Makoto Match ups- THe good, the fair, the bad?

ok yea I know what part your talking about. I don’t think him hitting the RH was meaty the Fukiage will almost hit anything above the hit frame. If that makes sense :confused:.

Nah, i was just thinking if he’s if u jump straight up or something. I don’t really know what properties fukiage might have. And plus yun doing roundhouse isn’t really a good waking up option at all, to what i know. I think ko messed up a move or something.

Yea maybe he tried to Kara grab. I think you can Kara something w/YUN’s RH. Not sure, but that’s the only thing I can think of.

it’s the command grab,

fukiage does hit Yun if he vertical jumps, though it’s a really risky option considering you could just hayate him on the way up and get the corner juggle. in my opinion, Yun in the corner > Stunning him.

I agree w/that, but is that because YUN wake up options are limited outside wake c.shortxxrush punch?

LOL, i know its probably not a good option, but if you feel crazy like izu at SBO 1, a lot of bs could be pulled out.

I don’t know, this could work against vertical jumps if u really expect it. Yun’s anticipating karakusa jump, and this will probably stop him from just holding up. Might try out sometimes to see how badly it could go, lol.

Not a bad idea 2hai, but how hard would that be to pull off? I like the idea but I’m just thinking how often would it work, but yea if we’re going for IZU status fuck it random MAKOTO bs :lol:. Ok I’m wondering does anybody have trouble w/these match ups. What about really pokey characters like Yang, ORO, Necro. Does anybody have any solid strats in the match up. Like general things to do, stuff to look out for and punish if they miss it etc.?

izu helluh-studied his opponents before sbo. hence the psychic-ness.

i don’t have “solid strats”, but these might be useful to some extent.
vs yang: i dont fucking know. :smiley: – knock him down, guess right three times xx win. stun that ass. and reversal sa1 his slashes(except for the first slash?), i guess. if he’s like at the edge of his c.lk range, and you feel like he’s going to mash on something, throw out a s.hk and put a foot in his face.
vs oro: don’t jump. don’t dash in unless he whiffs something. mind his uppercut when you’re in his face.
vs necro: he doesn’t have very solid anti-mixup choices, so rush that ass. he has a lot of anti-air options, so be prepared. i started to pick sa1 because i hate to get cornered by him, even with a full sa2 bar. if he’s got you cornered, don’t be hasty. just downback that shit and tech throws for a little while until he does something stupid. random mike Z moment-- ex fukiage beats drill kicks for free.

makoto have a lot of troubles in weak up and if she is cornered …
i think this match up is in makoto favor (7/3) but necro player can win if he can coner makoto
i am use sa2/sa3 necros supers art because necro have hard time vs rush down game of makoto
makoto can dash under s.strong
ex move kick beat all necro antiairs

excuse mi bad english

Coo post [’_’]. From the way it seems against the ORO matches me and my friend have I can agree w/that. I also would mind his c.FP that shit eats MAKOTOs c.MK for free. I swear everytime he happened to c.FP when I was gonna c.Forward->dash iin, it just beat it out. Killing one of my mixup setups w/her. Sucks, but I do find myself struggling to get in on him sometimes. Should I chase him down when he plays SA2, because I don’t really feel treated to much against Tengu, for the fact that he doesn’t have sufficent ex meter (for ex burger follow ups) to really do anything aggersive, but on the other hand he can just keep away and it seems like he turns into “the wall” when he does that shit. When he picks SAII it seems really annoying cause I have to catch him (runs away a lot), and like I said that leads to me jumping in to much. Even when I try to mix it up between empty jump ins and FORWARD kick jump ins I get parried and unlike shotos she doesn’t have a real shoryu so if he grabs wen I land I can just shoryu and det that noise. So yea I guess NO JUMPING on my part is the best way to go. I also did notice that whenever I jumped in w/a RH.TSURUGI that was my ticket if I was having a hard getting before. Can anyone tell me the best way to deal w/keep away and turtling. How can I really get in effectively and beat these styles.

Yang I don’t get to fight really advance twins here in Detroit. There’s one guy and his pretty good w/YUN not Yang. So I really don’t know about that match up, but it would seem that there really shouldn’t be to much pressure unless you get stuck in the corner.

Necro: Never get to fight against NECRO, but I agree w/what you said because I can play w/NECRO decent enough and I have a pretty good corner mix up game that I wouldn’t like to be in either.

Corego: I didn’t know EX TSURUGI beats all of NECROs AAs even electric blast?

Oro c.HP is nothing to worry about. The recovery on it is as slow as a sweep- as soon as you see it come out, dash in with a Karakusa.

OH shit! Arlieth just gave me a tip. Damn I did not know you could just Karakusa that but what strength should I use. I use Hk all the time because I the range increase. Maybe I should just use LK if I’m in there face. Arlieth could you tell a lil bit of strategy to make KEN, and RYU and bit less stressful. IDK it just seems like those are just really hard fights for me. I find myself having to pull a lot of comebacks out of my ass just to win. What am I doing wrong per say.

