji/EX Tsumuji IS a true-block string, and Ibuki can combo into st.Jab after LK Tsumuji. I’ve only seen select few Ibuki players do this though. Sakonoko, MingoDynasty, littlesushi, and recently myself.

v-ryu, haitani/wa75842, shiro, FAX MAKOTO, tao x mako, IIStriderII , Testu-_-makoto and bigdamual(idk how to spell his name :/) are some of the mak players i think you should be watching. personally i like shiro and haitani. if you want to watch how to not play makoto then you would follow me :stuck_out_tongue:
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Yeah everyone that Jamal mentioned is who you should be watching, I’d add Chiba/MILD COCOA17 to the mix as well. Oh yeah and go to youtube and search for magic of VRyu Sensei. It’s fucking awesome, nothing gets me more pumped to play Makoto then that video.

Awesome, thanks! I’ll be studying my face off up until 2012s release. XD

Ok got ya. Man i need more ibuki practice lol. I’m always baiting out EX Kaza but nobody ever does it. i get some goofy shit like wake up throw and get caught trying to block. OH NO MIXUP TIME!!! lol

This one i find hard to trust due to my inexperience with top ibukis. I’m pretty decent blocking but when I try to focus dash or MK fuki (for reset) out a lot of the times my dash autocorrects. Due to this, its best to block IMO if
there’s no U2. So for now I just block… :frowning:

AH thanks for the clarifications. It really is a weird match for Makoto because ibuki is strong in really strange areas. Her wakeup game is as strong as Sakura’s reset game. I have actually seen a lot of players s.LP after LK Tsumuji. NinjaCW has a pretty good Ibuki, and he was doing some crazy shit like that and man its hard to get around some of it with Makoto.

The trick is to hold the focus attack so you can see where to go, or dash towards where Ibuki is coming from. If the Kunai is going to hit meaty that’s a way to escape it. BTW MP Fukiage is never a good idea =/ it doesn’t reset Makoto from a meaty Kunai. I don’t know how V-Ryu managed to get this to work, but my brother and I have never managed to recreate this. Maybe it doesn’t work in AE?

I’ve only got it to work rarely, and i dont’ think it was on Meaty Kunai, just one of the normal setups. Thanks for the advice on wakeup though. I’ll try that out. I havent’ even been playing Makoto lately, though when i do i’ve done well. I’ve been playing more Dudley, Oni and… SAKURA. GOD she is easy to play lol. Way easier than Makoto. How did I miss this? She’s a walking hit confirm. I might pick up Ibuki again. I was going to main her when I first got super, but i learned how to play her on a pad. Later, I got a stick and fell in love, but had to quit playing my mains to learn how to use it (so bye bye viper, ibuki, juri, seth).

I really need to get back into this game. I’m getting way to complacent now. EVO is right around the corner!

Hey if you ever have additional Ibuki questions I’ll try to help out. Ibuki Player Guide (book) <- is a guide I wrote etc.

When 3S:OE came out, I fell in love with playing as Makoto all over again. Took a while for me to get used to the differences though, I was whiffing Karakusa left right and centre. haha

Hey, any tips on landing Makoto’s Kara backthrow? I’ve been doing practice mode, and while I can hit her Kara throw about 6 or 7 times out of 10, I have NEVER once hit her Kara backthrow, which is sad, since the damage gap and mix-ups after a backthrow are a godsend. What inputs are you comfy with to get the backthrow out after an lk/f.lk?

And just in case I do botch and get the forward throw, does she have any options after it? It seems she’s just too far away to do jack.

She is to far away to do jack but she can get jilled :stuck_out_tongue: but ya I personally like to just do the lk instead of f.lk out of ease. Correct me if I’m wrong but the distance between the 2 in most applicable situations isnt big…

Karaing her back throw isn’t really worth it because it’s really hard to do and only extends her range a negligible amount.

Using her kara forward throw is a good idea in certain situations, such as after a hayate, but the best thing about it is it does like 200 stun and if you stun someone with it, it’s a 1-hit stun so there’s very little damage scaling. Though I have been experiementing lately with kara forward throw during block strings to condition people to push buttons that I can counterhit later. But nah, there aren’t many good setups afterwards that aren’t general “this move beats this move from this range” kind of things. She’s only +1 or +2 after it and she’s like a f+hk range away, so there won’t be any setups beyond that.

I think the best thing anyone can do is to learn how to play her themselves. Ibuki is one of the stupidest characters in the game, but a lot of her “ambiguous” stuff isn’t so ambiguous if you know what to look for in what situations.

Isn’t she invincible after it?

No, that’s 3S IIRC.

Best thing to do after a forward throw if anything is a short-ranged buffer poke like c.LK, c.LP, c.MK, or s.MP, all while looking for a jump or neutral jump. f+MP is also godly here, perfect range for its hit-box, and s.HK is pretty safe. People like to jump or reversal or mash lights ALL THE TIME here, they’re trained for Makoto to dash forward or otherwise get moving horizontally. If the opponent doesn’t like jumping, HK Tsurugi is pretty safe here.

Fukikusa won’t work here, sadly. At least, if it does, Makoto only crosses up (it looks like it o_O) at the very end. The only OS-type things I know here are forward throw, dash forward, c.LK xx EX Hayate LOOK FOR A JUMP THE WHOLE TIME LP Fukiage, it works perfectly. In the corner, you can f+MP OS MP Fukiage, it’s really easy timing and can nail any jump if the character’s hit-box and jumping arc fit the bill.

I usually do a crouch round house after forward throw as it has the most range of her normals. Doesn’t reach quite far enough BUT it will hit them out of jumps and will tag any limbs if they try any thing. Loses to srk of course.

Very helpful advice there. I completely forgot about the stun value of the headbutt (I turn stun off when on training mode.), so I was too focused on the fact that a backthrow does 30 more damage than a forward throw.

I mained Ruf/Sag in Vanilla, then shifted to Yun/Sag in AE (Never got into Super since I play in arcades more.) and casually played Fei Long to moderate success, so going to Makoto as a secondary/potential new main (The nerfs don’t scare me, tbh.) seems pretty challenging to me. It isn’t just about how tight some of her links are (Although I must admit, I was spoiled by Yun’s two-framers.), but the overall change of strategy I have to employ with her, with no quick and dirty anti-fireball strategy this time, like, say, an EX shoulder or Chicken Wing, or a well-timed dive kick from Ruf/Yun, or just a plain fireball of my own.

I never played 3S, so Makoto’s gameplay feels radically different to me. It’s rushdown, but not the divekick rushdown I’ve grown accustomed to since Vanilla (IA Tsurugi is obviously not quite a dive kick.). That, and this is the first time I ever played a character who nets me stuns at the rate Yun nets me MP, HP, b. HP target combo’s.

Is the fear of Ultra 2 for fireball characters enough for you to pick U2 over U1, if you know you will land U1 on an opponent 90% of the time? I seem to be exclusively using U1 for all my matchups nowadays…

You could also consider her an explosive or spike damage character. Haitani has been using this style a bit more recently to surprise those players who love to employ lame out tactics. He’ll play really patiently, slowly getting within striking distance…then BAM, he dashes forward out of the blue, score 3-5 consecutive hits and maybe a stun. In a matter of seconds he’s drained his opponent’s life bar by 60-70%.