Uhhhhhh…tacking an extra :f: on to the end of any :f: + lp is an easy OS against backdashes. Won’t punish unless the backdash is really crappy, but you get there in time to block in case they reversal and it lets you keep up pressure really well. Really good after st.fp xx fp hayate or a blocked IAT.
Good lord, I’m useless. You guys are finding some amazing shit.
For now we only have the new hitboxes for fukiage and cr.mk (posted in the hitbox data thread).
Anyway the only hitbox changes announced by capcom for makoto are : fukiage, cr.mk and cr.hk.
So in fact we only miss the cr.hk one. The rest should be identical to Super.
Edit: I forgot ex karakusa buff, but since we know its new range, we kind of know its new hitbox.
The Yun and Yang hitbox scans that recently appeared on the web are from the arcadia mook, dont know if it contains the hitboxes for the whole cast.
And maybe with the recent launch of PC AE some will succeed extracting the datas.
Lol man Fuki is no joke. I mean, i still have nightmares about SSIV Fuki so i have issues just throwing it out there. Its hard to trust it. But AE fuki is amazing. Hitting an extended hitbox from 2/3 screen away feels good man. it feels gooooooood.
Other Monday Night Adventures
Spoiler
But yeah Monday was “try something new” night so I was doing weird setups and throwing out fuki everytime someone jumped whether they were close to me or not. For real, I’d say if they were any less than 2/3 screen away and they did a forward jump attack, they got hit… ehhhhh… abou 75% of the time–NO TRADE. but like I said sometimes they are too far to follow up, but most of the time i could get them. But man i was doing some real crazy shit like… I have a setup where i do the exact same thing but it hits differently based on what preceeds the string. My setup is:
s.:hp:, HC, s.:lp:,s.:mp: EX Hayate ->Follow up if in the corner
Once i hit that once or twice, i’d go to:
s.:hp:, HC, s.:lp:,s.:mp:, HC, Blockakusa
Now get this, if I do the exact same setup, but just after a karakusa, it looks completely different… the timing feels different because of the distance Mak is away from the victim, and results in a s.:lk:(whiff) kara kara lol. Best thing is, it works with EX Karakusa which is AWESOME lol
s.:hp:, HC, s.:lp:,s.:mp:, HC, EX Whiffakusa!!
This shit looks so flashy and I only got it off 3 or 4 times (i usually just go for the damage the first time around instead of the reset unless I have a serious life lead) but when i did the spectators and the guys i was playing were like WHAT. THE (long e). FUCK. lol and i’m getting acused of tierwhoring (jokingly of course) and Makoto is being accused of being OP lol.
Other than that, I did catch a zangief slipping… 5 karakusa in 1 round lmao. I mean i usually zone him out but you gotta keep him on his toes right??? My favorite is doing wakeup :lk: Karakusa after he’s knocked me down with Lariat. You know they usually do green hand. If they do they get grabbed lmao. Even better with EX…
Ah good times. Online play is heavily over rated… Gotta learn to beat the scrubs though so I guess it has its purpose.
EDIT - Oh yeah i would like to thank Robo for posting the EX Oroshi, Dash, jf.:mp:, :hk: Karakusa setup. I must’ve used it 100 times that night. Shit is amazing man.
Yeah that’s kind of what I was looking for. Those scans look excellent, and I would love to have a set for Makoto. I’ll dig a little deeper and see if i can find anything. Thanks!
a few things i find very helpful good akumas will be trying and s.hk makoto to death.
I had no answer cr mp was getting blown up well the answer to those annoying s.hk
is cr. mk and cr. hp. Cr.mk so far has never lost to akumas s.hk cr.hp is 50/50 it works but its easy to wiff punish
and you cant really throw it out say twice really fast.
vs ibuki well makoto wins and very help full is ibuki slides at max range bcuz its safe.
Walk back a little and sweep Its very easy to sweep or cr mp.
I’ve found that f.mp stuffs Akuma’s s.hk. Focus is a little tricky since Akuma’s s.hk is two hits and neutral ia tsurugi’s seem to still get beat by the roundhouse. My timing on the tsurugi may be off however. I tried to neutral jump and drop a tsurugi on them as well as the inch in with s.hk. This doesn’t work either.
