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

Seems I missed gief in there… sorry bout that. I can’t help but think that the old matchup thread had far better organization though. This thread has TMI… and that TMI is not well organized. The combo of the two is frustrating. That being said thanks for the info mossad and the point in the right direction Fact…

So i was playing earlier and got a rude awakening, Any advice on hoe to deal with Dans kick mixup game? I feel like I’m just letting him pressure me for free with them

MK/HK Dankus on block: late crouch tech while watching for a jump/backdash into jump/more kicks. Techs throw, blocks DP. Loses to late frame trap, but that’s a targeted habit (IE they read you and know your intent) or they’re just plain stupid if that’s their initial attempt, as that loses to basically anything but a late crouch tech.

LK Danku on block: depends on their distance/if you stand blocked/if it was meaty. If you stand blocked it at point blank, you’re neutral and throw will beat anything he can do except for a throw/DP. If he gets frame advantage, block/late crouch tech/backdash.

EX Danku on block: same thing, depends on distance/if it was meaty. Throw punish it if point-blank, if not, treat it like MK/HK Dankus.

You can crouch tech with cr.MK+LK+LP to beat something like normal xx LK Danku, or you can go nuts and LP Fukiage in between. It can be risky, as Dan does have frame traps in AE/2012.

Does lk and mk tsurugi whiff when opponent i crouching, or am i not fast enough?

EDIT: Just got a hit with MK, but how about lk?
EDIT2: Haha, just got one with LK aswell. I guess i just wasn’t fast enough before. :slight_smile:

^ That reminds me, does LK. Tsurugi actually have any uses?

bait shoryuken :slight_smile:

THIS.

It’s also okay for being able to AA neutral jumpers unlike MK Tsurugi on whiff, but using kara-throw or f+MP and watching for a jump >>> LK Tsurugi in that department.

Guys, where is the information on how to do kara-karakusa? Seriously, I’ve been all over this forum and I cannot find it anywhere.

It’s two ways to do it but i do standing short then roundhouse karakusa. Your motion for karakusa should be completed by the time makoto’s knee is at highest position. You have several frames to complete motion but the sooner you do it the farther the range. The standing short cannot hit the opponent or it becomes blockakusa where the timing is different. I don’t have any set ups for it though except I like to do it after the opponent is down. That way they think (and you are) out of range and the stand short automatically words. I guess ex kara kara is best used in case they try something. Robot said that after single hit yamese, she is at perfect distance for kara kara. I think the forward short kara kara mouth be more useful but i can never do it

If you go for Blockakusa it seems risky. You should only do it if you are 90% sure the opponent is blocking so you don’t hit or even counter hit them and get punished for going for Blockakusa. Although you can delay the blockakusa so that if S.LK hits the Karakusa will still grab.

So what makes Haitani so good? I was watching some matches and his Makoto doesn’t look like it’s doing anything special, but when he plays no one in topanga blocks any of it.

He’s reading them. They’re of a higher level of play, they’ve seen it all, and that’s where the mind games are. If they started using escapes he’d go for less risky options and punish them hard. What makes Haitani so good is the fact that he can take calculated risks and get away with them, and he has the reflexes to back up anything that interferes, something that’s vital for Makoto.

f+LK Karakusa: Easiest way is with the shortcut, 6326+LK, 4+K. It’s very easy, and if you fail it, I guarantee it’s because you didn’t do the 6326 part fast enough.

st.LK Kara-Karakusa: No trick. Just do it faster if you’re missing, or omit the 4 at the end, IE 6321+HK.

Blockakusa: Delayed a bit. You can cancel the recovery frames to guarantee it, and a lot of times you’ll see a cr.LK/cr.LP between the attacks miss and then you grab it, if you delay enough.

Hitakusa: Delayed quite a bit. Basically you have to wait until a bit into the recovery frames.

This is exactly my problem, I keep hitting with the standing short. I assume I’m just doing it too slow?

No, the stand short version requires you are out of the shorts range. The forward short version is the one where it looks like she just takes a step forward and grabs. Will try robot’s shortcut when I get on. But yeah, using the stand short version, the knee will extend fully, so you have to be far back

Hello, I am novice from Russia (sorry for bed English) and I need help. Can you give advice, hou to play vs El fuerte on my wakeup? Bothered this running man…

On wake up against fuerte it’s one big mind game. A good fuerte player will hit u low several ways and hit u high in even more. In my experience it all comes down to how well you can read the fuerte player. It’s not to hard to react to a lot of his stuff on wake up but knowing what he will do makes it 1000x easier.

Oh, I thought the idea with kara-moves was to cancel the stand short during the activation frames and therefore it couldn’t hit, I guess you can’t with stand short. Ok, that’s good news because it means that I’m actually already pretty consistent with the kara-stand-short at the correct range.

Ok, so back to training.

AND, next question:

Does Makoto have any decent hit confirms that start with a crouching short? I feel like I’m crouch teching and occasionally I’ll beat out someone’s normal with the short and then have no where to go.

c.lk doesn’t link into anything but F.LP AFAIK

But you can crouch tech OS hayate

If you look at the frame data, the only thing Mak can link after a cLK is fLP. Not exactly awesomesauce. So not really.