All About Makoto / Read this first

C.foward is really good against her shuts out alot of her pokes, and remember to block high because she only has a few moves that hit low. her c.Strong hit’s mid so you can block it low/high and parry it low/high.

also she can get hit bye fukiage’s pretty easily so if you see an opportunity don’t be shy =)

i use sa2 against elena but i suggest you use whatever super you feel most comfortable with.

psychic post-hayate lp.fukiage = done

or uhhh… dunno, i’ve never played against an elena that scared me… i just kind of treat her as ghetto chun-li with a weird 100% stun cumbo :x


tornadoflame- i thought you abandoned makoto?

how does makoto fight turtle oro. hungbee bwned me ugly-like this year :confused:

block more =(

lmao i guess i’m the only one who’s played justin’s elena:sad:

based off that i think you have to play against her with just as much(or near) respect and care as chun. she can still karathrow you pretty well, her dash is good, her pokes are good, plus she’s got a beast uppercut. hitting her with sa2 is weird sometimes as well, i like sa1 on her.

i got to play one casual match with hung last year(or year before?) at evo before we got cut off for cvs2 brackets- -. low forward eats up most of oro pokes. basically, play gay. you can be a bit more loose when he’s got low meter but if he ever touches you he can juggle into super from hella low meter, watch out for that. until you have sa1 stocked its not in your favor to press too many buttons when your up close to him because of how fast he can build meter, its like if yun could combo into gj from 20% bar or something its very deceptive. basically if you out turtle him and pick your spots you’re much more likely to land super than he is.

face, which super did he pick on you? pretty much every oro i’ve played has picked the rocks on me

oh i’m pretty sure you can also reversal sa1 to his cl.strong

Ya that’s how i feel on Elena : / . I guess i’ll try Cr. Forward a bit more it did well against her cr. MP so that should help me work my way around at mid-distance better thx. She has a 100% stun combo?? I know she has that big 50% combo with like 2 EX’s and an uppercut hm… i’ll have to look into that. Not many people play her so she seems really awkward.

On Oro ugh … I just try to remember do everything to NOT get hit by st. MP you’ll lose 70%+ … it’s ridiculous especially since your talking about a really good oro. Watch out for his reset setup that 100% stuns (It’s an air reset that makes you parry the next st. RH in the air or you get stunned). His grab attack that can’t be parried can be punished with SAI on block as can his st. MP. Timing isn’t to bad if you piano as neither HAS to be reversal’d. If you block a chicken you can get a dash up karakusa guaranteed I think. I don’t try to poke with Oro as his pokes are just made to zone. and beat everything besides cr. FW pretty well. Lastly watch for the last moment chicken that Oro’s love to do. They hover an inch of the ground and do it and they get a full chicken combo off it.

yeah he played the trash super

got hit by some silly gimmicks that i wasn’t very prepared for.

i will try playing ‘gay’ next time. mashing on c.mk sounds like a viable option, now that i think about it. maybe the same way that i play against turtle akumas… whiff for half a round for sa1 meter, then go own.

the super reset owned me… every time i tried to parry, i would parry the first hit and get fucked up… couldn’t figure out the timing out of like… the 5 times that i got hit by it in the tourney :smiley:

it’s the same 2x fukiage combo that you do on Q dash uppercut lk~uppercut i forget if the first one is kara’d i don’t get very many opportunities to try it out so shrugs

I can attest to the cr.mk owning most everything Oro does. In my experience, beating Oro seems mad basic, but takes patience and feeling like a douche bag while playing: whore out the cr.mk, avoid the close mp, avoid the late chicken. Other than that, just watch out for too many far roundhouses, which you can just repeatedly parry f due to no good low option damage. Nothing else hurts. He has no good damage option from a low unless fairly close, you can see his overheads, and close mp has no range. Throw baits (like his uoh) will get you killed because he’ll cl.mp, so just eat the throw or try to react. Being that reversal SA1 punishes a blocked cl.mp and his command grab (his only damage from a low), just block low, and try not to run into his pokes like I do/did. :sweat:

Turtling your ass off seems like the best option here until you get a solid knockdown. Max range ex chop and rh karakusa are probably greater range than his close mp, and if he parries a low fierce on wakeup, he can’t really hurt you. You may get hit with some gimmick instant air chickens or random dps but the damage for Oro isn’t worth his risk from a stocked SA1.

Makoto. You get hit by EX HADOU or some shit. Quick stand. If they are dashing towards you, do a KARAKUSA, they might go into. : )

I try to parry on my wake ups in the corner. If you have somone cornered with MA, and they try to jump out. Do J’s style and LP/MP FUkiage them with SUper jump HP.

So if I knock someone back who is in mid-air with j.HK, then dash under them so I can do the command grab as soon as they land, I can usually land it no problem against more noobish players. But with some more experienced shotos it seems like they can smack me with a shoryu just as soon as I can start to grab, and I’ll never land it. Is there ANY advantage I have in that situation, like can I start it sooner and have it ALWAYS beat out a shoryu, or will the shoryu always come out first? Will I just have to mix it up and try and dash in then block them?

You can not instantly grab someone after an air-reel (reset) or on wake-up and other reversal situations (coming out of hit and block stun). There is a window of 5 or 6 frames (iirc) in which you can not throw them. They could basically jab you out of the karakusa, shoryu is just easier/fancier. The key to success in all those aforementioned situations is to mix it up, and not go for the cmd grab all the time.

you could also tick throw if you are obsessed with the idea of command grabbing.

c.foward
s.strong
s./c. jab
c.lk

but make sure as zenfire said to mix it up a good player USUALLY only falls for set-ups once so what ever your choice is make sure you are solid at it.

also just because you play against noob’s doesn’t mean you should play to beat a noob just play your best ^^

play to win, fuck everything else.

real quick, how does that st.roundhouse into SA1 work?

I’m starting to pick up makoto again after not using her a while and I’m starting by trying to get her 100% down on everyone
(or at the very least all the important ppl) so if any1 has a list of which fukiage needs to be kara’d for each char. (cuz I heard for some its the 1st and others the 2nd) or if this was covered already can someone direct me cuz other than tanden renki I’ve pretty much got her down

So I’ve been playing and I noticed that every time I hayate the opponent can do anything to interrupt my mix-up. Did I miss something? I can never do anything after a Hayate. I try to grab again and they hit me. WTH is going on. It’s fustrating as hell.

meaty/crouching link

if they’re hitting you, parry

another grab only works if they mash throw or block

You should be able to beat anything they do with a well timed standing or crouching short. The key is to get the timing down so that A) you catch them before they’re considered airborn, and B) to interrupt any spamming of jabs/shorts.