Simple, press lk and then immediately do the karakusa. Do the karakusa the second you see the lk come out.
Do the DP motion, then go to nuetral, then tap RH cancelled into MP. The slut will take a step back before she uppercuts. The key is…the longer you wait to cancel the RH to MP, the farther back she will go. Try to delay it as much as possible.
uhm… any tips/practical applications/setups for kara-kara?
i got the motion down, but dunno how to PROPERLY use it. either i end up too close (the lk hits, kusa wiffs) or too far…
You need to learn the positioning. You can use it on the opponent’s wake up; just time it.
There are a couple of good ones in the second post on this thread. The s.mp,s.mp and f.mp etc are kind of retarded and may work once… I’m not sure if this was in Haunts’ post-- If you manage to land an EX hayate going into their corner, you can juggle with a f.lk (or c.mp for hugo and urien, im not sure about others) then kara-kara as they’re landing on their feet. Again, it’ll probably just work once and get you a big firey shoryuken after that. Most of the time, my buddies expect it, so i just block after the f.lk juggle, and they’ll do something stupid. Just another Makoto-coin-flip situation I guess.
Annnd, on a quick rise… what everybody else has said 500 times. Get the timing down.
hey 3S players…i’m originally a MVC2 player and was interested on learning how to play 3S…now my first question(s) is…what does “HCB”,“DP”,“QCB”,“OCF” stand for??
HCB - half circle back (half circle starting with forward, ending with back)
DP - dragon punch (forward, down, down forward [diagonal]
QCB - quarter circle back (hurricane kick)
QCF - quarter circle forward (hadouken)
ok, just wanna say thanx to EVERYONE posting here, my game has gotten waaay better now. :karate: i’m now learning to use all sorts of mixups (the thing about AA s.mp [parried] -> mp/ex fukiage is WICKED :badboy: got it to land on Hugo twice :bgrin:)
anyways, was lookin fo’ additional spice to add to my post hayate game. i can get peeps to worry about the mixup, so they often just jump away. at that point, i usually just throw out a s.mk or c.hk when i think they’ll jump. works kinda ok, but maybe u guys can gimme sumthin better. would an ex fukiage hit them if they jump back? thnx in advance
lp hayate, hp hayate
ooo…thanks for the clarification on that…i’ve never had to use such terminology with the other games…thanks :lol: …i guess now all i need to do is find an arcade to practice this game in (seeing how mine doesn’t have 3S :sad:
Well, you should always use EX hayate to put them on the ground if you are comboing off the FP. If they start jumping after the hayate, I personally use the C.RH to pop them but I think s.lk -> hayate will stop them from jumping as well. with that being said, you can do kara-ex oroshi and that s.lk would keep the from jumping, and if the EX Oroshi hits, you get the knockdown which is always good for Makoto. If kara-oroshis are a bit tough for you, you might want to just stick with C.RH. That works pretty well.
i mean, a lot of what it comes down to is just contuining to pressure them. even if they jump away and you miss your c.rh or whatever AA you use, just dont stand there, chase after them and keep them guessing.
Yeah I was going to post that int he resets section. I love that set up but in real game play it rarley works.
Thanks to this thread I finally understand Makoto. My game with her has improved greatly with this thread and all of its advice. Thanks Haunts, now I just gotta pratice some karas.
Right on. Now go forth and beat on Gaming Age scrubs for me.
Ahaha, will do.
Im really sorry if this has been answered but I didnt see it in the combo part…
umm how do u cancel makoto’s Sa1 special?
I’m not sure what you mean… do you mean, cancel into it, link into it, or cancel out of it?
I know you can link into it with: c. lk, s.mp, t+mp, c.mk, cl.HK, and Hayate. I’m pretty sure you can also link into it from LP Oroshi (that’s the special overhead).
You can’t super-jump cancel or dash out of it after landing SAI… instead you’re stuck in recovery mode while they recover too. Apparently, Yun and Yang can hit you in your recovery if you land SAI when they’re in the corner.
And btw, SAII is better in general… massive damage/stun off a karakusa, plus 2 stocks for her awesome EX’s… I guess SAI can be good in certain instances, but I pretty much always use SAII.
You really cannot make a blanket statement like that about the supers. It really depends on the persons experince and level of skill. I think SAII is better if you can land is consitantly, but it takes a lot of practice to be able to do it consitantly in real gameplay. Most Makoto players for all practical purpouses should probably work with SA1 in a real fight. You still get a lot of EX with SAI but you can bascily use it anywhere on the screen and it still does a shit load of damage if u use it right. So both supers are good and depends on the player but both supers can get the win. Just go with what u are most comfortable with, imo, just dont pick SAIII. HAHA.
I mean cancel out of… I have this vid… where makoto pulls out some nice stun strings… then nails em with sa1 cancels out of it some how and finishes the string while oponent in mid air.
I never knew how much makoto could do damn… I just actually found out that u can do that chop(qfb p) into sa2… where have I been?
EDIT: oh my bad… I didnt notice but she hits the aegis reflector… they did a good job of covering it up =/
in case anyone cared… makoto forum has more posts than any other character thread :party:
just a thought…
anyone else notice makoto’s probably the easiest person in the game to parry? There’s instances that just about every other move i do gets parried. It doesn’t help when ur 2 best crouching pokes are both high and low parriable.
This is (related to?) one of my biggest problems with makoto. When you’re at that c. mk/mp range, your options are limited, but you can still make them second-guess that parry. Go for a (delayed-for-parriers) sweep or ex-hayate(<- not my first option) for a knowdown… I’ve seen people use s.lk->ex-chop, which works pretty well. At that range, dashing is really risky and her walk speed is horrendous, so closing the gap isn’t very fun. I guess you can dash back then forward, in the case that they whiff a slower poke in between. What else… ive got nothing.
And if you’re getting parried a lot at closer range… choke that bitch?
/ramblydrunk :party: