All About Makoto / Read this first

Sweet.

I might write up some Urien shit to add to all this in the next day or two.

“JAK…” parries my unblockables.

Just tap forward towards Urien 3 times really fast, and do a non-neutral throw.

Be sweet if you do, hes always been a…tricky character for Makoto.

Who said nobody uses Tanden Renki? (^.^)
Not only does it give you a wakeup, it gives you a “pause” button to decide how to react. Use the flash to decide if you are going to move, parry, or let their move whiff (the most useful thing to do!) and punish.
Basics:
Karakusa, Fierce xx TR, d.Strong xx Hayate = the B&B
Karakusa, d.Strong xx TR, immediate s.Fierce xx held Strong Hayate = more damage (powerup the Fierce instead of the d.Strong) and not too much harder. Plus allows you to cancel the Hayate and dash/grab again, since most people don’t react that fast.
Jab or Strong Fukiage xx TR, dash to the other side, Fierce Fukiage. 90% or so stun, use as antiair or whenever you know you can land one. Full stun on Akuma (parry the Hurricane Kick) and Remy (parry flashkick, parry or block the flashkick super), and the followup combo will kill them.
Karakusa, s.Fierce xx TR, d.RH = 50%+ stun, decent damage. Use to stun someone then followup with j.Fierce s.Fierce xx Hayate for an extra 50% dmg. For some reason hitting them with a TR move as part of the stunning combo decreases the damage scaling on the dizzy followup.
Intermediate:
d.Short xx TR, s.Short xx Hayate (then grab etc) = very useful 3-hit, 25% dmg combo. No kidding. Works from max range d.Short. Also if they blocked the short, you can tick Karakusa instead. People try to attack after the d.Short, also, for some reason.
TR, notice they are in the air, Jab DP, d.RH. Since you can move during the zoom-out, the Jab DP hits almost immediately.
Advanced:
Karakusa, d.Strong xx TR, s.Strong, link whiffed s.Short xx Karakusa, continue.
vs. Urien only - Karakusa, s.Fierce xx TR, s.Fierce xx held Hayate. One more grab to combo = full stun.
parry last hit of Chun’s SAII, s.Fierce xx TR, s.Fierce xx held Hayate. Again, if you parry her next low Jab into Karakusa and combo, that’s full stun and the followup combo is death.

And remember, you’re invincible for a good long time if you don’t move.

I was going to do a video, but I never have any time,
Mike Z

I wish tanden renki had like a genei jin sized bar…

That would own.

Great job on the FAQ by the way. I used your FAQ to learn Makoto from scratch, and it seems I pretty much got her game down already. It proves that your FAQ is not only accurate and informative, but also easy to absorb.

Tanden Renki info from Mike Z beasted too. Gotta try those tonight.

good shit quotes, that match against eric was just fuckin awesome on both sides. Still a little tired from NEC, but one thing I really was noticing about your SA1 was how consistent you landed the c.lk>super. At first I was really just could not see how you were doing it w/o any confirmation(ie, “that mofo just did that w/o confirmation!!!”, haha) but after the tourney me and khang were talking bout it, and the way he described it made it click for me. Similar to how some people can’t truly hitconfirm Ken’s low forward>super all the time, but at the same time, they only do it if they know it’s going to hit. With Makoto, you were actually dash confirming, the concept of which I couldn’t grasp at the actual tourney. I only think it’s logical that c.lk by itself is a damn near impossible hit confirm, but if you watch the opponent’s sprite carefully as you dash in, there are certain things you can confirm that make c.lk>super confirmation alot more feasible. 1st of all, IIRC, most everyone he hit that with wasn’t crouching when he started, during, or after Makoto’s initial dash. There are other factors that I can’t really recall at this moment. I don’t think this is a “hit confirm” you can practice at home in training, but it’s something you gain from reads in actual tourney. This is all shit that I was thinking about after the tourney, though, so Quotes if I’m completely wrong about everything, tell me how the fuck you did it!!!, haha.

wow
um… so how did i land SA1 so consitently?
i think you guys make me sound alot more better than i am…
dash confirming i dunno maybe thats true sort of
but most of all i just go by studying my opponents habits
how much they walk or if they just down block if i get close
alot of times people will jump away from makoto if she can gain ground, and that aids the lack of crouch blocking
i sometimes also go by how often i land karakusa on them, that also gives me an idea whether or not itll work
i’ve just come to think that i have a sense that i can guess with confidence that c.lk xx SA1 will hit them.
but it is true to an extent that i go by whether or not they are standing or crouching

and there are a few times where i hit confirm c.lk xx SA1… maybe .000001% of the time i will see the move hit and ill just power that shit out lol.

u been playin for just 1 year? damn u learned alot faster than me.

