All About Makoto / Read this first

2 random things:

  • You can sweep Hugo after an EX Hayate in the corner. It gives knockdown, but you could have done a Hayate for that and more damage. Meh.
  • You can c.RH Alex after an EX Hayate in the corner. Tons harder than doing a s.Fierce, but it does one more point of damage and a bit more stun. It also puts you at a better position for doing landing games (since you recover earlier without having to do a Hayate cancel) especially a kara-Oroshi which just hits with the tip. Yay?

Mike Z

J. HK -> HP -> EX Hayate

This combo is very difficult for me, i have problems to hit the HP after J. HK.

any hints?

You have to hit J.HK later than usual, and the thing is once u land or just before u land, u have to hit HP. So the timing isn’t like a 1…2 kind of thing. Its a little quicker. Once u get it down, u’ll understand what i mean.

thx 2hai

From what I’ve played w/so far I can’t land the 100% stun on the twins if I do the lk version of SAII. Does anyone esle have that problem, does the timing change between hitting them w/a mk version and the lk. I have no problem landing it on them when I karakusa them in range to land the mk version of the super. IDK I just recently got the hang of the Dbl Fukiage combos so I’m still a noob.

Also I’m having a big problem w/facing my friends Oro & some difficutly facing my friend Urien. Can any help a brotha out. I think it’s more of a Heaven and Earth (I’ve been watching to much Naruto):lol:.

I’ve been told most pokes beat urien’s. Throwing a lot of s.mk help distancing a LOT since it has a lot of range and punishes jump-outs, I think it’s one of her more valuable pokes against urien, especially since he’s so tall. s.mp also beats his tackle, it’s crazy stuff.

I’ve also been learning to use SA II to punish horizontal fireballs, his recovery is so slow it’s actually confirmable to see which way the fireball is going first.

really you can punish that w/ SAII damn. I’m gonna practice that my self. You can punish the mp fireball and the hp fireball, or just the hp fireball I can see the hp one, but the mp one too.! I get horizontal and vertical mix up sometime. If your talking about jab Fireball I can punish that w/o problem but rarely get a chance to.

Thanks for the info LOL

STALKER!! :lol: got something for you next time.

pointless stuff

on elena and Q you can do strong fukiage to kara strong fukiage post abare… kind of pointless though still doesn’t due 100% stun on Q and doesn’t really serve a purpose on elena or Q that strong/fp to jab or jab to jab didn’t already do… (ie it won’t stun elena off of random abare)

As for whether you can do strong to strong w/ the regular 100% stun combo it might be possible aleast on some characters but i didn’t really spend any time checking it.

Yea I know about that Kara Fukiage on Q and elena. It’s still useful for the fact that you need to do it hit Q w/like 2 or 3 of anything MAKOTO has, and elena she can be crossed up in the corner because of her animation, but it’s hard to really get elena in a karakusa. I know b.RH is good for her against Makoto but if you know it’s coming you can EX oroshi or EX air tsurugi, or just parry it and get the Karakusa anyway.

I would like to bring two things up, one question and one move that a lot of makoto players might not even know about. I found it out accidentally.

First I would like to bring this question up again…

Ross Posted This
"does any know the timing of the tsurugi in karakusa,FP,SA2,SJ. MK TSURUGI,standing MP(reset),dash forward,EX FUKIAGE?"

      I am having the exact same problem, after I hit my opponent with the MK TSURUGI and than dash to the other side, I cannot hit them with any move at all.  I try to hit them with the s.LP and the s.MP usually, but it goes right through them, I've tried to hit them when they are stunned or when they are not stunned.    Maybe I am superjumping at the wrong time, I superjump right when the opponent gets hit?     Any help would be appreciated.



      Now for the move that I havn't seen mentioned, which can be useful against yun and yang I believe but havnt tested lol sorry (if your a good at anti-air parries).  
      When your standing on the ground and parry an air move and the opponent is right next to you mid-air, you can sometimes hit them with an SAI.     If you parried a long-reaching move, than you will probably need to wait a bit to time it perfect.  It works well if you parry a short-reaching air move and they are right next to you in mid-air.    Im guessing Yun and Yangs down kicking move can be parried and hit by this.  Well its pretty useful if you know when you can hit them with it.  

