c. short? i thought it was f+short … ill try c.short out too though. does it work on all characters?
to answer to opera: f+short has any use…
well i see alot of players use it when they have ppl in the corner do karakusa, s.hp, EXhayate, mp hayate i think, then f+short if im correct, so they will land on his feet and not fall… not really a reset coz u dont get too close… but thats why u have s.short, its in the range baby
i dont know how other people play makoto, but i do all i can to keep them standing when im rushing down
she has probably the most deadly guessing game of everyone
options among options after getting karakusa:
fierce>hayate>karakusa again
or
>short hayate>karakusa>fierce>hayate
or
>defense(block/parry)> punish
a short hayate can beat out alot of attacks, even jumpers predicting karakusa. after landing hayate, they’ll most likely block, so you have another free karakusa mixup
going into defense is usually reserved for shotos, who will shoryuken(the best option out of her mixup), and if you force them to which a shoryuken, your rewarded with a free fierce>hayate, and from there the sky’s the limit.
with makoto’s high stunability, if u force them wrong in more than two of these guessing games there more likely stunned. however you risk eating a super, so keep an eye on meter.
moral of this story? i think her best guessing game is while there still standing, so wakeup isnt always best for her.
keep in mind this is completely situational, and only maybe a third of her game. the hardest part of this strategy is to get inside to start it, and the best people wont allow you to do so.
and a question…
makoto’s super stun combo is
karakusa>fierce>SAII>dash into DP>jumping fierce
i cant land the jumping fierce, and i have to use a roundhouse instead, do i have to super jump for it to land?
see ya
u always have to SJ out of dp with makoto… and u can d qcb+hk too, make him go right to the ground
I think you have to look at her whole game and realise what type of player you are up againt…
keeping them standing is tempting because of the damage potential, but satistics say, you are going to eventually GUESS WRONG and boom, there they are out of your clutches…
so, I think the best thing to do is just milk it while you can, then knock them down when things get a little too risky… i usally try for another karakusa after a hayate at the beggning, but if they are wise to that game, its almost not worth playing becuase of all the different options they have. (50/50 chance really)
I do persoanlly preffer to keep them standing, but not thru karakusa traps, usally just through poke games and high low mix ups into 'kusa traps every so often. her normal moves have some great priority and damage, so I try to use them most…
besides, keeping ppl in block stun is always fun.
your right that in the sense that you want to be safe, its best to reset with an EX hayate. but if you can sense them in a panick you can always push for one more mixup.
if they are wise to another karakusa coming after the first mixup, they will either jump, poke, super, or dp.
as far as jumping goes, you can just short hayate or throw out any high attack to punish them for doing so.
if you see the guy has a meter, then its probably best to just back off altogether, in case you dont want to eat super
as far as poking goes, i think she can grab through some but i cant really say for sure
probably your greatest risk is a dp when all is said and done. thats why throwing out a random parry will work.
if your feeling risky, after your first karakusa trap, after hayate, throw out your super, you can catch them in a throw or them trying to fight back. its really risky, mainly just for style
yea… im still learning makoto. i hope to get better
Hmm…
I actually want to start playin with this chic…
Now Im not lazy so I read most of this thread but I want to know, Im a new Makoto player. I want to use her so what strat should I use as a beginning player until I get used to her mechanics?
i just saw a video that created from japanese. it is all involve stun combos. However, i dont understand something about makoto EX 214p. the video show makoto ex214p to hugo but HUGO dont fall in the ground. i really no idea about this
anyone can help ?
yeah, he’s in a little stun animation after you hit hugo with the EX chop. So you can combo EX chop xx SA2 on Hugo and Hugo only.
but how come everytime i EX chop hugo will fall on ground
any hints there?
do it REALLY FAST
and i think he has to be close ot the corner for the SA2 to connect
oh, he falls down allright, but if you cancell the chop into the super it’ll hit hit before he’s down. If you’ve done it, when the maximum spider super activation animation freezes, Hugo will look like he’s trying to swallow his face with his bottom lip.
You can get away with it slightly further than half screen, just use a stronger kick button the further away you are from the corner.
nah nah
y try to download this video then u understand what i mean
[www.ak.wakwak.com/~masahiro_chiba/tosaka-3rd-mpeg.zip
download this
ok, it looks like it has something to do with getting Hugo dizzy with the chop. Can someone test this wackiness?
simple, it’s not an EX chop.
fierce xx jab chop combos against a dizzy hugo.
I actually think it combos on dizzy Urien/Alex/Q too, but I’m not sure on that.
I thought fierce XX jab chop connected on a standing urien…
About SA3, when you do it with two punch buttons she says “tchikara minagi chou” instead of just the grunt or “koko raja”. Does it make any other difference? or is it just the quote?
btw, this is on the ntsc DC version.
any help would be great.
EDIT:
If i was capcom I would ALLWAYS let her say “the power is rising” (which the quote means, apparently), that’s so cool. I also noticed that on the DC you can’t hear the “tchikara” part.
Also, advice from a mediocre makoto player:
Use mk as AA, follow up with a dash and you’re in close for the normal guessing game: will she throw, will she chop, tick throw, who knows?!?!?!
When they start parrying that, do EX Fukiage, that’s a different kind of timing. Think you got me pegged? I got reserves =]
What is the timing for Hayate xx SA1? Or is it really worth it?
it’s a link, not a cancel. And yes it’s worth it if you consider that you can do a hit confirm. Try to finish the super motion right at the instant she recovers from the hayate.
It’s better if you do it after a karakusa IMO, the damage is scaled down quite a bit anyway.
i don’t think hayate linked into sa1 is worth it damagewise. just learn to link from standing strong of crouching forward, it’s what makes the super so dangerous.