Makoto combos and strats

Whats the recommended super against ken?

I was thinking SAI because as hard as it is to hit him once you get a karakusa or C.Strong, it would change the game a little. And it links into a lot of hits which is hard to get against a rushdown ken.

But SAII is really good because of its EX against him. Ken pokes alot so the axe kick and oroshi is very good. And you always have her super waiting too.

?

Arlieth:

Just wondering, but do you have footage of you playing? I’ve seen the Japanese use Makoto and it’s awesome, but It’d be cool if you had some sort of video tutorial for Makoto. Or maybe some of your matches recorded?

Dunno if people know about this, but if you want to connect two SAII’s in their corner, you can hit with the first, dash cancel the uppercut BACKWARDS, and then hit them with the second. Pretty useless, but whatever. Just found it out, on ChunLi at least.

Actually…

Yeah. There’s a tutorial video that’ll be done with editing in about a week (it would’ve been out last month but someone else was slacking on it)

There’ll be some tournament footage of me from March 9th’s fundraiser tournament for Pyrolee’s trip to Super Battle Opera in Japan, and my footage will feature matches vs. John D and Gee-O. However, in the John D matches, I didn’t use Makoto- I used Ibuki.

What can makoto do about a turtling Urien? I am having troubles getting to him. Ive read that makoto should own him, but I dont know how to get on the inside to dish out any damage.

Any suggestions?

Oh my god, that does look pretty bad.


Vs Urien? It’s about distance. Urien wants to be in a position where he can nail your pokes with his sushi chop Fierce, or sweep you safely. He also walks and dashes faster than you do.

So, here’s what I recommend:

  1. Sweeps.

Know the range of your sweep and mix them up with your C.Forward.

  1. Roundhouse Axe Kicks.

Make sure your ranging is right, and be sure to compensate for crouching Uriens with their elbows.

  1. kara-cancelled EX KARATE CHOP!

It’s so cool as to be self-evident. 'nuff said.

  1. standing Forward Kick.

GOOD POKE.


Also, if you’ve close enough to hit him with repeated pokes, you could probably sneak in a dash-karakusa, tickthrow (jab-karakusa), or neutral throw. If you’re using SA 3, then stick to her punch-throw, not the headbutt.

christ, I never noticed. you are one sick pervo to see that.

my kind of man

omg, kara-EX overhead is like the greatest thing since sliced bread.

Kara-EX Overhead >>>>>> Kara-karakusa

on the subject of karas. not sure if this has been posted, but if you hit the guy with an air to air axe kick, and he’s across the screen, you can still combo afterwards by kara-fierce dash punch. Fun stuff.

fun stuff indeed.

just one thing, although i hate science, i can’t help but think that a person bouncing UP when hit by an axe kick is physically wrong on so many levels. :stuck_out_tongue_winking_eye:

I’m curious on why in japanese videos, they tend to use SAI.

I started out with SAI, but moved on to SAII. I find that the EX’s alone make SAII better than SAI. Especially since I play a very rushdown style of makoto.

The only advantage I see with SAI is the easy combo-ability of it.
cr.short/strong, rushpunch xx super.
cr.foward xx super
cr.strong xx super
And if you wanna be risky, wake up SAI.
But when comboed, especially from a command grab, the damage is so low.

Also, I’m guessing the mentality behind SAI, is that its a more practical super to use in High Levels of play. You have more chances of landing it, than a Command Grab xx Super.

One more thing: Whats the startup properties of SAI? Are there any instances where I will be hit out of it?

Another question:
Does Makoto have any good parry bait setups?

0_o ok ive just started playing 3rd Strike.

how do u cancel from her Hayate into SA1? i can never cancel?

and another thing after i do her SA2 and dash to try to do her dp i always get a hayate :mad: any tips on this?

Plz dont flame me :frowning: im just a poor n00b

you don’t cancel the hayate, you link the super after a connected hayate.

also, you dash cancel the last hit, then dp the opposite direction you dashed.

edit: after watching the Japanese SBO finals, I’ve decided to add SAI into practice time. Holy fuck was what Izu did amazing. I thought, fuck, J’s makoto is awesome. Now I saw Izu play, and I feel the same way. Sick sick stuff. c.short xx SAI is too good.

please, please, please
tell me where to get that SBO video!!

You should have already seen me do this about a million times. I’m oftenly at Plaza. Look for a brown outfitted Makoto. That would be me.

thanx man

0_o u know i dont go to plaza so i havent seen u do it about a million times

Regarding comboing SA2. What does it mean when the opponent has to be on your half of the screen?

That means your opponent has to be under or before the clock so that the SAII will connect after a fierce, if he is after the clock the oponent has enough time to recover and will be able to block.

In other words u can only connect the weak and meduim version of SAII after a fierce.

You can connect RH on shoto and up as long as they are on your half of the clock when you start, the fierce knocks them back on their half of the screen, and the super still connects.

it’s only on the taller characters since you hit the top of their head earlier than the short characters. it’s iffy though.

EDIT: Figure I’ll add a “Completely Useless, yet Slightly Amusing Makoto Trick of the Day” or CUYSAMTOTD for short/intelligible. Who says makoto doesn’t have a decent kara throw? Well, they’re right, but to make up for that Capcom gave her a backwards kara! Use s.roundhouse to kara and you actually hop backwards quite a distance. Now go entertain your friends with inane tricks

For comedy’s sake only.

Likewise, when i started using Makoto, i was using Seichusen as my super. It was only after i read Arlieth’s Makoto FAQ (EXCELLENT JOB, btw!) that i started using Abare. For a while, i was super succesful as people here were not used to Makoto, so i could always Karakusa -> HP -> Abare -> etc. Things have changed though, and sometimes, i find that when using Abare, i have this urge to always go for a grab and stay in my corner. In other words, landing the super becomes my goal and it takes away from Makoto’s other strengths. Now, i’ve switched to Seichusen again because of Makoto’s LINKables. Low MK, standing MP, towards + MP are my main pokes when wanting to link. SlimX told me once that her LK is also linkable. i’ve yet to try.