are you serious?? lol
does this work off any EX Oroshi?? or does it have to be that specific combo??
PS take a look at your PM’s
I’ll make a video of some setup soon.
Check “does makoto need a patch” thread, ive posted the link for wakeup frames
For some reason, I could never connect a fukiage after a U2 and realized that Mak’s dash covers so much ground that the player side gets briefly reversed while the character is juggled. lol
In any case, I could connect a fukiage using this scrubby method: U2 connects, dash :r: :r:, reverse shortcut fukiage (player side is reversed) :db: :db: + MP
Df, db, df, db so you dont have to worry about side
This has prob been posted before (cant remember if it has or not) but cross tatsus can be beaten by cr mk, and you can time it after a jump in from the front to act kinda like an OS. Will lose to empty jump throw/normal tho.
st.mp x2 (hit) from the right distance, slight pause, then st.mp again and it’ll hit meaty if they’re not blocking
2 things I’ve been doing lately with pretty great results.
-FP xx HC for counter hit setups/crouch tech trapping. Take this into training mode: set the computer on random block and counter hit, cr. lp/lk -> fp xx hc. If you see the fp connect, st.mp xx ex oroshi/mp hayate/whatever. It’s MUCH easier than it sounds, and leads to great damage and stun (246 damage from CH st.fp xx HC -> st.mp xx mp hayate if I remember correctly). I’ve been doing this after blocked jump ins and fp xx fp hayate, and the damage is just…mmm, sexual. FP xx HC is safe on block in my experience (if anyone can disprove this, please do), so if you see a good chance to throw it out, try it and see what happens.
-Neat little footsie trick, once you get within your opponent’s jump in range (just outside footsie range), start walking forward. If you see them jump, all you need to do for fukiage is d, df -> punch of choice (or, if you’re sloppy as shit, like myself, a full blown fireball motion -> punch). It’s much easier then having to mash out a dragon punch motion after you register a jump. This is one instance where Makoto’s piss poor walk speed actually comes in handy, since you’re encroaching on your opponent’s footsie range much slower than the rest of the cast would. Really simple, and a MASSIVE boon, since anti-airing with Makoto is only a problem if you’re not fast enough to nail them with fukiage. If you are, it’s just hilarious.
Edit: If this is in the wrong thread, I apologize, but it seemed the closest I could get.
f, df, f is also a valid shortcut for SRK motion moves.
I’m new to Makoto…I’ve got down most of her bnb combos…but now just trying too learn footsies and frame traps.
just curious for any tips on footies
and any information on Makotos frame traps (because I know none) I’ve only just learned what frame traps are, and not sure how to execute them.
Makoto doesn’t have footsies, she has handsies
just spam that MP…frame traps?? pretty much the same, spam standing MP n throw a LP every once in a while, & if you can Hayate Cancel you’re golden
I.A.N (which is my name btw),
The last thing you want to do is play the game scripted. Don’t just randomly throw things out there, this isn’t an inner city spelling bee. You wan’t to consciously decide what you want to do and why you want to do it. IE - I’ve noticed through the course of the fight that this guy has trouble dealing with my resets. What situation can I put him in to where I can get a guaranteed reset? What has he been doing to try to stop my reset? Shoryuken? Ok, I know that I can MK Tsurugi and cross him up on wakeup and then punish for big damage. Thats just a small example, but I think you understand what I’m trying to say.
Also, Makoto’s BNB combos are easy. Are you using her Hayate Feint? It retains your positioning so you aren’t pushing yourself too far to do a lot of what her game is based on. Do you know what characters you can fukiage after ex hayate in the corner? Do you know who can get get a true crossup from your mk tsurugi when they are standing/crouching? This is all the stuff you need to learn. Shes very character specific in regards to a lot of her shenanigans. If you notice too, vryu likes to use his normals to time safe jump set ups. If you can safe jump, it takes away almost all of their options unless they want to spend meter. If they block you’re still in a really good position. Hope that helped.
