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

is there a tutorial on how to do this…im trying to do this but im getting the fukiage to come out…what am i doing wrong?

  • s.LP is the best if you can get it out. Free dash up into at least 8 frames of meaty frame advantage, maybe much more if you hit them when high enough.
  • f+LP is the most consistent one time hitter because it’s 3 frames and has a good horizontal hit-box, and you can get a meaty dash up like s.LP, though you lose 2 frames of recovery, IE 2 frames less frame advantage.
  • s.LK, s.MK TC is the most consistent option for mid-screen dive kick protection, but it’s weak and leads into nothing notable.
  • LP Fukiage is the best damage on reaction to mid-screen dive kicks … good luck, Jedi.
  • Kara-HP/EX Fukiage is the best for those long range dive kicks, but it is borderline prediction rather than reaction. You have to be holding forward, and have to already have your mind set to do a Kara-Fukiage on reaction to seeing a jump.

The thing is, it can be hard to even get a f+LP out in time if the opponent angles the dive kick right. If it were so easy to knock them out every time with good spacing on their part, you wouldn’t see Daigo dive kick all over top-level competition.

You’re “having a hard time” getting the Fukiage to come out? Do the 63214 motion starting from mid-way into the dash, ending on 4 near the end of the dash. Easiest way to see this is against a training mode dummy, by hitting a s.HP xx HP Hayate, setting the training mode dummy to jump, then dashing and doing the motion. You should get a Fukiage every time.

Question about Hayate cancling. Why do people cancle Hayate efter a s.MP. expample: Kara s.MP hayate cancle kara , Why not just do a H.Kara? I know the h.Kara got a longer recovery is it safer to do the light version of it? Even against a SRK masher?

Why do people cancle Hayate efter a s.MP? Well, Let me give you a expample. s.MP hayate cancle muves u forwerd nd lets u do a reset or mixp, get dat positioning. Why not just do a H.Kara? Cause people gots to get reset by un attack, more damije! h.Kara do not have longer recovery its not safer either which way. Even against a SRK masher.

lmao. You win this thread, sir. I can’t stop laughing at this lmao

Hello from another newish Makoto, picked her up last fall when all the info started coming out about the changes she would get in AE. Anyways I have been grinding her as my one and only character since the release of AE and have enjoyed every moment, including all the beat downs. Couple quick questions for some of the vets, can you give any training room advice for someone thats looking to increase my success at landing karakusa in real matches, I have no troubles pulling off the blockakusa and Kara-karakusa in training mode. Real matches is another story, I seem limited to the obvious exkarakusa or just quick dash up grabs. Secondly I have been struggling with HC’s even in training room, lucky if I can get one s.hp, hc, s.MP xx whatever to come out every 10 attempts. Every other 1 frame link including triple s.MP combos I having no issues with. Maybe just some general advice for training room would benefit, I spend a lot of time working on my motions, hit confirm combos and frame traps along with option selects just not sure if I’m going about things correctly. I play a lot of endless battles for match up experience, and if I find any issues with that I’m usually back in training mode figuring out how to deal with whatever causes problems. Any suggestions would be wonderful even if its encouragement to keep up the practice :smiley:

You’ve got the right attitude. Makoto is still a lot of trial and error, very match-up oriented in the fact that if you can’t figure out that one move that’s keeping you out or getting them in for free, the match can be considered lost and you have to read on it or training mode the match. AE didn’t change that much.

If you’re having trouble with Blockakusa and Kara-Kara in matches, dumb it down. Do j.LP, LK Karakusa, or j.HP, s.LP, HK Karakusa, or HK Karakusa on an opponent’s wake-up or quick rise. Kara-Kara is easy, but it can be nerve-wracking to do it within such a small period of time as something like after MP Hayate (+1). Blockakusa is the new “read” Karakusa in strings, but s.LK xx HC, Karakusa can be as good a read if you know they’re crouch teching and that s.LK will be CH.

Practice lots with s.HP xx HC, s.MP. Maybe practice s.HP xx HC, c.LK to get a feel for it and aim for that at first. Once you’re consistent with that, you should at least be closer to 50-50.

Hi guys, I need your help!
SSF4 is my first versus figthting game, I picked Makoto and play her casually since launch.
But I really wanna learn how to play this game right, and for three weeks now I sit at least 2-3 hours a day in training or endless to practice.

