Argh. Ok, for Makoto’s 100% combo, I can kara the first mp fukiage no prob, but what’s the timing for the 2nd dash and lp fukiage? I’m trying to dash at all different times and I can’t seem to get that 2nd dash at all. What’s the timing of it?
If I can just get that part, I’m sure I could get the 100% stun most of the time. Thx again.
crap I got a lotta reading to do if I wanna learn mak :sad:
i’m actually looking for some more neat tricks after the karakusa grab, there was stuff that seemed pretty obvious to me but I wanna know the complete bag of tricks.
You can’t cancel it with a dash like the last hit of abare so you’ll have to wait a bit before inputting. Do it right after the fukiage hits and it should work.
Breaking down the 100% stun combo. I like to practice on Ken cuz I just kinda consider him my standard dummy so I’ll explain how to do it on him, other characters may need a slightly different timing for the execution of the 1st fukiage but you never should have to worry about whiffing the second.
After the Abare input the dash right before you connect the final hit so that the moment it connect Makoto will dash forward. Buffer the reverse dp immediately after you input the dash command than allow to go to neutral and do the kara.
What you should see is the screen shift back a bit and when the screen shifts low enough to see makoto she should already have a fully extended MP Fukiage that Ken should land on. If you don’t see her have the Fukiage FULLY extended you did it to late and the 2nd fukiage will not connect. If you see it fully extended but they just fall through the fukiage you did it to early which imo is easier to fix.
Practice this so that the correct effect happens consistantly and you don’t have to actively think about. IGNORE the second Fukiage for now as it is much more important to get this part correct as if this part is wrong your second fukiage cannot connect.
Now the hardest part of the combo, the 2nd dash. Trick to this is in the timing, but fear not their actually is an indicator for when your Fukiage ends. Makoto yells some japanese gibberish whenever she does a fukiage. Significance of this is that the MP Fukiage ends instantly after she finishes yelling her gibberish. So listen closely after you do the kara to her yelling and buffer the dash input so that the second Forward occurs the moment after she finishes yelling and you should dash.
If your input speed is quick you can wait till she is finished and input both fowards for ease, but unfortunately i don’t have the quickest input speed so that prior is how i learned to do it.
Than it’s just a matter of inputting the reverse LP DP as quickly as you can. The faster the better, if your slow you’ll give up a perfectly good opportunity to stun your opponent and doing it to fast is difficult to impossible.
What I think makes Makoto really difficult at high levels is she is just pure rushdown, and I think rushdown is more difficult than turtling. Guys like J play faster than I think.
yah, i mentioned that on the original post, more or less. I found it was pretty easy to trick most people with her, but at higher levels she becomes real inconsistent.
I’m a newly transistioned Makoto player (previous being Yang, Elena and Alex) and I’m having a hard time following up after I succesffully land her BnB combo or any KD. I get thrown a LOT. Even if I stick out the meaty s MP, I still somehow get thrown. This happened on GGPO to me, but I’m not sure if it’s just online or that I’m just doing it wrong.
Help?
Love Makoto btw, she’s just too good not to play as.
I’m having a tough time with 3 characters in particular: Akuma, Ken, and Ibuki. I think I’m just getting overwhelmed due to them being offense focused, and even though Akuma and Ibuki lack health, they keep me blocking or guessing with a bunch of mix-ups, any advice?
Akuma gives me trouble too. The demon flips and dive kicks are just really hard for Makoto to get out of, since he can reset you into another dive kick situation because of the blockstun that move creates. You’re better off trying to guess a parry. Be careful though, because if you miss that parry…you’re pretty much fucked. I would suggest trying to build the momentum first and scoring a KD…then go into your mixup game. Believe it or not, this matchup is actually in Makoto’s favor.
With Ken, you just have to get him backpedaling from the get go. Easier said than done, but scoring a KD or landing a Karakusa will make that matchup more in your favor. Be careful about wakeup shoryu’s if you like to hover over your opponents and try to land meaty Standing Strong. I would suggest not even trying to meaty your opponent if you know he’s gonna try to wakeup shoryu. Bait it to come out by standing over your opponent and get him to use the move and block/parry it (blocking is more recommended). Then bask in your free combo/ Karakusa.
Ibuki shouldn’t be too hard for Makoto. Her offensive style is very suited to rushing you down and her moves do have higher priority than Makoto’s in a lot of situations. Thing I would suggest is keeping her in Makoto’s poke range and out of hers. Zone her out right and Ibuki will be easy to take down since she’ll be trying to figure out how to get past your pokes and not about the more dangerous stuff, like Karakusa’s and mixups.
s.fp xx sa2, super jump mk tsurugi (usually you do it a bit late), dash to the other side and s.lp. as soon as you hit with the jab, dash to the other side and repeat. i think you can do 4 or 5, i forget.
vs akuma u need to make sure your reactions are up to speed.
when he does a demon flip you can either jump back roundhouse or dash under the flip and just s.mk him out of it.
be careful if u do the first one though cause he can mix it up w/ air tatsu
and i wouldnt try to parry divekicks, its not like yun’s, he can change the timing how he pleases, and it fucking hurts
Akuma has better options to get out of that situation other than teleport which is fairly easily punished (which dash/kara hayate/ex hayate) even if she whiffs something. Hell if you fished for parry and see teleport you can just abare it and with the 100% stun ender the round is over.
As for blocking in that situation i would not recommend it due to how many of Akuma’s options “beat” blocking such as
sggk
kara throw
dash back
rh tatsu
shortxshort (ideally coverd with a parry looking to hit confirm into super)
jumping up, away, twds
jab shoryuxsa1 (depending on how close mak is to akuma as he lands this can be completely safe on block and practically impossible to punish even on red parry)
wow i love makoto but i hate the ones that dont stop jumping all fucking day with mks or round house. seriously. and the god dam random abares, or the fucking dash in abare. wtf man. shes a high risk high reward character but thats too much. i hate having makoto mirrors where i know im the better makoto but the other guy is just getting away with stupidest shit. ughh stupidest mirrors in the game, well except for a select few times.
Any tips on Elena? She shuts me down pretty well as I always have to worry about reversals when i get up close yet when i’m far away her pokes give me a lot of problems. St. MP? is that the really good poke Elena’s confirm into super with? Zones me really well and she walks a lot like Chun so doing anything becomes hard since she so mobile.