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

characters react differently when they get hit by something depending on what starts the combo. Naked HP in training mode vs Ryu will send his head flying back which means when you do the hayate cancel into another normal (like standing LK) it will often miss because it will land in the now empty space where his head USED to be. If you start with a karakusa however, the middle of his body moves back with his feet/head in the same area allowing you to link LK-MK-special

This includes crouching, he probably reels during the first hit in a way that makes it so his body arrives where your MP is floating too late to be counted as a hit so you’re actually accidentally doing HPxxHC, meaty MP

If only it would hit meaty :confused: I guess that would make makoto a lot stronger tho :s

I don’t care if a person is Daigo, Justin Wong, and Ryan Hart’s unnatural, 3-way clone baby, if a person acts like a dick, they should expect to be called out on it.

It is kind of extra funny when pot monsters think that being a pot monster allows them to walk around like their shit doesn’t stink, though.

It’s the sense of entitlement that ppl drowned on lol. I paid this much and I got this far so I must be this good :s how far you make it is a great measure for skill but fighting someone of worth won’t help u unless it’s constantly. Ppl underestimate the match up lessons you learn when youve had 1000+ matches. I personally didnt like the way he handled things considering we are trying to create a friendly, helpful atmosphere.

Edit: btw would anyone be adverse to a max damage combo list a la alioune? I’ve been working on one but kinda slowed down due to irl stuffs.

Hey guys so something useful in the cody match-up. If you were to start comboing him off a mp you can get mp^3>hayate or you can stop at mp^2 hit lk and if he’s blocking it won’t combo letting you get a tickusa. Just a little mix up that might be hard for cody to get out of. Even harder if we can go into tc2 to stuff a knuckle but idk of that works cause I haven’t tested it.

So I’ve been practicing hayate canceling into karasura, and whilst I think I have the technique down I’m struggling to condition my opponents (on and offline) into not attempting to reversal out of it with shoryukens, flame kicks etc. Anybody got any good tips for conditioning opponents into particular set ups? Or is it as I suspect, matchup dependent? Generally I fight a LOT of ryu’s, akumas, seths, codys, guiles and cammy’s, basically characters with strong reversal options.

It is a lot weaker against strong reversal characters or a good player. I tend to go for it once, maybe twice, a match. If the opponent is decent they’ll see you canceling and mash jab/reversal. Instead of Kusa tho just try baiting. If you hit Kusa the first time do nothing the next 3-4 times. Install a sense of fear and suspense in them (and do some heavy punishment if they reversal). If they reversal the first time respect the fact they’re mashing and block the next few. If they wanna lose they’ll keep doing it. If you wanna use that setup tho here’s what I like to do when I’m bored. Find a way to set it up once per round. Then try to land Kusa 3-4 different ways that round. It gets in their head and helps your grab game become more ambiguous.

outside of a few tight setups command grabs only work if they are too scared to do literally anything.

people are comfortable mashing DP during makoto combos because they remember the one time someone did a cancel into command grab ultra and killed them so they say fuck it and just do it because they’re going to be pretty sure that if you stop a combo its to do something other than block…

if you get a chance to do her 2-3 hit combos, just complete them, don’t sacrifice damage for gambles against randoms. Just trap them with strings of normal moves and normal throws until you can confidently say to yourself they’re not trying to mash jab, mash DP, or jump away. Then you can reasonably toss in a command grab

honestly? you’re going to win a ton more matches never doing a karakusa over trying a bunch of setups because no one wants to get hit by it so they’re going to jump, backdash, walkbalk, and hit buttons. After a hayate instead of trying to karakara just hit roundhouse and you’ll probably stuff a jab. After a strong punch hold off on your next move, see if they jump or uppercut, and try to punish. If they don’t do anything, do a regular kara throw.

Hey guys. I haven’t had a lot of time to mess around with anything, and when I have, I’ve usually tinkered with SFxT (sorrrrryyy). However, a few days ago I went back to AE and had a good 10 minutes with Mak.

I still want to find a lot more, but for the mean time, I found a few setups with Mak’s AE2012 backthrow that can crossup/hit unblockable with Tsurugi, while maintaining relatively safe (DPs and thunder knuckles were whiffing on training and online against them). It’s just two setups and I also lost all the progress I made when 2012 came out (I don’t know what happened to that list :frowning: ) but hopefully it helps some people out. The new backthrow is a good thing, so this stuff doesn’t intend on replacing it by no means. Just want to provide some options.