I feel I get more and more used to the game and the character BUT I still got an annoying issue, I can’t for the life of me do our cr.lp, s.lp, s.mp xx mp.hayate/ex.oroshi BnB consistently (hi one frame link!).
I sit in training, practicing the combo again and again, sometimes I can do it like ten times in a row, then suddenly I cant hit it anymore for like 20 tries, it’s like a damn rollercoaster. Each time I “feel” my fingers are finally getting used to the motion, a moment after I loose it as fast as it came. Concentrating only on the s.lp, s.mp part help to get the one frame link down, but as soon as I try to cancel mp by hayate, it threw my s.lp, s.mp timing off. It’s really kind of depressing. (Oh and yeah, before someone asks, I’m P-linking the MP)

So finally come my question: how long (total time, hours a day) did it take you to get this combo consistently?
For now each day I sit one or two hours in training (or more when I dont work), and repeat endlessy the combo, but it seems that after a while the brain is kind of bugging (at least mine ^^) and my execution become shittier and shittier. So maybe it’s not the good way to achieve it.

Could you recommand me some precise workout to practice? Like, I dont know, repeating the damn thing for 30min every hour a day. Splitting and practicing the combo in parts? Praying?
In short what is the optimal/best workout to practice a combo.

If someone that was in the same situation would be kind enough to share his experience, I’d be very grateful. :slight_smile:

Deleted a segment in the advanced tactics noting FA2, Fukiage crumples from SSF4. Added a very tiny amount to Karakusa setups and a few lines in the Hayate mix-ups.

Hyene, it really is practice. If you want to know what I did, I practiced with c.LP, s.LP, s.MP xx HC. No real reason, I just like how the string looks when combo’d into HC. :slight_smile:

  • Robo.

HP hayate -> EX karakusa. Will grab opponent if he tries to use normal move after hayate. That’s very strange.
For example, if you spam crLP, makoto will grab before crLP comes out. If yun spam crLK, it will trigger armor on EX karakusa and will be grabbed too.

crLP -> stLP OS ultra1 (2LP 36 236+PPP)
and
meaty crMK OS ultra1 works on twins (ultra1 hits their backdash)

some setups:
crHP ->
a) dash*2 -> meaty stHK
b) dash -> HP oroshi
c) dash -> stMP (whiff) -> meaty stMP
d) dash -> crMP (whiff) -> LK karakusa
e) empty jump -> meaty crLK or meaty crLP -> stLP OS ultra1
f) empty jump -> LK karakusa
g) back dash -> meaty EX hayate

The last one is cool. You’re very close enought to OS things after it in case of backdash (even U1 on some characters). And you confirm with another EX hayate for a 2 hit combo.

HP oroshi ->
a) dash -> jump attack (whiff) -> meaty stHK
b) jump attack -> meaty HP oroshi
c) backdash -> empty jump -> LK karakusa

EX oroshi ->
a) dash -> empty jump -> meaty stHK
b) dash -> jump attack -> meaty stMP/HK karakusa/crHP
c) dash -> empty jump -> meaty crMK

backthrow ->
a) dash2 -> MP oroshi
b) dash
3 -> meaty crMK

ultra1 -> empty jump -> any crHP setup

I’m gonna try these setups in the lab.

Speakin’ of labs, this morning, I done a j.hk corner crossup. with rufus in auto block.
but when I switch th block option to no block, the crossup somehow whiffs all the time.

crHP, (whiff) stMP - then forward j.hk

is this setup useful?

FINALY ! I was looking for all of those , thanks for all the setups vryu , all I need to learn now is more than 2 safe jumps and how to OS sweep and f+mk and f+hk , because it literaly looks impossible for me … I don’t have that feeling that the OS will work everytime and if my opponent doesent do whatever I wanted him to do I just end up sitting there like an idiot waiting for something to happen :looney:

oh man this thread is so amazing! I’ve been looking for a place with a listing of meaties and safe jumps :slight_smile:

btw, any PC mak players out there (look at me, keeping the forums clean!)? My gamertag is machohko, feel free to add me for endless matches, or if you see me hosting in ranked, feel free to come take mah points!

it’s very simple.
You have to do:

for sweep:
crLP -> crLP+HP: but not too quick. If the first one hits, it will do a chain combo (crLP*2), if it miss, makoto will perform crHP instead of the second crLP.

Same goes for f+MK:
crLP -> forward+LP+MK. Makoto will do crLP -> stLP (chain combo) if it hits, and f+MK if it whiffs.