Most options get stuffed by Akuma’s s.HK-- best to stay out of its range if opponent is spamming it and whiff punish accordingly with c.MP OS MP hayate or c.LK OS EX hayate. FAs work if you’re in the midscreen range. However, with right spacing and godly reads, you can Karakusa him out of it. Not recommended if you’re not vryu. Here it is. It’s a silly video, but you’ll see vryu fish for it throughout the match, with a successful attempt at 5:32. It’s real pretty to see actually.
Also you can focus the first hit and dash immediately (under the second hit) and Karakusa him FTW. It takes a little practice, but its worth if if you’re facing one of those akumas that does it more than once in a row. Which I believe is everyone lol.
Not to put my own work out there, but most of these work still as well. Also, all of these are dependent on the opponent quick rising. I want to come up with some setups that transition from these to setups for them NOT quick rising.
I played a long session with Sabre last night and he almost NEVER quick teched when I cornered him with EX Hayate > LP Fuki. :-(((
To add to the LP Fukiage setups, if you don’t jump cancel the Fukiage, but jump immediately and whiff an attack, then LK Karakusa on landing, it’s VERY frame tight. I know this because empty jump, HK Karakusa whiffs.
Empty jump (40 jumping frames + 1 recovery frame) + HK Karakusa (grabbing on frames 9 and 10) = grabbing on frames 50 and 51.
Whiff jump (40 + 4 recovery frames) + LK Karakusa (grabbing on frames 7 and 8) = grabbing on frames 51 and 52.
I don’t think i’ve ever seen this before, but does anyone know if you can plink a Karakusa into a throw tech. Like this:
:hcb: :lk:~:lp:
If it was done correctly the Karakusa should come out, but if they throw you during the startup, it should tech throws right??? Oh to make things worse:
:hcb: :lk::mk::hk:~:lk::lp: :D:D:D:D Dreaming again, but EX karakusa comes out if they do nothing, if they grab you tech. Has anyone tested this? Also if this would work with :mk: or :hk: it would be great… Of course for testing purposes, it would be best to use a macro here…
Remember when you plink it the input display should read :lk: THEN :lp::lk:. If it doesn’t, it was done incorrectly…
Something that I’ve been doing since super is ULTRA 2 reset with HP into dash cross over KARAKUSA or just jumping MK cross over.etc mix up
Does any one else do this?
Yup its pretty common. Although i didnt’ use that until a few weeks ago. I didn’t realize you could do that, but I had been using U1. You know whats even worse? U2 in the corner, nj.:hp: (reset) into meaty :mp: Oroshi, c.:lk: EX Hayate, :lp: fuki, EX Tsurugi.
I’m talking 800 damage and probably full stun if you hit them once or twice before the ultra.
Wait, I don’t understand? Do you mean j.HP for reset like you would in an air-to-air situation? Maaaaaan, I really need to switch to U2, so much good stuff people are finding. I’m stuck on U1 since it has an obvious/easy application.
U1 all day unless it’s a match-up changer. U2 is fun and cool and all, but unless there’s a specific purpose for U2 in a match-up, it’s only really good if you can land those FAs/stuns.
What are you guys who universally use U2 doing with it, anyway? Wake-up Ultras or something?
Yes, you can do a j.:hp: after an Ultra 2 to reset instead of going for the damage. it is EXTREMELY potent, because of the mixup potential. if you’ve used it at least once before, and if you opponent has played Makoto before they usually either expect to get hit at least two more times so they wait. With the reset, they have to quickly decide what to do. It is a surprise that can leave them crouchblocking and then grabbed by Karakusa. There are, of course, many other applications (e.g. dashing under and doing tsurugi, or dashing under and doing c.:lp:, s.:lp: combos…) so feel free to mix up your opponent. Of course, its sometimes good to go for the damage :). Always fun to have options.