Spoiler

Adon:
Backthrow > s.hk >> mk tsurugi

Bison:
Backthrow > s.hk >> mk tsurugi

Cammy:
Backthrow > c.hp >> mk tsurugi
Backthrow > s.hk >> mk tsurugi

Chun Li:
Backthrow > s.hk >> mk tsurugi

Cody:
Backthrow > s.hk >> mk tsurugi

Dhalsim:
Backthrow > c.hp >> mk tsurugi
Backthrow > s.hk >> mk tsurugi

Evil Ryu:
Backthrow > s.hk >> mk tsurugi

Fei Long:
Backthrow > c.hp >> mk tsurugi
Backthrow > s.hk >> mk tsurugi

Gief:
Backthrow > s.hk >> mk tsurugi (unblock and actually crosses up)

Guy:
Backthrow > s.hk >> mk tsurugi (unblock)

Honda:
Backthrow > c.hp >> mk tsurugi
Backthrow > s.hk >> mk tsurugi

Ken:
Backthrow > s.hk >> mk tsurugi (Unblock)

Rufus:
Backthrow > s.hk >> mk tsurugi (Unblock)

Ryu:
Backthrow > s.hk >> mk tsurugi (Unblock)

Sakura:
Backthrow > c.hp >> mk tsurugi
Backthrow > s.hk >> mk tsurugi

Viper:
Backthrow > s.hk >> mk tsurugi (unblock)

Yang:
Backthrow > c.hp >> mk tsurugi
Backthrow > s.hk >> mk tsurugi

Yun:
Backthrow > c.hp >> mk tsurugi
Backthrow > s.hk >> mk tsurugi

Also, a while back, Robot Makoto was interested in finding a specific corner setup for when X happens in Y situation. I like these and if anyone wants/needs certain things in specific situations, I enjoy finding new stuff out and would gladly undertake any similar request.

So I was watching the fuudo/best makoto match during shadowloo and was wondering how he could abuse chicken wing so much. Fuudo wasn’t even looking to combo off them. Is it such an abusable attack that fuudo was in the right? Or did he get away with murder cause his opponent just didn’t know what to do?

Nice. It seems that hk seems to be the general setup.

Hi guys, what’s CH mean?

  • s.MP, (blocked, opponent tries to mash) CH s.LP, s.MP xx EX Oroshi
  • HP Hayates, (opponent tries to mash) CH s.MP, Ultra 1

Counter Hit.

Little bit of both, imo. Fuudo shouldn’t have been able to abuse it like he did, but it’s not incredibly risky against Makoto either so Fuudo had no reason not to spam it just to see if the Makoto player could deal with it. He couldn’t, so Fuudo got a pretty easy win.

A big mistake a lot of players seem to make when they go up against well-known players is, they assume that because they’re going up against someone super-good, that they’re going to always play “smart.” But it’s usually the opposite. Top players usually aren’t going to respect you unless you give them a reason to. Otherwise they’re just limiting their own options for no reason.

Thanks for those back throw setups Ash. I’m already seeing results from those.

Also I cracked 13k today. Felt good man.

So in that situation what could Best Makoto have done? I imagine he would have been able to interrupt chicken wing during start up or at least trade with Fukiage yeah?

fuudo did exactly the same to me when I was in japan.
You have to tech throw OS crMP to avoid CW.

(damn, 1 month I didnt play the game :x )

Hey v-ryu, are you going to Evo this year?
On topic, I heard that Makoto lost her back-throw set-ups in ver. 2012. What does set-ups does she have now after a back-throw?

Hi there, new to ssf4; playing on a pc with a stick.
I already read and watched some tutorials about sf4 in general and about makoto of course :slight_smile:
I read cr.LP, Link st.LP, Link st.MP xx EX Oroshi should be considered a standart combo for her but
I really got some problems just executing st.LP, Link st.MP. Of course it links sometimes but I think for a “standart” combo I should be able to link it at least 80% of the time. Right now my approach is to just tap each button really fast and get the timing between the taps right. Looking at the animations, the blinking indicators around the oppenents healthbar or listing to the sound didnt really help that much so I decided to use my keyboard making a makro that hits every time. It turned out that MP has to hit in a timerange of 10-20ms which seems insane considering human reaction time is above 100ms;
Is there a hint, special technique or anything else that could help me?

It’s a chain from cr.lp to st.lp. As for the link from s.lp to s.mp in my experience it just comes down to practice and muscle memory, it’s the same for s.mp to s.mp and s.hp xx hayate cancel to s.mp.

The P-linking technique helps immensely though as all those links we have into s.mp are one framers, plinking helps by pretty much making it a 2f link.

[media=youtube]acuTIlxcjz0[/media]

^ that

until you are comfortable with harder links in general, just use cr.LP, LP, cr.LK xx LP hayate or EX hayate in your matches and don’t worry much. A lot of makotos damage comes from very good normals and tick throws, you don’t need to be a combo machine to start playing her.