Makoto combos and strats

If you are doing this in training mode, make sure your opponent actually has life, or some stuff won’t combo.

wha? why is that? and also you just have to time it. between the animation of choking and setting the opponent down, do a fierce, EX hayate, blah blah, forward short if in corner~

so I was messing around with some stuff.

if you’re reactions are good, poke with the stand jab, stand short chain, cancel the short into a jab hayate. if it hits, combo into the jab hayate, if it doesn’t, cancel the hayate immediately and karakusa. it’s really, really fast, and actually works.

the s.short xx jab hayate acts like a semi-karakarakusa, where the jab hayate cancel causes you to stop the s.shorts retraction frames, leaving you within range for the karakusa, even if the s.short is blocked.

in reality, you can setup a string like this:

karakusa, fierce xx fierce hayate, s.jab xx s.short (blocked)xx jab hayate (cancelled), karakusa. wheeeeeeeeee.

EDIT: I’ve never seen this posted, nor have I seen it in any videos, so I claim this setup as mine!!! correct me if I’m wrong :slight_smile:

you can have it. :stuck_out_tongue_winking_eye:

while on the topic of reaction, has anyone found that on a good day, you can cancel crouching strong into a hayate on reaction?

i know that c.mp links into a mp hayate…

btw i saw on the cooperation cup 2 i think… some makoto did this

karakusa, fierce xx SA2, sj, lk/mk axe (dunno…) lp/mp fukiage (is it reversed i dunno), and then whatever u want… i saw him jumping up again and do an axe, dunno if he did something afterwards havent checked

it didnt work when i tried… maybe a chunli only combo???

I can get it to work on yun, the “trick” is to hit with the axe kick really early. I used the forward version of the axe kick and the jab version of the fukiage, since it comes out the fastest.

crouching strong always cancels (not link) into fierce hayate, the question is whether you can react fast enough to actually cancel it if you see it hit.

you mean you can do a SAII, tsuragi, then a fukiage? do you have to dash/reverse that fukiage or what? I’ll have to try that out hehe~
~torm

ok i checked it again

it was done on a ken… and yes its reversed… =/ rthats all i know…

and ow btw, are there only certain characters u can hit 2 hayates on after doing SA2, axe kick??

and it needs a dash cancel right? or what do u do to connect them? it worked once on chunli

sa2- tsurugi- 2x hayate should work on all the characters. you don’t dash cancel in this combo at all.

chunli has a different juggle property to shotos, so time your moves accordingly.

Ahoy hoy

New Makoto user here. I’ve only been playing 3S for a couple of months, but I’m pretty familiar with the system thus far. I started with Yang SAII, and now use Yun SAIII. I’ve found though that I have a blast playing Makoto SAII :slight_smile:

Anyways, I’ll probably be asking questions that have already been answered, though I am going through all the previous posts in this forum to catch up on things. I’ve glimpsed over the FAQ as well written by Arlieth.

One thing I haven’t (or might have) seen though is the notation for a combo I saw during a vid with a Makoto user. I’m not sure who exactly they were playing against, but I remember them doing it as their bread n’ butter after Abare. I know they beat an almost full-life Akuma while having next to no life and using a lot of kara-kusa’s.

At the very end, they’d do j.hp. The closest thing I’ve seen to this is karakusa -> s.hp xx Abare, sjc, late mk axe kick, land, dash, kara-EX Fukiage, sjc j.hp. I’m almost positive though that the Makoto player in the vid wasn’t doing the EX Fukiage. I couldn’t tell you whether or not they were kara-cancelling since when I did watch it, I didn’t know much about Makoto to begin with. However, I’m not sure whether or not there was an axe kick involved. I’m fairly certain, otherwise it would just be dash cancelling the last hit of SAII, mp Fukiage, and then j.hp.

I also saw people saying that you could also do a c.hk or hk axe kick. What are the benefits versus j.hp? The axe kick obviously spiking them to the ground and doing more damage, and the c.hk being a bit easier to do along with doing respectable stun meter.

Was it…

Standin hp xx SA2, (jump-cancel toward) mk axe-kick, strong uppercut, (jc upward) Roundhouse?

On those random days when I accidentally pick Makoto, I use this one. Monster stun, abfab damage. Rep-ruh-zent.

N

Oh, ya, err-

Crouching and Jumping HK are much easier to land in general after an uppercut than an axe kick, because sometimes the opponent will flop in an unexpected direction, and you have to start the axe-kick motion all early and whatnot. You don’t have to worry about it with those two, they’ll hit regardless.

N

I’m pretty sure it was j.hp, but it was probably j.hk. In fact, that was most likely it. But I read that it was kara-EX Fukiage. Aroo?