    Along with that, sometimes when opponents just plain jump and dont attack right next to you, or you block a dragon punch, you can time it right and hit them with the SAI just as their are landing in mid-air.

I realize this tactic doesnt work all the time and only the first hit connects, but you should know it just in case.

I hope none of this was answered or stated earlier, i read almost everything though.

Antiair SA1 is pretty crap unless you can consistently land all the hits, because they can punish you after getting hit by it. If you parry an air hit, you can s.Jab then dash to the other side, or wait and Karakusa, c.Short, etc.

As for the question:
For all her combos: do the superjump right BEFORE she hits with the end of the Abare, and it will still come out. This gives you the earliest possible SJ and you don’t have to worry about timing.
There really are only 2 timings for the axe kick:
1 - (for that combo) - you want to do the latest possible axe kick, like slightly as she starts to come down from the jump. But if you wait too long, then you will have crossed behind them and be unable to do the motion. What I do is superjump then wait a bit and do the HCB, then wait even more after the motion and press the button just as she starts to pass them. You’ll still get the axe kick. Land and dash ASAP into your move (Jab is easiest), and you should be fine.
2 - (as early as possible) - done by doing the SJ before she uppercuts them then starting the axe kick motion before she’s even taken off, and pressing the button as soon as she leaves the ground. That’s for the SJ, Fwd axe kick, land, reverse Strong DP xx sj.RH/Fierce combo, and other weird resets.

Mike Z

Thanks a bunch, ur video for that kara cancelling her super is just amazing =).

Hey guys, thanks for making this thread, its helped me out a lot =) I’m having some trouble with kara-karakusa. I know you push LK and cancel it into Karakusa, and I’ve done it a couple times, but often it seems like no matter how fast I do it, only the LK comes out. Could someone who can do it near-100% of the time take a video of their hands pulling it off? I think that would help a lot.

Is Abare -> Dash -> Reverse RH Abare a combo that works on everyone? Or is it distance-relative? I’ve only seen it done on Hugo and Dudley. Also, once the second Abare finishes, is it still possible to do the 100% follow up?

Mario - just like standing 720, the only advice is “do it fast”. Do a standing Short that hits the opponent, and cancel to Karakusa. Now try a standing Short that misses and cancel it to a Hayate. When you can do that consistently, do it to a Karakusa.

domiru - It works on nearly everyone midstage. It is possible to do the double DP afterwards, but it won’t stun nearly as much, or do as much damage.

Mike Z

Thank you, Mr. Z :smiley:

Again, same as the kara advice I’ve given before, people always overexaggerate how fast karas need to be done. Particularly makoto’s lk kara-kara, it is somewhat fast (a lotslower than normal karas, maybe two or three times slower), but if you’re not executing it by no means are you “not doing it fast enough”; in fact it might be just the opposite, that you’re doing it too fast, as I often do. I would say the time between the lk and the kick for the kara would be 1/5 or 1/4 of a second; you should hear two very distinct taps, and it should be slow enough to even execute with one finger. Basically you want to execute the kara when her lk is at her peak (e.g. when her knee is fully extended and she is kind of just standing there with her knee up, about to draw it back), which should be more than enough time to enter the motion. Try doing it with either hayate or oroshi first and you’ll see how the timing goes, then practice with karakusa. Once you get it down, you’ll find the most problematic part is accidentally throwing out a forward+lk instead of a standing lk, as well as spacing.

hey mike, got a question:

wasn’t sure if it was just me, but does the lk cancel into karakusa earlier on arcade than on console? Doing dash up karakara after a knockdown seemed much more lenient on arcade than on console, i always find myself saying in my head that the knee should’ve made contact.

also, didn’t get a chance to meet you at evo east, though I think i saw you playing casuals. did you happen to end up in that 3s death pool?