All About Makoto / Read this first

I’m not even sure if there’s any buffering as you say, but for me personally, it’s substantially easier.

Just gotta practice. i personally was never good at doing supers in general, thats why my game revolves mainly around the use of EX meter (and jumping mk :rofl:).

with SAII though, in my experience, I always hold back on the joystick once i grip them, (double) tap FP when their feet touch the ground, do half circle forward, then another quarter circle forward, and on the quarter circle forward, i always go “up” a bit more in the motion, and really exaggerate it to make sure it comes out. I tap kick right afterwards, and its right at the moment, maybe a split second before, the opponents back is turned to you after the FP connects.

For me, my number one problem right now is not really doing the super, its when I get the super, my play style tends to change. I think I mentioned this even earlier in the year somewhere in this thread. I try to lure people into the corner and all kinds of shit. I think I play better when I stick to her standard mix up game, and just hold onto the super and use it if and when the opportunity arises. Sometimes I think I play better with SAI just because it keeps me playing aggressively, and I can use it anywhere on the screen. The problem with SAI is Ill end up guessing with lk xx SAI too much and get myself in trouble. haha…

i don’t understand how he could get ex hayate if he wasn’t using punches c.c;

EITHER WAY.

haunts i kind of do the same thing only with out the half circle but i mash that qcfx2 like super fast the faster you do it the earlier you cancel the FP the greater chance they can’t block ^^

P.S. those jumping MK’s are killer man.

you retard, read his post. he is doing EX Hayate on purpose cause he cant get the super out. :rofl:

ahem i retract my last few posts :rofl:

like people said earlier… theres PLENTY of time to input 2 qcf after the s.fp connects… it gets a little stricter when theyre farther from the corner, but w/e… just keep at it and itll become 2nd nature. however you want to make it come out is up to u. i just do both the qcf after the s.fp.

Use the search engine can be useful. XDDDDD

Another thing someone has told me, is don’t start doing the QCFx2 input until you see that s.HP has connected. And just do it real quick after. It’s all in the wrists.

Also, double tap the button you want with two fingers. (I use index and middle) That’ll insure you’ll have more of a chance of the super coming out.

a makoto cant do shit against an oponent who jumps alot

Oh really? That’s the most ridiculous thing I’ve heard.

Observe:
s.MK is a great anti air. j.Hk and j.HP are good for opponents that like to jump. EX uppercut is another good option if timed correctly. Axe kick and ex axe is another good option.

You can even use s.HP as an anti air sometimes. c.HK is also a good anti air.

So, I hope you were joking.

you must be retarded lawl.

makoto has a ton of options against someone who jumps all day to avoid karakusa.

  1. AA with normals, such as s.hp, c.mk, c.rh, s.mk
    and in some cases you s.mp or s.lk will stuff jumps/jump attacks

  2. meet them in the air. makoto has got some good priority in the air, especially if you manage to bust out a tsurugi. jumping mk and jumping hk have some sick extension, and if you manage to get it out a jumping fp isnt bad either…

if you manage to land the tsurugi, you get free combo or mixup afterwards
if you land mk hk or fp, you can land and dash in before they hit the floor for tons of options.

  1. keep them grounded. oroshis are AMAZING for stuffing jumpers, especially if you kara them. so are EX tsurugis. combine your rushdown and meatys with these two for people who like the jump, and theyll eat oroshis, ex oroshis, and ex tsurugis all day.

c.rh, c.mk, s.mk, and c.mp are pretty good at keeping your opponent on the ground too.

  1. **kara’d fukiages **are actually pretty decent as a “shoryuken” and allows for followups on hits, in situations where you don’t have enough time to kara one, an ex fukiage works well, with that little “dash” she does before performing it. if you manage to land 3 of these, u should win, since they should either be stunned, or close to it ^^

  2. utilize your dash to cross them up. with makotos disgusting dash, you can dash under your opponent from almost anywhere on the screen. i like to dash under and do c.lk > jab hayate to set me up for post hayate mixups.

  3. wait for them to jump in, empty or not, and reset them with s.jab or s.fp. you may have to be decent at parrying to do this, but if you can manage to utilize this option, your opponent will stop jumping at you in a hurry.

a reset with a jab allows for 3 basic resets. (at least from what i’ve used/seen)

-you can either dash under them to get on the other side for whatever it is you want to do from there. (usually you can hit them with s.fp > SAII, or c.lk > SAI, maybe even try to hit confirm a c.mk to SAI). even aside from supers, the options are plentiful.

-you can stand still and c.fp to get them on the ground. which results in possibly the most favorable position for a makoto.

-you can try for a kara-karakusa

a s.fp reset is a little trickier, and requires a little more dexterity. since you should buffer the s.fp to a hayate and immediately cancel it for a quicker recovery time from the s.fp. if you can manage this, you have the same options as a jab reset, but you hit them a little harder :wgrin:

  1. throw out another quick jab hayate in a post hayate game. if this connects, you get another free hayate. (This is risky as HELL)

the idea here is that if your opponent is not dumb, he/she will realize the “riskyness” of that 2nd hayate, and begin to block it in order to punish you. yea you’ll eat a super or 2, but you’ve trained your opponent to sit still after a connected hayate ^^. if this is the case, karakusa them after that first connected hayate all day :wgrin:


Thats all i can think of off the top of my head, im sure there are more options available to makoto, but im tired and dont want to sit here any longer writing it down :bluu:

I know I’m probably not the most credible person to listen to, since I’m not a pro (at least not yet ;p), but I play TONS of makoto, and theres this one cock who likes to just jump all day, and yea… at first I was lost and didn’t know what to do… Hope this helps someone :lovin:

lol, you guys should settle down, if you’re gonna get worked up everytime one guy says some dumb thing, you’re not gonna grow very old. This is hte same dude who started a big fight in the Sean forums about how he’s not low tier, just everyone that plays Sean (except him) sucks.

What helps me the most is to start the super motion ASAP after the FP animation starts. That way you really don’t have to do the super motion very quickly. If you’re having trouble with c.FP coming out instead this probably isn’t a good idea; it’s never been my particular problem (I more tend to spaz the timing on karakusa-FP).

[IMO] Is too risky do a c. Mk as a Anti-air. O_oUu.

i find that it works against most characters, but sometimes a character like dudley, when he j.fk, gives him a wierd hitbox, so I don’t use c.mk as AA vs dudley.

otherwise i find if you get the right spacing, and kinda… “meaty” it, if you will, so its already out and they jump into the kick’s frames, it stuffs almost anything.

c.mk is only a neat aa against some characters cause it’s drops them in perfect dashup karakusa range i just do it when they empty jump because if they parry it you can still dash underthem ANOTHER really cool AA is a mk tsurugi cause you can get those 2x dash punches, but easier said than done otherwise her on groudn AA’s you should stick too c.hk s.mk and a well timed fukiage

u guys are ridiculous, quit playing and get a girlfirend or something, you people will kill yourselves to argu with the fact that she sucks aerial.

SHE DOES SUCKS FOR AIR SHIT!!! JUST FACE IT, shes just good to pressure on the ground and thats it, just jump all over that bitch and kill her then make urien stip all over her.

:looney: i hope this girlfriend game thing gives me better 3s fundamentals

j.mk > *

…who here is going to evo?
say hi and ill buy you a drink or play a random mirror-makoto-money-match or something

i’ll be at evo yo, i’m down for some mak mirrors

lol

Or vs Ken’s chope… er… j. Mk… Mak’s j. Mk and j. Hp… vs Chun’s j D. Mk … :sweat: :sweat: :sweat: . As a meaty hit, it’s a very good option, but in most of situations, the best Meatys [IMO] are s. Mp. and s. Hk