All About Makoto / Read this first

Okay I don’t know if this has been covered or not so please bare with me,

When I do in the corner against Dudley, the Karakusa, FP xx SA2, dash, strong Fukiage, sj. RH, and then dash as soon as I hit the ground which cause her to dash under him, and then karakusa to setup another SA2 combo. This seems very random in terms of me getting it to work, does the punch input for the fukiage matter? and also is this counter-able or is it considered a reset?

Well I never tried strong Fukiage, but for best results is fierce fukiage. You want to do the fukiage somewhat early when your done with your dash, so you get the opponent/Dudley to knock back to the otherside. Wait a little after your done with the fukiage, and SUPERJUMP TOWARDS EARLY roundhouse. THen you can do whatever you want after that.

That combo mentioned above is a reset and if you get the karakusa, dudley will stun. Its also counterable, but there are mixups for it. If you dashed under and dudley tried uppercut(assuming he doesn’t no your dashing under), he’ll get counter(not sure though if he reverses uppercut, but I should try it out sometime). The counter to the karakusa is to throw you when you attempt the grab. Basically most people will know your going for this reset, so they’ll try to counter it by throwing, so what you do is mix up the reset to counter their counter strat.

Yeah I was wondering cause the distance is random when I use the strong fukiage. Thanks! Yeah that combo is usually good for people I’ve never played against who use dudley and a few others on the second round when I have 2 bars filled so if I get the combo off at the start of the round and get that last karakusa into hp, dash punch, and then another SA2 when they get up stunned, with a basic tsurugi, dash punch follow up should be a kill.

I don’t think 99.9% stun is a waste. If you hit them with anything afterward they get stunned and against the twins that means GGPO, and if you happen to have hit them with something beforehand (like a tick setup or reset) then they are screwed.

Picture this: Knock them out of a dive, dash crossup, meaty grab = game. And you don’t have to rely on the unreliable 100%.

The 100% stun is very reliable even moreso then the 99.9% stun. (not counting random abare/airborne hit random launch angle garbage)

The only time you will see the 100% whiff is even though you got the kara is on shoto’s and elena and that is due to you doing the first fukiage to late.:sad:

Also with the twins you can second chance at the 100% stun if you miss the the kara on the first one.

Thinking about it typically with twin dive kicks you would parry then karakusa if it will hit you or you see them dive kicking short and make them land in the karakusa. (twins dive kicking a saII mak with meter = suicide if its not a crossup for the most part)

Assuming you didn’t avoid the situation by dashing under or jumping away.

In your given example assuming it wasn’t just a jab you reset them with or they had a little bit of stun in their bar beforehand you would just fukiage sj fp for the stun.

So in conclusion I agree with TSC 99.9% stun combo is pretty much garbage and has few real uses.

Can you explain this a little more, please?

EDIT: Ah, I see. Thanks.

covered it in the 100% stun thread but with them, Urien, Necro, twelve, and Remy you can dash fukiage dash back cr rh kara’ed jab fukiage.

So if you miss the standing rh kara of the first one you can dash back and kara the second one with cr rh essentially giving you a second chance at the 100% on them.

Apart from being able to kara>fukiage the second fukiage on the 100% stun (In the twins case) as JAK mentioned my main personal reason for not seeing any use for the 99% combo wise is this. If you are going to take the risk to do something other than the standard SA2>dash fukiage>SJ cancel into HP why bother with something that is only going to give you 99% stun at best?

If your confident you can land the 100% stun more successfully then the 99% stun on the twins in this example it is just a waste of time. Personally, I find the 100% stun easier to do (maybe because I have never even really bothered to practice the one ramza mentioned above) and am confident to be able to do it any situation.

All comes back to risk>reward… if I am going to risk straying from the standard combo I am going for the 100% stun (Or maybe some sort of reset) and that is it simply because the reward - 1 stunned opponent - is greater than one who is not stunned.

Anyway, as for the twins people really should be using SA1 on them. In Japan, SA2 on the twins gets you nowhere. You might be able to get away with SA2 on the twins in the west - US, Aus, France etc - but not over there.

What makes SA2 impossible in Japan? Just curious, cause I’m curious what they do to make it really hard (lack of defense?). Btw, I use SAI on twins anyways.

like i said…if i’m not tired, i’m completely confident i can do the 99.9% stun 100% of the time. i much prefer guaranteed 99.9% stun over not 100% guaranteed 100%. but w/e works for you, or anyone else. i’m not going to tell somebody what to do or not, we all have our reasons.

I’ve been wondering this lately…

Why is it that most people do: SAII --> dash under --> Fp Fukiage --> Superjump cancel into fierce punch

instead of: SAII --> dash under --> Fp Fukiage --> NO jump canceling/super jump --> just a regular jump towards them roundhouse kick --> than a great dash in mix-up game (shoryu’s can be blocked in after the dash, you can UOH hugo’s 360 after dash too).

So why do most people choose the first option when it is much much easier to execute the second option, they result in the exact same damage (I tested this), and the second one leads into a great fast-paced mixup game?

Is it because the first one deals more stun damage (havn’t tested this)?

deadpool: mo’ stun. just dash fwd and neutral throw and they are stunned after the j.FP.

as far as all this 100% combo nonsense, just play how you feel comfortable playing. I assume most of the people reading -this thread- are just now getting the basics down of how to play her. I know ramza, TSC, jak etc… are all competent players, but beginners should really focus on how to win w/o the 100% stun.

I say that because even if you are getting it 80-100% in practice mode, if you dont have the foundation to play Mak, you will still lose in tournament play against a decent player. Im not saying its a bad thing to practice, but it wont help you if your ground game is garbage.

I personally have a somewhat unorthodox play style and in a lot of cases end up doing the damage combo more often than the stun combo just to finish them off. A lot of times I do so much damage poking and fucking around w/ wake up, the 100% isn’t even needed.

cliffnotes: if you’re only able to learn fighters via forums and training mode… play fucking mvc2.

Watching match videos on youtube seems to help, at least for me.

Haunts, do you have any videos of yourself I could take a look at? Can’t hurt to see another Mak style.

u dont want to watch me play. nothing you can learn from watching me, im just really really random.

Hmph, if you say so.

Anyway, I have another question. After connecting with an EX Hayate, which is the better method for reaching your opponent?

  1. Dash, c.LP, Dash
  2. Dash, forward+HK~

I was just testing those 2 options in training and it seems that they are practically equal from what I can tell.

There isn’t really any better method between those 2. Both aim at reaching the opponent while at the same time confusing them (the fakeout and the unnecessary crouch lp respectively)
I personally always do dash -> twd. + fake hk out of habit but it doesn’t really matter. Switching between those method randomly is probably the best thing to do.

‘confusing’ people (aka ‘random makoto BS’?) only works on people that shouldn’t matter.
i think some people focus on this way too much.

but my play-style is probably very boring to some people. :X

Winning > looking good while losing. Who cares if your style looks boring? xD