EDIT: Also, theres a reason that this thread is titled “you’re guessing wrong.” Learnt he difference between guessing and intelligent guessing. That’s probably going to be the hardest thing for you to learn while playing Makoto (I’m still learning).
thanks for the response Ian NJ
Just beginning to learn feints. I wasn’t sure what they were for originally because its not like anyone flinches when I feint, but now I know its for positioning purposes.
Haven’t really delved into character specific combos yet, I’ll probably get to it, after I’m a bit more comfotable with Makoto.
I gotta look more into the safe jumping…because I usually jump in with a move. Old habits I guess
- Ian AU
Keep in mind when you jump and attack there are 3 more frames than if you did an empty jump. It’s little stuff like that that makes certain setups fail. I think it might be because of the trip guard but I’m not entirely sure. I’d really recommend watching vryu’s video’s of actual tournament play. He’s the only Makoto I’ve seen that impressed me. Try to look for some of the setups that he uses and when you feel comfortable you can try to create some of your own. Also with safe jumps, there are characters like adon and sagat that get up faster than most of the other characters. Adon can’t be safe jumped for example. I’m trying to think of what other tips I can give…hmm.
Also, if you do something like HP>Hayate Feint>MP, if you hit with HP there is no window for them to block.The timing is strict, but its worth it for you to learn. It’s not about making them flinch. What you want to do as Makoto is condition them to htink you’re going to attack and then when you KNOW they will block, you karakusa them. You want them to be off balance the whole fight by using your mixups properly. Like, vryu likes to do c. lk > oroshi when they’re getting up to throw them off. See, if they try to block low they’ll eat the oroshi (maybe) which is an overhead and its also safe on block. If they catch on, after his initial c. lk he can keep attacking low, or tick throw, etc etc etc. If you guess properly they will feel like they have absolutely no defense. Always be aware of the mindset of your opponent.
If you’re jumping in on your opponent too much then take this advice even though it sounds weird. Pick Ryu and win entirely with sweep. You’re going to lose a lot, but eventually you’re going to get the correct spacing, use your jumps properly, start faking people out to get that sweep off, etc. I saw in a youtube video that Javitz gave this piece of advice to one of his friends and it worked miracles. You have to have the patience to do it though.
She’s last on most tier lists? what are the reasons?
also I just wanted to know what are her weaknesses?
eg What gives her the most trouble?
All I’ve figured out so far is that
- her wake up game isn’t too great (besides the ex oroshi, which is okay)
- its hard to get out of the corner
- slow recovery frames on specials and back dash. (eg I keep trying to bait Ultras on wake ups and dash back, but I usually get hit)
zoning is her biggest weakness and she has a poor footsies game along with the other reasons you listed.
I wouldn’t say it’s her biggest weakness.
Actually, I’m not even sure it’s a weakness for her at all. Between her dashes, advancing normals, and general priority where properly spaced normals are concerned, I’d say she can play footsies pretty well. In fact, I think it’s really her only way to stay safe.
In my opinion, her biggest weakness is the extreme lack of options when on the receiving end of very heavy close range pressure. EX Oroshi gives you something at proper distances. EX karakusa can be used but it’s much better when used as a sort of offensive counter-attack sort of thing by getting in their face and forcing them to respond by blocking or using an attack that can be absorbed. I find that it is not all that reliable when actually defending since after a couple blocked hits, the opponent is probably out of grabbing range even if you manage to absorb a hit. That’s really all you’ve got besides blocking or running away some how.
Can you show us an example video to give an idea of the timing? I feel I understand it but not fully how it works. Trying to figure it out in training mode… Thanks!
I swear I was just about to post how we havnt heard anyone talk about PJFCs in forever. I wonder if people like Vryu and Bigdammul have been using it. Seems like something that might be worth practicing considering it’s possible application.
so pjfc karakusa beats throws and pjfc ex oroshi beats tech attempts/throws and jabs?
I’m pretty sure that’s the idea. It would take away my biggest problem with makoto. Getting grabbed out of karakusa!!! But I’m not sure how reliable it is.