All About Makoto / Read this first

haha very much so ^^

i know 2 news combos the 1st is 110% Stunbar and the 2nd is a 200% lifebar:

1st: Karakusa. Hp xx Abare -> Throw sand into your foe’s eyes and punish him like a demon…

2nd: Karakusa. Hp xx draw your Dessert Eagle and shoot to everyone there.

BTW. I come here cause i found the Lk xx Lp Fukiage (chain) very usseful. :wink:

i get that shit every time i dash under on a reset =(

O___O And you never try to fly away or something like that ?? . You’re a N00B .

:sad:

so um i noticed in evo finals… makoto tried to do an anti-air jab, dash under, sa1 reset… it whiffed, but does this normally work? seems like it’d be really tricky to parry.

^Couldn’t you do some kinda kara-fukiage shit too?

Hey, how do you guys land a karakusa while being cornered (Sa2 setup)?

I was fighting a good Ken player today and I realized that my best setups for getting a karakusa while cornered did not work on him well. Thus I had to use my SA2s somewhat randomly. This did not work either, so I ended up just switching to SA1, and to be honest, I’m starting to like SA1 a lot better than SA2, because it’s so easy to hit confirm it.

Also what would you guys do against someone who was whiffing a lot of normal moves to fuck up your dash ins? Hayate?

Last question…how exactly do “late techs” work? What I mean is teching throws while crouching…the SFAC guide says you have to tech the throw slightly after you’ve been thrown. To be honest, I don’t get it at all. Anyone have a video of this being done?

i meant… it looks like the sa1 was meant to hit them out of the air before they land.

wasnt there so i’m just being assumptive(is this a word?)

do you think he was probably just going for the dash under c.lkxxSA1 and just did it too fast?

-parry grab
-just grab on wakeup
-catch em w/ a c.lk xx hayate mixup in your corner
-block string them into it

overall answer: get lucky

you can punish wiffs w/ hayate or dash in grab for a move like ken c.mk if ur that fast. but if ken wiffs it the first time dont dash in because you already missed the timing to punish it, he can c.mk u again and you’ll get caught.

u can break a throw i think within 5 frames of it coming out, thats wat late teching is. thing is late teching while standing is alot easier, and late teching while crouching is extremely strict. so essentially if u see a throw coming, go to standing and throw… just dont get baited.

=/ that bothers me. I don’t want to have to get lucky to land big damage. Do you think I should just use SA1 against Ken?

BTW about what you said with the Ken whiffing crouching MK…uhh…what exactly were you saying? Like, If I dash in when I see it, it’ll be too late? Are you saying that I have to really watch for those whiffs to punish them?

Anyways thanks a lot for the reply.

if u dont want luck to get big damage, im sorry to say makoto probly aint the best person for u. and no, ur better of probably using SA2 against ken, remember its in their heads that corner pressuring you might result in them getting fucked up so its a mental fear that your instilling into them as well.

as for punishing ken’s c.mk, yea if u wanna dash in on it then you have to be fast because if u just see it but dont respond fast enough he can just stick that shit out again, its a basic ken baiting move because makoto cant punish his wiffs like others can(in fact the only normals that can punish it at all are f-fierece and c.fierce, MAYBE c.strong but i dont try that). hayate on the other hand is fast enough that u have a bit more time to punish that shit on reaction.

w3rd no prob i havent been in the makoto forums lately so i shoudl read up more often.

It wont work in that setup. You may already know this but you can get an anti-air SA1 that will hit with every hit if you time it well, I used to be able to parry a jump-in and time it right…but now that I’m playing higher level players they aren’t suckers to do the basic jump in and attack as much. So against higher level players you wont see it much. (If I remember correctly the only way to get the last hit of SA1 to connect anti-air is after you parry an air move…or perhaps its just easier that way)

-Well-timed dash in.
-A long range hayate when your very confident it will hit them, dont do it too much
-A well timed short range jump in will sometimes throw them off, you might get a chance to punish them before they recover.
-Maybe just a forward + fierce here or there to throw them off.

The reset works reliably actually…

The jab hit them rather high and because of that the super should have been delayed because of it

Its also the corner could have semi fucked up the spacing/timing

crazy… i’m x-copying this :x

do different character sizes cause any problems? (yun/yang/oro/ibuki in particular)

Face:
Okay did some quick testing on towards jumping characters Ibuki usually falls out, chun doesn’t but she will on occasion will cause the super to whiff due to her thin hitbox oro seemed fairly reliable

As for characters jumping streight up the reset is iffy

you can also 2in1 cancelable pokes on jumping in opponents ie cr strong etc although if you don’t cancel as early as possible sa 1 will most likely break combo after the first hit or so (so pretty much just for show)

I though I mentioned sa1 is hella good…:wonder:

its a lonely wagon ill tell u that.
and having SA1 doesnt keep me from using my EX’s at all.
shit it doenst keep me from EX’ing anything.

Wait a minute…Mr. Quotes if you think SA2 against Ken is best why do you use SA1 against him?

-i dont have very good execution and fierce xx SA2 is probably my most troubling combo
-i think it better suits my playstyle, i am not fond of having to play with my back against the wall, and i dont want to be in the state of mind where i think i have to super so i just end up cornering myself.

there both good supers but SA2 is the best way to be a monstrous threat with meter to spare.

u know u do have a godly makoto down there.
besides, the only videos of me up on the internet are of me losing.
as for VA i dunno maybe ill come out next time they throw down a vtyme or somethin, just as long as its not too far into souther virginia or somethin.