"Hey man, you're guessing wrong!" Makoto's Tips and Tricks Thread

I believe so?

ahhh I didn’t know that. My habit is hitting c.mp>lp hayate twice in a row, then waiting for the mashed out counter. I didn’t even know you could combo fp hayate from mp.

so i’ve been dedicated to learning makoto, but it is a struggle. i find it hard to set up karakusas. i find that forward+mp is a very good substitute for walking. i struggle really badly against zoning characters and grapplers. would you guys say that ultra 2 is needed to compete against fireball characters? what suggestions do you guys have for getting in besides jumping?

What i do is depending on the match up i choose the ultra according. Like, if im playing a ryu i know that he has to have some type of FB game so i would choose U2. But if its someone like rog, guy, or people that dont depend on FBs alot i would choose U1. But if u feel like you can get in with mak and still be able to combo into U1 under FB pressure then i suggest you should. Sometimes i regret not having U1.:lol:

Que?

You can? I’d assume it’d might be possible if the mp was meaty or on counter hit, but on standard hit?

I dont think you can. If u could it might be on (CH) or something very fucked up lol. If u could we would all be using it lol.

So I want to see if I’m playing Makoto effectively, and this feels like the right thread to post in.

I generally try not to approach, but I understand I need to be in-close to get the engine going, but I really don’t know good ways to approach. If I do, I’m usually dashing at safe intervals and poking to aggravate, possibly using the HK or the feint (I love going in with the feint and blocking a shoryuken or the like). Sometimes, I find a low axe-kick MK to be really good as well. If we end up playing poke, I try to mix in a cr.HP to get them on the ground so I can move in.

When I’m in I try to stick with the few mix-up combos we have, but I usually screw up the timing (something that’ll come with time). Someone told me to mix it up with an Orochi+LP (chop overhead) but when I do that, it tends to get stuffed.

Thoughts?

Yea i am having alot of the same problems,after a year of maining viper and having total control of zoning,this shit is rough to get used to.

But for the Light Oroshi i use it as bait alot doing it just out of range so it looks like a wiff,but it recovers fast,and a few times i have manages to kara kara right after to take advantage of them attempting to punish.

Maks a lot of fun but like viper this learning curve is brutal,for advancing i do find that learning to properly space IJT(instant jump Tusrigi) to either catch them trying to poke or wiffing it at proper spacing helps alot against FB spam plus it pad’s the meter and it’s better then just neutral jumping by itself.

yeah i tested it in the lab, you can’t. So i’m sticking with c.mp>lp hayate.

Why lp hayate?

so i have been reading about the cross-up f+rh on these boards. but after searching i can’t seem to find a video example of how to do it. i have been trying for a while now and i just don’t get it, can someone help me out here?

Check the OP?

[media=youtube]FA_vKt837Bw[/media]

F+RH(hold) is the feint by the way.

Sometimes it just doesn’t work properly and I’m in their face after they get up. Anyone know why? Is there a certain timing to this or something?

If they begin to rise you can’t cross over I think.

Found a karakusa setup option select:

After a sweep, pause for a moment and jump forward, then do: :qcf: :lp:, :lp:, :hcb: + :k:

OR

Back throw, dash forward, jump, :qcf: :lp:, :lp:, :hcb: + :k:

Safe jump j. lp that ticks into karakusa if your opponent blocks or gets hit. If he back dashes on wake up he gets hit by a hayate. If timed properly, the hitstun off the j. lp also makes it difficult to mash out jabs or throws on your karakusa.

That happens to me when I mess up the timing after back throw and EX oroshi. You have to be right next to them to cross over. After you get the knock down, dash in or use f.lk to close the distance, then feint to pass through.

When do you do the qcf+lp, lp?

jump forward, then on the way down, qcf+ lp, lp. The first lp is to done to execute the j. lp, the second jab is to buffer hayate in case your opponent back dashes. You input the karakusa as you land.

Addendum:

-This OS does not seem to beat wake up reversals. It only beats block and back dash. You’ll have to condition your opponent not to mash out reversals for this to work properly.
-ex or mp hayate work in place of the lp version. The HP version is too slow and could get blocked.

It would be fun to try and OS U2 instead of hayate. Something like :qcf:+:lp:, :qcf:+:k::k::k: and :hcb:+:k: on landing

The best things to do IMO is to do a normal over your KD opponent so that you will the same timing every time you do the mix up. I use F+LK. So for example it would be Sweep>F+LK>DF+HK and then you are successfully on the other side. It works you should try it.