u are obligated to write up the “dash confirming” section now. :stuck_out_tongue:

haha, if you’re gonna give credit where it’s due, it was khang who invented the term:karate: I’m gonna xcopy that ipod shit though, for real next time, it’s amazing how I still feel pressure and have all these pointless thoughts running through my mind even during matches. Anyway, sorry if I was wrong, but I only saw you whiff that shit once against E Lee, on that wackass c.mk reset:xeye: that shit was weird, I think he did uoh or something like that. I was extremely impressed how well you played with SA1 even against Ken, it always my presumption that only SA2 scared Ken players, but you held your own and then some with SA1. Next time MD/DC/VA meets up in casuals(this Friday?) I’ll test this whole “dash confirming” mess thoroughly. I’m always afraid to use up EX when I use that super, but you seemed to really use it to gain/maintain your momentum, so I’m gonna keep that in mind too.

vs ken with SA1 means he has alot more leniency to lay pressure on you.(dont have to worry about gettin supered)
i guess most important in that situation is to have good defense, strong throw breaking and DONT GET BAITED. you’ll eat super all day long.
those EX fireballs in the corner really threw me for a loop th0 i thought i had won back some ground and my ass just got plopped back there.

WTF, using SA1 vs Ken? Shame on you! 100% combo his ass. D=<

<-------unskilled

sorry

Good stuff Quotes. :tup:

Arlieth, or anyone else, any general timings or actual methods of doing the 100% (or more specifically two post-abare uppercuts) on non shoto characters? …well other than Q (kara-jab dp), and Urien too, cause I know that’s basically the same method as shotos.

dash under kara strong fukiage dash back jab fukiage works on pretty much everybody minus Chun and Q (Only characters i have never done it on are Oro and Ibuki)

As for the timing its all pretty much the same believe it or not. It’s more of a visual thing with how characters fall.

As for the techniques i need to know what part of it your having problems with in order to try to help.

If youre trying to learn it from scratch Id advise that you first learn to do it on Hugo w/out the kara.

So dash under strong fukiage (slightly delayed) dash back jab fukiage, doing this will help you learn the timing of the dash back and jab fukiage. If your missing the dash your dashing to early:sad: . Once you can do this regularly then switch to the dash under strong kara’d fukiage dash back jab fukiage on him. Then switch and practice it on Urien, Sean, Dudley, etc

Random other things-

It’s possible to do the kara’d strong fukiage to early so that it whiffs on everybody

A SA II that barely hits the opponents hit box can make the double fukiage follow up impossible.

Good stuff Jak… I seem to be able to get it on Dudley and Urien easier than shoto type characters… I dunno why…

Yeah thanks JAK.

I don’t practice it much at all, but was wanting to get more consistent with it. It seems for me that right now landing it is highly dependant upon the stick. I can get it on shotos and Urien, the problem I have IS with the second dash. I think I’ve got the kara-dp and the first dash on point for the most part, but the second half isn’t nearly as tight.

I guess it’s just work. I either screw up the dash, or jab dp too late. I think I understand where the delay comes in (give time for strong dp to recover). I’ll work on it, thanks.

I’ve noticed this with max range short and roundhouse Abares, and even forward to an extent while doing resets.

Might be useful to others:
I think it helps to watch where the opponents body is while being juggled by the Abare (juggled as in how the super hits the other guy while grounded, it “pops” them around before the Fukaige hit of the super). If the body is closer to Makoto, a MK Tsurugi after the sj cancel needs to be done earlier (usually with a close mk Abare) or she will cross under/over them in the air and the Tsurugi won’t come out. If the body is being juggled farther from Makoto, you can juggle with the MK Tsurugi much later and closer to the ground because she won’t catch up to them as soon.

wow i seriously need to track down one of u people and have a tutoring session on landing the damn stun combo…

then again that means i need to get the fierce xx SA2 part down 100% as well

lol, trust me Quotes it’s not like any of us can pull it off 100% when we want to(at least nobody that can claim that in tourneys), no disrespect to Arlieth, I don’t even think I’ve seen Japanese players pull it off with consistentcy(MAJOR sp??). But to the first guy to come up and do it, I’ll be the first to give props.:pray:

For some reason I always find the double DP stun combo simpler to do by using LP for the initial kara DP, even though the character you hit doesn’t “bounce” as high as with a MP I find the 2nd dash timing fits better with me.

Don’t know why… works for me anyway. At the moment I am more concerned with various confusing resets that I have been working on. For example alot of Dudley’s standing hits can be parried into a fukiage, both EX and normal. One combo I like to do is:

[Against Dudley]
1] Parry Dudley standing whatever
2] MP fukiage
3] Dash to the other side LP reset
4] Kara lk into EX fukiage which will come up on the other side of Dudley
5] You can then EX fukiage again or jump HP/HK or axe kick

Obviously if you are going to burn SA meter SA2 is the SA of choice on Dudley in my opinion. There are a ton of other resets you can do via a counter-parry on numerous characters [Yang, Urien, Chun to name a few] just experiment and try random things out of nowhere… as there are still many undiscovered Makoto combos/resets out there.