All About Makoto / Read this first

why st strong?

st strong seems to beat the headbutt if the Urien player throws it out…
it may even stop Urien players from randomly tackling you if you randomly throw it out from a distance (i think… i can’t quite remember).

more recently, i found that st. Strong beat out Urien’s neutral jump RH? or was it Forward?

forgive me for not being able to be more specific.
it’s very anecdotal and i’m a n00b.

I still can’t kara her Karakusa. It seems as if she’s not reaching far enough.

Following the video on youtube I got close enough where her knee from the LK doesn’t hit Urien, then when I cancel to HK Karakusa she hasn’t moved.

Maybe I’m not doing it fast enough?

yeah that has to be done very fast

Thanks for the response. Is there any reference points or visual ques I should look for in determining how fast I should do the motion (by what point should the motion be completed)?

from the top of my head, you want the motion completed and the kick button input for the choke completed before her knee reaches the top of its apex.

yes, it has to be done really fast.
but not as fast as other karas in the game. not that i mean to confuse you. you want to sort of see the knee reach it’s apex, so you’re not necessarily rushing the motion out the second you press lk.

I think I did it once. I can do LK to kara her Oroshi.

I just started playing two days ago. Can’t believe I’ve never played the game before.

Gotta say thanks for all the info on Makoto. I haven’t read this thing thoroughly, but just glancing at it here and there has stepped up my game. The guys I play 3rd Strike with say I’ve gotten much better in the past year or so. All thanks to SRK and the Makoto fans. :tup:

didnt know dwight went to her family’s dojo
[media=youtube]pWl38KbsoOI[/media]

My issue is more pertaining to using S. MP as a meaty than tick throwing. I just cant make it happen in practice mode. I’ll toss it out early but the cpu will block it. I’ve tried it tons of times with no luck.

EDIT: Two more things. What are the best ways to close the distance with her besides Hayate and Dashing and also what are some good setups into the karakusa because I find it hard to get in to use it.

If any Makoto pros want to help me on GGPO Id really appreciate it.
Makoto is the shit.

What are you trying to say? Are you sure you understand what a meaty is? It can be meaty regardless of whether it hits or is blocked. If you’re having issues with auto guard go to training options and disable autoguard. That way the npc wont automatically block after failed combo attempts or resets. Also on wakeup I guess too? I dunno.

Yea, I thought all meaty’s were meant to connect but apparently they aren’t.

Well, I mean basically a meaty is a property of a move that allows you to hit with a move that has already recovered. (I.E. a move that hits for 10 frames but recovers in 5 or something like that.) so they’re stuck blocking it for 5 frames while you are free to do whatever you want. Not exactly a good explanation, but that’s my interpretation of it.

It’s meant to hit if you’re trying to combo, but you can’t combo into the command grab or throws. So in that case you’re talking about a tick, and it doesn’t matter whether those connect or not. They’re just meant to stuff your opponents potential attack and keep them blocking so you can throw.

EDIT: I guess ultimately your statement about meaties doesn’t really explain whether you are attempting to use it to stuff an opponents move and combo into into something, or set up a throw. Being more specific will help people be able to give you feedback. What are you attempting to do?

Haha. I really appreciate the thought you’ve put into my reply, man. What I was referring to was a basic meaty attack, which is why I put that line in bold, not a meaty in tick throwing. I should have just asked “Is a hit still a meaty if its blocked?” to save some confusion.

I believe what you are saying is correct. The point is to throw out a move that has long “hit” frames early so that while the opponent is getting up, they stand up into the final parts of the hit frames. I believe that’s all it is?

Yes, basically. It allows you to combo things that normally wouldn’t combo. For example you can do UOH right on top of someone and try to SAI and it wont combo. However if it lands on the last of its active frames or “meaty”, like when someone is waking up (getting up from knockdown), then you CAN combo into SAI.

That’s a basic idea but there are more. There was a really good meaty vid, it’s getting a bit old now though. Here we go [media=youtube]Gt_IFnwKjBs[/media]

Is f+mp really good or bad? The OP seems to contradict himself when using it for setups. I want to use it mainly for kara karakusas because I have a hell of a time getting in deep with Makoto to get off a karakusa, let alone pull of the kara-karakusa itself.

EDIT: I’m wondering if I’m still too noob to be trying shit like that… I feel confident in knowing Makotos normals pretty well. From a noob standpoint, what would be the best next step on my quest of mastering Makoto? I can’t even

A lot of things put you at kara kara paradise range. I’d honestly forgotten about f.mp. It’s good I guess but I don’t use it outside of setting up kara kara.

You can set up karakara by scoring an ex dash punch then doing f.mk and you will be at perfect range every time. I think S.RH puts you at karakara range. 2 standing mps puts you at it. C.mp might put you at it, I somewhat forget.

Karakarakusa is very useful and a good thing to know. From kara range you have a lot of options so extending your threat range is always good. Just don’t get predictable with it.

That is genius. That f+mk after EX Hayate sounds dope. I’ll have to check that out.

To add to what Gray Fox said, kara kara is good to know because it complements your arsenal well. Kara kara after someone tech rolls your throw will really make them nervous about that situation and you’ll be able to mix in sweeps and dashes. Since the default countermeasure seems to be jumping away, when you have them cornered an instant EX tsurugi will catch them crouching and jumping away. If it hits once while they’re jumping you get to juggle two Hayates for good damage.

On a more generic note, even if you consider yourself a newbie, don’t let that stop you from trying to incorporate the more difficult techniques into your game. Not doing so is the easiest way to stay mediocre, especially when it comes to execution.

kara LP chop to SA1 or EX chop too.

Dudley player having trouble with Makoto. Need Help

Dudley player having trouble with Makoto. Need Help. Anyone Got any Suggestions? The main super I use is Rocket. Very rarely do I use Corkscrew.