I use U2 for everyone now. I only use U1 on occasion. It needs to be a really good Zangief or a twin or cammy or something. Although, i sometimes use U2 on Gief too. There are many more opportunities to use U2 than you think. Here’s where I use it the most
-To escape from the corner. Obviously against twins, gief, Thawk, Guy, etc.
-To destroy blocked blanka balls, honda headbutts, vega’s fake wall jumps, anyone constantly back jumping in the corner, etc.
-After reading my opponent, punishing their backdash on wakeup
-Punishing any focus attack whatsoever
-After EX Hayate, Dash x2, I watch what they do. If they dash more than twice or attempt a throw or do anything else but block after quick rising from it, I’ll use U2. I’d say i get a 70-80% connect rate with this setup
-Knockdown in the the corner, they tech, but while they are on the ground i jump over them into the corner. and do :mk: U2. If they try to throw/mash whatever, they get hit. If they block away from the corner, its a crossup so they are actually walking forward and fail. If they backdash they get hit. If they jump they get hit Only way to beat it is to block towards the corner, or dash into the corner which only a dummy would do unless they knew U2 was coming. Also, If they dash into the corner, I will sweep. Now they are in the corner with Makoto standing over their body. Sucks to be them.
-while trying to bait throws after a jump. a lot of people try to throw you if you jump over them or towards them (say, if they try anti airing and it doesn’t work, you/they whiff and you/they have to throw tech… in stead of throw teching, do U2 and it will connect). this works especially well if you have them close to the corner, because as Makoto is going towards the wall, you can see whether they mashed throw or not and adjust to :lk: U2 if needed.
-to beat any and all vortexs. Akuma and ibuki don’t live long. Akumas is better, i’d say 60/40 i hit him, but 100% i get away at least. Ibuki 100% hits without fail if she tries vortex.
There are many other situational uses, but those are the ones i can think of here at work. Ask Tornado My U2 is BOSS lmao.
So funny when I do the jump into the corner into U2. I don’t know why people try to throw in that situations lmao. But it works wonders.
EDIT - Oh and wakeup U2>wakeup U1
EDIT2 - Oh yeah I forgot. U2 forces me to focus on properly getting inside, while knowing that i could easily if I wanted to, punish something like a fireball. (damn i left that one out). being frustrated when I can’t land a karakusa> U1 is a thing of the past. Actually, I don’t even do U2 after a focus or a stun… its a waste of an ultra. If i’m going to use it, it needs to be for full damage…
Most characters have ways to punish escape Ultra 2, ESPECIALLY if baited. At best you could be looking at j.HK into reset, at worst you’re looking at full on naked Ultra back, even from the likes of T. Hawk and Gief. It is a useful option, but it’s no get out of jail free card against many. Especially the twins.
Very few characters have nothing to punish this if they were grounded, doing nothing. I’ve had a T. Hawk back up on my wake-up so I would U2 into his big-ass head on block.
Right, match-up specific stuff. I get this. I use it on these guys too.
If you can react in time or they’re getting to predictable, I guess. They should be able to dash in such a way that forward dash and backdash require different versions of U2, though.
More power to you if these setups always work for you, but these are quite gimmicky. In fact, with U1, you can:
Punish backdash on wake-up with OS dash Karakusa, U1.
After EX Hayate, dash X 3, Karakusa, U1.
Knockdown in the corner, jump over them, IA MK Tsurugi, U1.
Empty jump, IA MK Tsurugi, U1.
See where I’m going with this? Risk vs. reward. There are more consistent ways of landing U1 in every scenario you provided, and they’re not inherently nearly as risky. What if someone doesn’t backdash after your EX Hayate and you use U2? You lose. What if they don’t backdash and you dash, Fukikusa? Well, plenty of things could happen, but it’s not inherently skewed towards beating one thing, and on failure, you don’t necessarily meet hefty damage.
It’s the same as listing, “Knock someone down, get real close to them, and do a delayed U1 right after they get up! If they crouch teched or grabbed, they’re toast!” as a setup.
Thanks for the examples Mossad. Gonna have to jump into training so I can really get to know the various ranges. You should add this to the Q&A thread. As I said, the application of U2 isn’t exactly obvious.