The Fukikusa OS is always a good bet. Otherwise depending on the Hayate you used you’ll have a few options.
Try for a counter-hit c.lk or st.mp into another Hayate, or f.mp or st.hk to stop normal mashers (Cody, Balrog etc).
Backdash or block, to escape a reversal, then dash back in for a grab or another attack. Don’t forget how fast makoto can dash about the screen, and this will surprise a lot of people.
IA tsurgi to beat out low normals + throws.
Sometimes I just throw out a plain old mp or hp Oroshi if the distance is far enough. It can catch poke attempts and cause massive damage with a counter hit. This isn’t a solid tactic though. You’ll eat a dick for trying this too often.
I use S.lp frame trap with s.hp to HC it often do counter hit and if he block you are in advantage (You just have to do one more qcf+3p to do ultra) , so Risk-reaward is pretty good. It’s verry useful against character with no real reversal such as Claw or Boxer
<div style=“font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; font-family: Arial, Verdana; line-height: normal;”><br></div><div><font size=“2”>Is mak’s super still a 0 frame cancel? I believe that was the case in super… been awhile since I played her. </font></div><div style=“font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; font-family: Arial, Verdana; line-height: normal;”><br></div>
According to an app I use called “SF:AE2012 Bits” which has all the frame data in it, the super has 1 frame start-up.<br><br>If that’s not correct then I’m sorry for the misleading info.