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

What should i do when someone keeps baiting my lp.Fukiage by empty jumping just out of it’s reach?
I generally just go for the cr.mk in that case, but it feels like i miss out on a lot of damage by doing so.

In fact I think I’m way too keen for lp.Fukiage, should i consider it to be more of a “bonus” than her go to AA?

You kind of answered your own question there. When I watch top level Makotos I almost never see Fukiage used to AA. It is too awkward for use as an anti air since it can easily whiff and has a fairly bad start up. I tend to see it used only in combos, or to counter cross ups, or on very rare occasions as AA but even then it usually is the MP or EX versions from what I’ve seen. Not the LP.

stick with s.MP, c.MK, s.MK or s.HK for your anti airs IMO

Fair enough, thanks.

Speaking of MP/EX Fukiage, I never seem to be able to react in time for doing them. Are they more of a local/offline thing or are my reactions just shit? :slight_smile:

I believe it was Lost Fragment who basically called Makoto’s knockdown games of safe jump mix-ups her core goal of gameplay. For all the setups there are for MP Oroshi, perfectly meaty normals, and Karakusa, it’s so hard for me to want to give up the safe jump games from backthrow/EX Oroshi (unless it’s against Dee Jay or Gouken or certain others).

Ironically, Mak has so many options off of a backthrow or EX Oroshi that I have a hard time remembering any of her safe jumps outside of EX Oroshi, s.HK, nj MK. It’s been a memory issue for me, more than a technical one. Also, hayate cancels stil aren’t in my arsenal. i can’t plink reliably, and end up dropping a combo, or worse, getting 360’d because I was off by one frame.

I’m training myself to do other safe jump setups because everyone I play against already recognizes the s.RH setup and simply not try to SRK their way out of it.

Yeah if people notice the safe jump just empty jump into grab :slight_smile:

I usually play Balrog or Bison. Against Makotos I do alright usually, and sometimes when it’s down to the wire and I have Makoto kinda pinned down, out comes EX grab into ultra. Seems to have a pretty quick startup. How invincible is it? What are it’s properties and what should I do to avoid it?

5 frame start-up, one piece of armor, and roughly the range of a normal throw. Besides obviously neutral jumping, you can just stay out of its meager range with both of those characters rather easily, or you can start throwing excessively. Makoto has no reversal outside of Ultra that counters throws, she has to Tsurugi, backdash, or be on point with her 4-frame c.LK tech.

Alright thanks. Yeah it’s often a sudden dash or two then EX grab, caught me off-guard at the time, was kinda sleepy too.

You actually can’t really react to dash -> EX Karakusa properly, unless you’re just waiting for it and ready to basically press one move (jumping, throwing, backdash) on reaction to that. It’s a powerful tool of Makoto’s, but countered most deftly by good pokes and staying JUST outside of dash range, making movement more difficult for Makoto since her least risky form of movement, walking, is also her least effective.

Um… U1, dash, forward jump whiff attack, forward jump lay HK Tsurugi crosses up viper…

Did this work in AE? Or is this new due to the dash distance?

If it is new, does it work on anyone else? Can’t test now due to the holidays. Dammit Vryu has me playing a little again. With his smooth talkin ass lol.

haha got you :smiley:

in fact the dash buff seems working only on not-knocked-down opponent (except FA crumple). So I dont know :o

Yo I’m almost certain it works on any hitbox knocked down, crouching, or standing. My reasoning is… The couldn’t have changed all characters hit boxes to accommodate her dash. So they must’ve changed makotos Hurt box while dashing. If they shrunk it, then it would work on grounded characters too. In some cases where the opponent is grounded but makotos dash still bumps into them, the distance would be different (shorter) than in AE. Am I making sense??

Ill make a video with a completly new 2012 trick tonight.

Hehe

does makoto have any blockstrings that aren’t dp-mashable? I’m tired of my c.LP, s.LP, s.MP getting srk’ed on block.

Nope. Reasoning? Because if they’re blocking you should be using Karakusa. If their mashing, just bait and punish.

Makes perfect sense! Thanks!

You can do c.LP, c.LP, s.LK as a chain and it can’t be interrupted, but that chain sucks for a bunch of reasons. There’s something I’ve been working on doing, if you know your opponent might mash or tech: c.LP, s.LP (block-confirm), walk back a split second, f+MP (Counterhit confirm), c.LK xx EX Hayate. Kind of a Makoto shimmy in the vein of Balrog and Fei Long and Cammy and other characters who can use their walk speed and amazing jabs to frame trap with delay.

finally done it :slight_smile:

[media=youtube]BO0TplCWWyc[/media]

Good stuff, esp like the crossup FADC stuff. There any characters it doesn’t work on? I know that Ryu’s s.HK - FADC crossup is character and location specific.

Also the level 5 hayate thing still looks REALLY gimmicky but at least there is a use for it AT ALL.