Makoto combos and strats

No offense, cause Ive been there, but from what Ive read of your post, you’re probably only using 25% of her full strength.

The only reason I say this, is becuase I thought I was some bad ass makoto player not too long ago and then found this place, got schooled and realised how deep her game really is.

I am still learning too. Ill feel like im making progress when I can karakusa -> ferice -> SAII outside of training mode. :lol:

if their dp’ing you everytime, you gotta either

  1. make them pay for it more

  2. give them different looks

Make sure you get the combo off afterwards, and make them hurt for dping. Karakusa fierce ex dash punch does a good amount of damage. If you can, fierce ex dash punch WITHOUT the karakusa does a lot more damage, since you don’t get the throw scaling. Fierce SAII is even better.

Make them guess more. Try dashing in and wake up crowd, then dash back. Two things will happen, they DP and whiff or they don’t do anything. If they whiff, you know what to do, if they just sit there, you can probably catch them with a kara-karakusa. Or, do the dash forward, dash back a bit early, sneak forward a little bit as they get up, then ex overhead. OR, you can dash back in forward instead of sneaking and s.strong. Basically, make them react more on the fly, and force them into killing options/adding options based on what you’re doing.

OR, you can whiff the meaty s.strong, and bait the dp. The s.strong is weird in that it stays active so long and retracts so quickly. So, you can hit it fairly early, and still have it seem like it’s DP-able. If you wait a smidge later, you can actually get it meaty after you train them into thinking you’re gonna whiff.

Bah, wrote too much!

does well timed crouching short stuff dp attempts? i’ve been using it as such when i guess they’ll do a dp, with success.

since i don’t have dreamcast, if anyone could confirm, it’d be appreciated.

also, do you have any tips against mixup rushdown ibuki? basically, i have hard time against her because she never stays in the same place for long. i wrote a lengthy post about it but nobody answered, so i’ll try again here ;D

thanks for any help in advance.

pretty sure if he times the DP right, your foot will get punched clean off. DP should (IIRC) have startup invincibility frames, and meaty’s will get eaten. Not sure though, it might not be invincible low.

Um…parry :confused:
You just gotta not be surprised, my main problem with ibuki is anything xx command dash -> throw. Main weapon is parry that little flip kick overhead thing (where she swings her leg around while hopping), and karakusa. Usually, by that time, I’m in my own corner and can SAII into stun combo, which against the ninja girlie does like 99% stun. That should be game over right there.

25% of her power huh? :bluu:

I think being able to pull off her moves with ease now should at LEAST merit me a good 50% Jeez. Anyway, another batch of questions!

  1. Does Makoto’s Hayate go through Dudley’s counter?

  2. What is the best strategy against fighting a very hyperactive Akuma? So far, grabbing him seems to be a huge problem…

  3. How many hits is SA2?

  4. Her Uppercut motion + f.punch. Why is there a way to incorporate it into my planning? it causes a ton of stun.

That’s pretty much it this time 'round.

25%…pshh…

Wasnt meant as a diss, Im jsut saying you are going to be suprised of how much there really is to her game.

  1. no, you’ll get cross countered

  2. back yourself into a corner and land the 100% combo.

  3. 4

  4. combo it after saII, or against parry happy jumpers, s.strong (parried) xx dp works at tons of ranges.

no offense, but, being able to hit her moves is not enough to say you use her even close to well. She’s a very involved character.

BTW, best SAI combo is still c.forward xx SAI simply because you have so many ways of hitting c.forward, and it’s a link.

doing her moves properly isn’t the same as knowing how/when to use them.

Also, read Arlieth Tralare’s FAQ, found here: http://www.gamefaqs.com/coinop/arcade/game/23683.html
(not a direct link, gameFAQs uses link protection)

that should answer all your questions.

-Makoto’s Hayate DOES go through Dudley’s Cross Counter. It hits too low for him to detect it.

-Against Akuma players, I’ve been recently using SA 3. If you’re using SA 2 and looking for an opening, you have to guess right within THREE COMBOS or you are dead. Good Akumas are very difficult to connect the SA 1 against because they attack from angles.

-There’s a couple moves that Makoto can parry/redparry and connect with her Strong or Fierce DP afterwards. For example, Urien’s shoulder tackles, Hugo’s Hammer Frenzy, Ryu’s Blade Kick.

-Neo, learn tick-throw setups. It’ll improve your game by a lot.

damn, I was owned.

anyways,

why use SAIII? or is it just to get the insane damage in a short amount of time thing? any special tactic you’re looking to hit?