Or is the kara-EX just to get the 100% stun meter?

Also, is there any dashing involved, or moving after you land from the axe kick before you mp Fukiage? Right now all I do is mk axe kick, mp hayate, hp hayate. I rarely get the hp to hit…

Danke for the response :slight_smile:

Ack! Before I forget, I was trying the basic timing on Chun-li in training mode the other night. I know you have to be half screen or a little less, but only 1 out of 4 tries would I get SAII to connect after karakusa -> s.hp. Most the times, Chun-li blocked before it came. Am I just cancelling too late?

Nope, no dashing there. You simply have to do the axe-kick IMMEDIATELY upon jump-cancelling (You’re essentially doing it on the way up). You’ll hit the ground before the opponent, and amusingly enough, on the opposite side. Wait for them to be literally almost falling on you and bust out the mp uppercut xx jc hk, as you’re really kind of cheating the juggle system here.

Technically, the system thinks the last uppercut should be that magic “hit #6” which ends your combo. Howsomever, since the previous hits weren’t all really juggle hits, you can squeeze in that jump-cancelled roundhouse right before the opponent’s animation goes into the “That’s enough, lemme hit the ground please” phase.

I’m posting from my DC right now, so I can’t verify right away without switching over to 3s. But I’m almost positive that that should be 100% stun on the “fragile” characters, and scary-close on everyone else.

N - Bitte!

Side note: Ya, it takes a while for everyone to get used to the timing. Just keep trying, really. It’s like a rhythm, you just need to get the timing down pat.

Update: Ayuh, 100% stun on Remy/Akuma, like 97% on norms. Ha, you can literally do pretty much anything and dizzy them after that.

Here’s a tip from Mike Z, Super-Makoto on the rise: Neutral throw is your friend. Don’t bother with those other crappy ones, just check out the stun on that monkey and you’ll see the light.

N - Ok, so I’m paraphrasing.

Bonus: Strong chop (qcb+mp) cancel lets you combo SA2 from even further than halfscreen.

O_O! Gotcha. Thanks again. The juggling system in 3S still messes with me.

And 100% stun on Remy/Akuma is just karakusa -> s.hp -> SAII, correcto mundo? Can I be a scrub and do mk axe kick, lp/mp hayate, hp hayate and still stun them? I know Akuma ya gotta do SAII or you mach 5 right over his head.

Wee! Dashing jabs after late axe kicks are fun :stuck_out_tongue:

Nah, you need at least most of the sequence to get them going. Also, I myself usually try to leave out the karakusa whenever possible, as it’ll scale your damage down. But hey, that’s way off in the future, get the main combo down first. I don’t know of any stronger than that, but hey, I play Necro for god sakes.

N - Keep it coming, I’ve got all day.

Was at the computer lab, and had to go home to the woman. Sorry for the stop in questions ~_^

Poking is one thing I’m having a problem with. I’ve seen that f+mk tags hurricane kicks, c.hp is a nice sweep, s.lp/s.mp/c.lk/c.mk all tick into karakusa, and it LOOKS like c.hk is a decent anti-air. I’ve also seen that c.mp is apparently not that great, when c.mk is better bet.

Essentially, what are reliable, safe pokes with her?

The limit of my game is basically land a command grab, hp -> hayate. Most of the people here just retaliate right away so I get a free c.lk -> jab hayate. I can usually get another c.lk, but am now out of range for the hayate. Would ticking into karakusa work here? I’m sure the guessing game will deepen once they start blocking low after the fierce hayate to start the throw/overhead/seemehityouyoufalldown guessing game.

I hit the SAII -> sjc mk axe kick, mp Fukiage, sj.hp last night. Wee. I’m having a bitch of time sjc the Fukiage. I’ve got the axe kick down without a problem. It’s just my timing on the Fukiage. Most of the time, I catch them just as it’s starting so they don’t bounce very high. Once or twice I got them at the apex of her fist and knocked them high enough to do possibly a hk axe kick. Ah well. Practice makes perfect.

for pokes, i use crouching/standing forward, crouching strong. i use other normals for other purposes, e.g. ticking, linking into super, anticipating a jump, setting up a guessing game, although some of the normals i mentioned above share some of the roles.

after karakura, hp xx hayate, crouching lk xx hayate, use standing lk xx hayate to get yourself into range again. standing lk moves makoto forward.

as for the sa2 combo, try sa2 -> forward dashcancel -> (reverse) dp -> superjump cancel into jumping straight up fp. this should still stun akuma and remy, still decent damage, and waaaaaaay easier to do.

edit: thongboy, i always thought that the knockdown you get from the forward/backward throw made it superior to the neutral throw? i know that it does insane stun, but i always find the knockdown throw better for my gameplay.