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

Wow, my bad for posting them as different. Thanks

Can someone make like a chart or something?

Ok so it’s pretty much just like calculating a meaty? Thanks for the frames tho robo. Now my breaks can be put to use :stuck_out_tongue:

A chart for what?

You can find a list of actions that’ll help with meaty timing in the Rindoken bible if that’s what you mean.

Also : Hey there! I’m a really, really long time lurker and have finally gotten around to making an account.

So, I’m slowly levelling up my Makoto game, which has been a far cry from Dhalsim as my original main. While I think I’m getting a lot of her basics down fairly well at this point, my biggest point of failure is my anti air game. It’s simply atrocious. I can always punish a recorded bot in training mode with her anti airs, but for some reason when I’m trying to do them on reaction in a real match I suffer completely. Anyone got any tips for how I might be able to train myself to get better in this area?

Just play more against real people so you can get used to doing it on reaction. Punishing a recorded bot won’t work since you know when the bot is gonna jump so it’s not really a reaction thing, you’re already prepared to take it down.

No, no, no disrespect what so ever to godley effect but i don’t think your answer provided enough detail. Simply saying to play more people doesn’t explain what should be done when you play against those people.
For me… If the opponent is far (and is NOT a dive kick character) then crouch forward is the easiest and most reliable anti air she got. If the opponent is one who jumps right after applying a block string (and I always look out for this) you can do the short cut for jab fukiage. If you are looking for them to jump then you will have plenty of time to do it. Another thing that I’m doing, and getting better at, is using ex oroshi as anti air. It’s great because it drops your opponent right in front of you so that you can then apply some wake up pressure. Another thing I see many makoto players do, which i usually don’t, is dash under any jump in. It’s not really an anti air but you confuse the opponent and can attack them from the rear

The “play more” is what I’ve gotten from the players I go against regularly (Who are all better than my scrubby self). The problem is that I can get better at punishing an individual player that way, but can’t seem to work out any general rules for when someone is likely going to jump at me, and which punish is better against what sorts of jump ins. Likely not something I can find a general rule for though, and is going to be match specific I suppose.

Which shortcut is best for the fuki after a block string? I assume 323?

EDIT: Currently I’ve been using c.mk and lp.fuki as my go-to anti airs. c.mk against those 45 degree jump ins and fuki against crossups and close jump ins. Are her other anti air options (mk, c.hk etc) worth using more, or are they more situational?

cr. MK and fukiage are usually your go-to. She has other anti-airs that situation with their wonky hitboxes, like st. hp, st. hk, cr. hk. But I usually just use cr. MK and then dash under or Fukiage, Fukiage, EX Hayate. If I’m against a dive kick character, I tend to use TC 1 a lot.

Cr.mk for jump ins is my go to 2. Cross ups is lp fuki. Mk for if they are just jumping to get closer. Mk/cr.hk rape geif.

You know I wrote an AA guide in one of the original posts … :frowning:

http://img542.imageshack.us/img542/1710/makoto.jpg

Add j.MP on reaction to hard to AA foes like Seth and certain things like Vega’s wall dives and you’re golden.

im kinda in the same process of leveling up my mak as well…makoto anti air game is fairly hard for ppl at a lower level. the idea is to fukiage whenever you can but even fukiage isn’t relaible.

the 2 anti airs i would go with are cr.MK and s.MP…

its tons of ways she and AA a character but each on is use for certain situations.

Cheers. After seeing the drawing, I remembered its existence… if that makes any sort of sense >.<

I think which anti air I’m using isn’t the issue so much as seeing, and reacting to, when someone decides to go jump happy on me. The more grounded someone is, the better I do against them. Which is bloody weird when I can give a good fight to good players who don’t hop about, but get rolled by complete monkeys who think bunny hopping is the best thing since sliced bread.

Also - Completely unrelated question. I may have to be dealing with one of the weirder match ups in the game. My regular opponent is Krakatoa, who is a rather beastly Dan. Does anyone know any match specific advise on that one? I’ve been looking all over, but it seems no-one knows and/or cares about dealing with Dan.

For Dan your best normal is going to be cr. mk which stop Dan-kicks in their tracks and is your go-to anti-air (besides fukiage). When dealing with Dan-kick pressure the safest option is a delayed cr. lp+lk+mk os which will tech throws, block srk and beat Dan-kicks, just be careful if he notes what you are doing he can just delay uppercut to beat out your os so you may have to mix up the way you deal with his pressure.

Problem I’m having is once he’s right on top of me, mediums don’t seem to be starting up fast enough to stop his constant light xx lk danku pressure. Once I’m trapped in that loop there doesn’t feel like there’s much I can do. I’m told that back dashing or throwing will help relieve the pressure a bit, as can be a risky EX karakusa, but I can’t seem to get any of these things to actually work. Currently the only way out I’ve found is going whole hog and using U2 to clear the screen to get out, but that’s only a once a match thing.

Nice costume. What other fan-made costumes are there for Makoto in the PC version? I take it there haven’t been any more official ones since the school uniform? I haven’t spent much time with SF for a while now.

Which leads into my question - I’m trying to get used to Makoto again but I can’t combo her HP, EX Hayate xx L Fukiage. If the Fukiage comes out at all, it’s as the other guy is settling down on the floor. Are there any videos showing the timing for this?

I posted an escape from this loop in the video thread. It may be on the second to most recent page. Its 3 videos: dan destruction, the dan trap and the dan escape

Thank you! While it isn’t his only trick by a long margin, this’ll at least give me a chance to stop one of his mix up options. Gonna have to go practise this for a while…

Oh! Also, are you on PC? I can see you making use of a custom skin, which I assume isn’t possible on other versions of the game. Sorry to ask if there’s a Makoto player list or something about

I don’t know if it’s what you are searching for, but here’s a frame calculation excel file for Makoto: http://www.hitcombo.com/wp-content/uploads/2011/11/frame-calculation-Makoto.xls

Sort it by min_act / max_act / third_move (in that order)

Really good tool, I just discovered it few days ago

Check out Sf4.pcmods.com to see many of the fan made costumes. They have a link to the ae version of the site with ones for makoto. Or check the srk custom skin thread.
As for the corner combo, I find it easier if you hold forward after the hayate so then as soon as she crosses her arms you just do down-down forward- jab. Makes input much easier to time…now if lag sets in, well then you have a whole nother problem