Does the towards short work after every EX Dash Punch on the DC Version? Samething with dash unders, it is extremely random when I can do towards short after ex punch, maybe my timing is just jacked up
Lothar: yeah, I do it on the DC all the time. And iirc, towards+short works on all characters. Don’t try to mash it, just work on the timing (you might want to look for visual or audio cues.) Next time your down at Lloyd Center we can have some Makoto vs. Makoto matches.
Bake: I know this is meant on the NW forum but do you think you can goto Tilt tommorrow?
Erco presented a very good method of offensive cornering urself. Though I personally like to tick before kara. A more newbie method of cornering urself offensively is to throw them to the other side. Also, u dunt necessarily need to be in corner to land SA2. All u need is to be in ur half of the screen. Like i said, parry into kara is ur best friend…
Erco, i need some help against expert Hugo players. Those SPD is just too strong. The guy super turtles, parry really good, break my kara, kara-SPD, I’m having hard time fighting him. HELP!!! Thanx!
hey peeps, am new makoto user. Used her in like 10 matches and i have some newb questions:
-
Is her hayate damage the same for all strengths of punches, and do they all have the same recovery time (hitting the guy).
-
Her Fukkiage (dp), is the stun/damage the same with all the punches? And can i cancel a superjump if i land it?
-
what does more damage… a j.fp, fp xx ex hayate
or a triple taunt (hold it down) into one ex hayate? -
after her SAII done in the corner (opponent is in the corner), how many hayates can i land? 2 or 3, 5… and can i use an ex fukkiage instead of the hayates?
-
Does Makoto have any good wake up attacks?
-
last question. If my hayate is the last hit to stun my opponent… will it knock him down? Or will he remain standing, and go straight into the dizzy frame?
On a side note:
Is it just me or can you be punished for landing a hayate on chun li. It seems like I always get fed a reversal SAII after i land a comboed hayate.
Once more am sorry for all the newb questions.
dont play her when you’ve got food poisioning!
and twoard + short works on all characters after ex dash punch?
i can do it on like uhh… urien… and… uhh…
check arlieth’s faq, I think it has a list of ex dash punch followups for most characters. I’m pretty sure towards short is the minimum you can do if you can juggle. So, like against alex, you can land anything from another dash punch, a s.fierce, or a towards short.
also, I really don’t know how to fight hugo well. I just try to out turtle him and sit on my high priority pokes to keep him out of SPD range. EX axe kick is your friend in the matchup.
no, jab does the least amount of damage, comes out the quickest, goes the shortest. fierce is the opposite, does the most damage, comes out the slowest and goes the farthest. strong is in the middle, duh.
fukkiage is like hayate, but strong and fierce do the same amount of stun. you can sj cancel all of them except the EX.
I’m pretty sure jump fierce, s.fierce xx ex hayate. Why does it matter though, since you’ll NEVER have enough time do finish the entire taunt. MvC2 has taught people to mash too well.
I’m no combo king, but, from I understand, the best you can do in the corner is axe kick, land, hayate, hayate. Of course, this is disregarding all the whacky resets. I generally use axe kick, land, hayate, s.fierce into mixup of choice.
other than the standard, parry, throw, c.short or random SAI, no. If someone knows of one, please enlighten me.
no, he will fly and go into dizzy fall animation, meaning, you get to juggle him for a little bit. A good example of this is if you SAII, SJ cancel, axe kick and the axe kick or the last hit of the super stuns. at which point, you can land, dash under jab, dash back under jab, dash under AGAIN, jab. No real point other than to look like a fancy bastard.
no, assuming you connect with the hayate, you get frame advantage. Nothing should hit you if you know it’s coming. The only issue here are things like hugo’s 360, long range karas (alex, chun and elena come to mind), and DPs/supers. you can see what I mean by playing against makoto vs makoto SAIII. Have the other player activate PMS super, then you go c.short xx strong hayate. Other than parrying, you can repeat the series until the super runs out, or until she dies. She can sit there and mash on c.short or c.jab as much as she wants, but you’ll always hit her first.
hope that helps.
thnxs
it helped alot.
oh ya, what do u guys recommend i use to kara throw with?
like akuma its his f.mp xx throw… what should i use with mako??
and i can also sub in her karakusa instead of a throw right???
god, i hate being a newb.
Moe Powell: try standing roundhouse.
That was a joke Moe Powell. If you kara with standing roundhouse you actually get LESS range. Hell, if you keep whiffing roundhouse kara throws, Makoto slowly moves backward :lol:
You can kara with towards+short, but it’s kind of hard.
Are u sure that if u connect a non EX hayate on a grounded oponent and he gets stun, he will fall down? I would swear that he will go straight into a standing dizzy animation.
You’re right- on a standing opponent, normal Hayates leave them standing.
Okay, I’m getting more confident in the following high-level matches:
Makoto vs Yun
Makoto vs Dudley
Sorta know how to play this match but it ain’t no shutdown thang:
Makoto vs Hugo
—vs. Yun—
Suggested Super: SA 1 (Seichuusen Godanzuki)
Against Yun, attempt to maintain a distance of beyond sweep range and jumping straight up to shut out his dive-kick game. If he manages to get right over your head, dash under that bullshit and get the fuck out of there.