Arlieth, I’ve got this question for a long time…

after SAII, if I do mkAxe -> Fukiage, the combo always ends and i cannot connect a jump fierce or anything…

am i run out of juggle ? as the fukiage count as two juggle?
the way you can mkAxe->hayate->hayate (3 juggle) make me really confusing?

it’s just like if i do SAII->fukiage->mkAxe, i can’t follow with hayate… so i guess it must be the fukiage…

any idea?

i also come up with this stun setup, though it’s probably old, many still fall into it

after any connected SAII, do mkAxe (late), dash, JAB, dash(opposite direction) you will land behind them (just like the anti-jump in) and karakusa->fierce->hayate . You got a guranteed stun…

EDIT: make sure you mix it up with dash behind c.short, hayate/chop or after the jab, do SAII again

Thanks for the advice Arl. I find that Forward + M.kick and Forward + M.Punch work well for getting me in a little close, and grab them and perform the combo.

Call this a shameless plug, but out of boredom, I created a Makoto Fan-Fic called Makoto’s Diary. It’s my take on what Makoto would write if she had a diary. Depending on how well it goes over, I may write more, but I’m always lookin for opinions. Visit it if you don’t mind, you may find it humorous. Thanks. ^___^

You should stop writing fan fics and practice your makoto… haha.

err, anyway…

I hope this makes sense…

…but I am just looking for what -not- to do in high levels of play when using Makoto. Many of the people i play against fall for the most obvious shit (hayate -> karakusa -> feirce-> hayate -> karakusa etc etc etc…) and Id hate to be doign something that I think works out well against intermediate players, but will get me some serious pain when i go up against more professional players…

I was hoping some of you who deal w/ highly skilled players on a weekly basis could tell me a couple things to avoid when using her (what will leave her wide open, what not to jump in w/ etc…)

as far as character specific, i usally have troubles w/ Yun and (sometimes) Hugo

I can suddenly do this now, the jump fierce must be a forward jump and there’s a luck factor in it
sometimes you hit 'em sometimes you don’t

Thanks alot Haunts, I’ll take that as a compliment. :rolleyes:

Anyway, I’m curious. Is it just me or is Karakusa a little bit slower than Makoto’s regular throw?

don’t quote me on this, but I think karakusa has 7 frame startup while universal throw is something like 4 frames.

I do know for a fact that karakusa is slower though.

Aaaaiiiieee… catchup time.

  • SA3 against Akuma means I reverse the wakeup game, and maybe even whack off half of his life and send him into happy-happy stun land in one combo (Fukiage, Roundhouse Axe Kick)

-Skyl, about that combo: do the axe kick earlier, the Strong Fukiage later. It takes practice. The reason it works is because the Fukiage hits so hard that you actually have time to toss in another move and the game will consider it a multi-hit attack instead of separate attacks.

For example, against a jumping opponent, Alex can perform a Strong xx EX Knee Grab, because the opponent didn’t recover from the Strong soon enough.

-Okay, against high level competition, avoid dashing in all the time. In fact, because Makoto’s anti-airs aren’t as effective as, say, Shoto or Dudley anti-air options, you’ll have to properly range yourself to connect safely.

Also, don’t use the axe kicks from a long distance. In fact, the main time you should be using them (the normal versions, EX is something else entirely) is when your opponent is getting up or is otherwise unable to dash back/forward and sweep you for free.

Be careful with certain pokes such as her C.Strong; they’re very rarely worth using. twd+Fierce CAN be useful against Dudley’s Short Swing Blow attack.

Use the kara-kara SPARINGLY. You’ll want to mix it up with sweeps as much as possible, and realize that it’s most effective in the corner where you know your opponent can’t quickrise out of your range.

-As for the karakusa frames… yeah, hella slow compared to a normal throw. I thought the normal throw had a startup time of ONE, myself.

1 frame startup? I’m not sure about this, but I could’ve sworn that it’s at least slower than Chun’s 2 frame jab of ultimate priority. or is it that the 2 frame jab beats kara throws since they have longer startup? argh. too much weird shit.

also, yeah, Karakarakusa is only useful a few times a match, if then, and more frequently when you’re opponent doesn’t really get to see what you’re doing, like after an air-air in the corner or something.

arlieth, you play against better comp than me, so you should know, I’ve been dashing in between pokes from long range, like if I predict that they’re gonna whiff something, I’ll try to time the dash to get me in as soon as the move is retracted. That work, or is it just that I’m playing against crud?