Ahhhh I get it now , it got me confused because by holding forward I might be opened to shoryukens and stuff and i didnt think it works like that but looks like it does,. and still the moment of confusion stays the same , if he doesent backdash ill do LP*2 and ill sit there :smiley: I guess I have to practice more , thanks again

I personally can’t practice the same combo over and over for longer than 15 minutes without getting passed a point of diminishing returns. It probably took me a month of no more than an hour of concentrated practice daily to get to a point where I don’t worry about hitting her BnBs in match. I still miss (not everyone can be sakonoko) but 9 out of 10 tries I’ll hit her BnBs when the pressure is on.

I personally prefer s.LP, s.LP, s.MP xx whatever. Also, with c.LK’s increased range, c.LP, s.LP, c.LK xx LP hayate / EX hayate might be Makoto’s go-to BnB. It’s WAY easier to hit and you still get good damage (especially if you’re in the corner). So try all three options and see which one you like more.

Regardless of what you choose, you must practice the s.LP, s.MP link. It has to be second nature to you if you want to play Makoto competently. When practicing her BnBs, I learned the combos, like you, by how it felt. Sometimes I’d hit it, sometimes I wouldn’t. But it all felt the same to me. What helped was using a visual cue too: right when you see Makoto’s hand come out for her s.LP, you should plink to s.MP immediately. I used to plink s.MP when s.LP had already retracted. That’s too late. When you see her backhand, do it.That way you have both the rhythm/feel and the visual cue to rely on.

So here’s a little practice routine:
Do s.LP, s.MP 10x in a row on each side of the dummy before moving on.
Then, do c.LP, s.LP, s.MP.
Then, do BnB: c.LP, s.LP, s.MP xx hayate.
Then practice different approaches: dash -> BnB, jumping attack -> BnB, [S]karakusa --> BnB[/S] (acutally, don’t do that, you have better options after karakusa)
Then mix it up with other variations: c.LP, s.LP, s.MP into hayate / oroshi / HCs / kara-karas / IAT / etc…

If you’re not able to hit the combo, take a short break (like 3 seconds short) each time before trying again. After dropping a link, I had the bad habit of immediately dashing forward and attempt the combo again (and miss), and then immediately dash forward and attempt the combo again (and miss), and then immediately dash forward and attempt the combo again (and miss), and then immediately dash forward and attempt the combo again (and miss) AND THEN WANTING TO SHOOT MYSELF. Don’t get into these cycles, they are counter-productive and do more harm than good! After missing a link, backdash, take a breath, take your hands off the stick and reset your mind. Then proceed.

Oh, another important thing: you might be psyching yourself out. Sometimes not worrying and just trusting yourself might be that extra thing you need. I read this on the forums a while back and it helped: if you don’t believe, MAKOTO BELIEVES FOR YOU.

PRACTICE. It’ll come eventually.

Thx Veege, Robot, and zakbg for your answers. :slight_smile:
Veege your post is gold. It sums up exactly how I feel when I keep dropping the damn link.
I will follow your advices, and, as it seems to be the main keyword, keep PRACTICING, and try to not loose faith. :china:
Again thx guys.

and you know, it doesn’t have to be 10x in a row every time, all the time. If that’s too daunting, start with 5x and then creep your way up slowly but surely.

honestly, just don’t think about the option select connecting, if you’re planning to go for c.lp, s.lp, s.mpXX special
then just go for the s.mp after the os every time because; say you’re using the c.hp pressing mp while the c.hp comes out won’t do anything and you’ll still get the knockdown of c.hp and if the s.lp hits then you get the link into s.mp
so trying to continue the combo has no downside really

so basically don’t treat the os like something you need to visual see

hope that helps some

I tried to pick up Mak during the Super days, and I had lots of problems with her mobility. I got too dash happy and would get myself hit quite often. I have immense patience if I know what i am waiting for, but i never seemed to grasp how to effectively get in with her…

The real question I am asking though, is how important is the full Kara Karakusa (st.lk xx Karakusa without the knee coming out) I know you can do reset setups and meaty st.mp’s to keep them grounded, and then karakusa them… but surely the utility of being able to really push out far with strung normals, and then launch in with the kara grab are important. It seems the setups with the limited grab range would eventually become somewhat predictable and get reversal’ed.

I wish the execution wasn’t so hard. I have best results with the F-QCF-B method, but its still inconsistent. I don’t main Mak, but I’ve always wanted to develop my game with her, and I wish I could more easily use the kara’s at my level.