The biggest danger with allowing a Yun to get divekick-happy on your head is that he builds meter CRAZY fast. Don’t be afraid to use your super for the following: kara EX axe chops, karakusa -> Fierce -> EX Hayate to put him in the corner (MAKE SURE to look at his meter to avoid any wakeups), and the occasional EX axe kick, but be careful with it, as Yun often has good enough priority to poke through Makoto’s attack boxes.
Don’t be afraid to jump in at Yuns at long range, but watch Yun’s reaction- if Yun is walking away, he’s trying to nail you with a C.Forward as you land, so use a Roundhouse instead of an axe kick. Mix up Makoto’s j.Fierce (and tick with it), axe kick, j.Roundhouse, and j.Strong.
If Yun is walking FORWARD to cross you under, watch out for standing Forward kicks cancelled into Gen’ei Jin, or a twd+Fierce crossunder attempt. Consider burning the meter for an EX axe kick to cut your jump short.
Because many Yuns are dive-happy, it’s mostly a matter, once you’ve knocked them down, of keeping them on the ground. Their ground game, sans EX meter, fares much worse than Makoto’s, especially with her superior sweep and pokes.
DEFENSE ISSUE: Makoto’s stance is a peculiar one- her collision boxes are shaped like a triangle instead of an upright rectangle. This makes her FAR easier to cross up than most characters. Be very well advised that YOU WILL TAKE DAMAGE if you get knocked down into the corner. Try not to let it happen.
—vs. Dudley—
Suggested Super: SA 1, mayyyybe SA 2 if you think you’re gonna go EX-@#($*^CRAZY. Which is sound.
Again, like the Yun match, Makoto has a superior sweep against Dudley’s. She also has the formidable standing Forward in her arsenal, and because Dudley is considered a Big Guy, he’s pegged with it even when crouching!
Be careful when jumping in against Dudley, as he tends to have an OBSCENE amount of tricks up his sleeve for anti-air. Surprisingly, Ibuki has a much easier time jumping in against him.
During ‘clinches’ where you have frame advantage (i.e.: after karakusa combo, after hitting Dudley out of the air, or when he gets up), Strong >> SA 1 will be your FRIEND. An added bonus of the Strong punch is that it sticks out for so long that it can be used as a safe attack against Dudley’s Short Swing Blow.
Most of your advancement against Dudley will not be by dashing between his pokes- they’re far too fast for that. Instead, knock him down or out of the air, and chase him as he lands on his feet or gets back up. Effective ranging will let you find those distances where you can be parried yet still not thrown or vulnerable because of the timing of your attack.
The biggest danger of fighting Dudley is getting up next to him. With a dozen ways to link his supers, you’re almost certain to eat a LOT of damage. Thus, dash back and poke with Forward kicks! Dudley will be hard-pressed to find ways to knock you down from long range.
—vs. Hugo—
Suggested Super: SA 3
LOTS of dashing neutral throws between pokes, and distancing, sweeping, etc.
Fighting Hugo mostly involves baiting him into whiffing a 360. Crazy j.Fierces and false tick throws with Strong punch -> EX Axe kick will work well. SA2 is extremely risky for these purposes, and eventually, you may very well need the escape opportunities of SA3.
(For those of you that don’t know, SA3 gives roughly 1/4th of a second’s worth of invincibility frames. Enough time to dodge throws, parry incoming attacks, or whatever the case may be.)
Addendum: Creative Use of the Walking Sweep (twd+Roundhouse)
Karakusa -> Fierce -> Cancelled Hayate, twd+Roundhouse
ph3ar my bag of tricks.
awesome arlieth. much appreciated. just one thing:
did you actually mean ibuki there, or makoto?
Thanx for the tips Arlieth. I kinda managed a way of getting around superT hugo now, but just a few questions. First, is there any reason of using neutral throw instead of knockdown throws? It seems the main objective against hugo is to knock that fat-ass down. Also, how useful is her short-forward chain? Thanx.
No, I meant Ibuki, really. I was (SUPPOSED) to put that in parentheses, though, my bad.
re: Makoto vs Hugo, neutral throwing:
1: Hugo on the wakeup is difficult to tick-throw.
2: Hugo takes less damage anyways.
3: Neutral builds up his stun gauge.
Iam having a real hard time connecting the abare (or any other super for that matter) after her standing fierce. I know you have to be on ur half of the screen but i still cant do it. Any advice? (other than practice!)
thanx
-Shaker
i haven’t read the thread yet, but what is her guessing game after wakeup?
specifically, what can i do after a sweep d+fp, against shotos? and what can they do to counter each attempt? what can i do to counter their couter. i haven’t learned kara cancel, but i remember someone throwing me like 2 or 3 times in a row.
one eyed: buffer the fireball x2 motion during the fierce. if you’re having trouble, just keep tapping the appropriate kick button while you keep doing fireball motions while in fierce animation.
storming: late-ending standing strongs…crouch short xx [ex] hammer…dash back, kara cancel…whiff, command grab, command grab…just alternate your moves…and make sure you dont do too many low forwards or strongs…makoto’s weakness is that many of her pokes can be parried high.
thanx exodus
Fighting Alex
Just now this weekend me and a friend were playing 3rd strike and me and Makoto was winning pretty much every match. Then he broke out his Alex and completely whipped my ass for a couple of matches, not until I switched to Chun was I able to win. Granted that I’ve pretty much never faced an even remotely good Alex before so it was probably my inexperience that got the better of me.
But anyway… any tips for fighting Alex (using Stungun Headbutt but tips for all kinds of Alex players would be appreciated)?