No indicator- gotta play it by the seat of your pants.
Note: Learning how to link this consistently will make or break you in a tournament.
No indicator- gotta play it by the seat of your pants.
Note: Learning how to link this consistently will make or break you in a tournament.
I formally and officially apologize to everyone reading this thread for passing out false information.
You cannot tigerknee an axe kick of any kind. I was thinking about this over the weekend, and was actually trying to do it when I reached an epiphany. To tiger knee an axe kick, you have to end it by going into jump back. However, makoto cannot perform an axe kick while jumping back. So, the best and fastest way to perform it is by either going up and straight down into qcb, or doing the 270 degree circle from upforward to back.
Again, I’m sorry everyone.
Aiyah…
Thanks Arlieth.
BTW I printed out your FAQ. Good stuff!
Anyways,
I’ll just keep on practicing with it. With some patience I’m sure I’ll get the link down pat before the next tourney.
err never mind, impossible to explain. just gotta do it. haha
thing is, it does pathetic damage after kusa -> feirce -> hayate. does just about the same as doing the super on its own as far as i can tell. looks cool though.
just get better at connecting it after her c.short. dosent get much better than that.
which SA are recommended for each character?
capconian: read Arlieth’s faq on gamefaqs:
http://db.gamefaqs.com/coinop/arcade/file/street_fighter_iii_3rd_strike_makoto_c.txt
After some practice last night I got the timing down the pull it off consistently. Apparently I was doing it too fast in the beginning thus getting nothing in return. ^^;
And you’re right , it does piddly damage. From what the Attack Data was telling me in Training mode it does a couple damage points less then doing it by itself. Guess it’s best used if I know the combo will kill off the opponent huh?
Either way if I need to connect it, C. short xx SAI seems to be the way to go.
Thanks for the help everyone. I appreciate it.
well if you’re looking to finish off an opponent w/ it just do it right after the kusa. it does such weak damage after the hayate they might be left w/ a sliver of life.
I say SA2 is the way to go. The stun potential is so good that goes for even more damage. Here’s a kool semi-100% combo i been using:
Karakusa --> s. fierce --> SA2 --> dash --> dp+strong --> c. roundhouse --> dash --> fake out f+rdhouse --> kara --> s. fierce --> ex hayate (dizzy) --> taunt --> SA2 --> finisher if they live.
Of course, it’s escapable but pretty cool to do. Anyways…
O yeah, I still have trouble doing axe kick after the SA2. Do i start it on the way up or after the peak of jump?
the thing about SA2 is i dont like the idea of having to back myself into a corner for it to be able to work.
SA1 is basicly gauranteed (really good) damage. (jump over thier head, they go for the throw, you do the SA, they DIE. so dumb but works so well) and it has so many options to go into it. keeps you honest w/ your EX too.
U can combo SA2 as long as u’re on ur half of the screen. And u can place urself in that situation easily.
SA1 is ok, but just not my cup of tea. The jump over super thing won’t work unless u catch them slipping, and u can do the same w/ SA2 anyways. The dmg scaling on this super is really bad, it’s better if u land it straight instead of in combo. Anyways, SA2 is better IMO b/c it does slightly less dmg in a combo but high stun and followups all push the dmg way over the dmg SA1 does. Besides, u gotta use those great ex moves she got!
hmm. i think it’s best to be flexible. makoto’s supers are not like ken’s or chun li’s where one of them is CLEARLY superior to the others.
i won’t bore you with the dis/advantages of each super, but let me just say… experiment! ;D
There is something weird about the SA1 link i’ve never been able to figure out. I got the crossup combo: cu.fwd,s.fierce,fierce hayate, SA I and it did like 100 pts in training and comboed, but the other times it doesn’t. I think there’s an uncombo going on or something. Of course i did this like a month ago and i don’t have my DC to test so i may have been imagining it lol.
prism, yeah i agree w/ you. depends on the opponent i think.
i have preffered SA1 latley, but actually it depends on who i am fighting. akuma and remy, its a no brainer, but chunners and ken it seems to be easier to land a SA1.
also, Saber_DO, i dunno who you are fighting but these days its getting harder and harder to land a kusa on my side of the screen it seems. by now most people know if they get snatched up in that area they are done for so they try thier damndest to avoid it.
as for the hopping over thing and supering, it works becuase with my experinces it is natrual instinct to throw when someone jumps over your head. its so dumb and shouldnt work, but it does.
also, is it just me or is it really dumb to base your game around landing a super w/ makoto? w/ ken, chun and yun and many other characters it seems a lot of thier game revolves around that. every time i try that kind of shit w/ makoto i seem to die. latley i tend to stick more to poking, EX moves and a kusa here or there to get the job done.
It’s not hard to land a kara on my side of the screen. The only way they can overcome Makoto is to put her in defensive, cuz she’s just such an offensive character. Kara is pretty much a guarantee after any parry, so it’s not that hard. It’s never been my problem landing it. Also, u’re right that makoto doesnt rely on super to win. But it’s nice to be able to do ex and have option of super when it present itself.
Jumping over super is pretty old in Camelot, and places i played in. I guess it’s just mind game.
i must be missing something here.
Here’s a question for you. If you’re not playing Makoto offensively, why play Makoto at all? If you look at her arsenal of weapons they all point to a more offensive style of play.
heres a question for you: how are you playing makoto offensively by backing yourself into a corner?
like i said, maybe i am missing something here.
well you can corner them and then manipulate yourself into the corner
like, karakusa >> s.fierce xx EX Dash Punch >> towards short juggle, dash under, karakusa >> s.fierce xx SAII
>> denotes a link and xx is a cancel
or you can universal throw into dash crossup, or just do a conventional jump crossup, etc. Lots of weird stuff to get yourself into a position to get cornered when attacking.
But yeah, it’s worth it in a lot of situations. If you’re losing, manage to corner the guy, it’s worth the gamble since landing SAII basically means a win.
haunts: i wanna know how you’re playing makoto.
A makoto player should never get last place.