Hey can someone give me good strats to beat RYU?

what kind of problems do you have with ryu?

i usually just treat him as a trashy-ken and win without much problem. he can’t rush you down with anything scary, as long as you look out for kara-throw… remember that his ex-moves are safe, so don’t get dicked for trying to reversal them.

For ryu, one thing to makoto advantage is her speed, while ryu is rather slow. It depends on what kind of super they use too. Denjin’s the only one that i would worry about cause it can be random enough to outrandom makoto at times. Basically play your ground game, basing your pokes on cr.mk and cr.mp. Then if you find a way to get in, just BS mixups your way to victory. Or if neutral again, repeat.

Basically just don’t rush it, thats what the footsies are for. If you get reckless, ryu will gain momentum, and he seems to have a solid ground game esp. in the corner. Overall, ryu shouldn’t really have the initiative. If he does, something is wrong with your defense.

There’s alot of RYU players here as well. I was just wondering what other ppl think how that match up should be played. Thanx!

[IMO] Againts Shotos, i’m ussing the Fukiage xx S.A. III run Fukiage combo when they miss a c. Mk xx Mk,Rk - Tatsu. Vs Gouki is 100% Stun combo. Vs Ryu and Ken is a 95% Stun combo. Is too easy send them into dizzy in that situation (Headbutt press f.e.) and do j. Hp. s. Hp. Hp - Hayate. to Kill ^^U. If they are a “Hadoken” Type Shotos, you have a quick S.A. bar to Ex Hayate and Fukiage. ^^U [IMO again].

Kyo:I don’t understand what you typed. You use SAIII on the Shotos? How does Fukiage help you?

I use Fukiage cross-up setups. Problem is you have to space them right or the Fukiage won’t cross-up, but if you get it down that helps alot. I just stick to SA2 most of the shoto players here love to c.forwardxxEx hadou which is bad for them when I’m in the corner because it’s a free blue/red parry into Karakusa and s.FPxxSA2 which leads to dbl Fukiage (100% stun) or various resets for extra damage and confusion. I just like seeing other people strats as opposed to mine. I think things like this are healthy to know. My main focus is not to focus on landing Karakusa early in the match ( this goes for who ever I play) because most ppl w/half a brain will try and jump from all of the tick setups and kara karakusa setup etc. So I just build meter combine rush w/smart meter building just to keep EX an almost one full meter. By the time I’ve reach a full meter then I’ll plot on how well the opponent is escaping some of the would be karakusa setups. From there I decide on which one will be the most probable for me to land and either start finishing filling the stun bar or try and push them to the corner, make them jump and dash under and land a karakusa. That’s normally how it goes down for me how many would agree/disagree or can lead extra support.

Edit: Also I think that blocking(parrying or teching) all the time w/makoto isn’t a good idea just because she dosen’t have to much to punish after a successful parry with. Unless the block (parry) can benefit you a karakusa or c>shortxxJab Hayate (mixup) I don’t block (parry). Good example of blocking (parrying) would be if the opponent jumps in which an attack. Obivous choice here since it will benefit you w/ s.Jab->Dash under 50/50 mixup or karakusa->s.FPxxSA2. Like I said anything anybody does different post up I would like to read it. Also in no way am I saying that everybody should play Makoto like that. This is just the most comformable way for me to play instead of just blind rushing I mix the 2 play styles so it’s more of a wait and GO!!! type of thing to me. Or as I like to call Red Light Green Light :lol:.

Sorry, i have a headache today and i can’t write/think good in english. U_U.

I (often) usse the S.A. III vs any Shoto cause they (often) can miss a Mk or Rk Tatsu after a c. Mk. If the move wiffs (when the char only gets a hit and the rest can be blocked or parryed), you can punish them with Hp Fukiage. If you have the S.A. III, you can do Hp Hayate xx S.A. III. Run. Hp Fukiage. This combo is a 100% Stun combo on Gouki and a 95% Stun combo on Ryu and Ken (so, is a decet damage combo). If you activates the S.A. III when you’re doing the Hp Fukiage, the “Invencibility Frame” can be ussed to Parry the next kick, Hp Fukiage jc Hp/Rk to punish them. The good new whit the 2nd combo is: Damage (around 40% life bar), the bad news are: the stun gauge is arond 50% and you can’t block any atack. U_U

I hope than you can understand better my post. :). otherwise i must rest all day… GRRRR, my head hurts me a lot. U_U

Edit: nono, i only put here my common strat w S.A. III vs Shotos. ^^U. With another S.A. my Strat changes a lot. ^^U

-_- I believe I understand what your saying. If the player does a c.forward kick (mk)xx Hurricane Kick(tatsu) and the tatsu whiffs, block (parry), FP fukiage, activate SAIII, dbl Hayate for a phat damaging ass 3 hit combo. Is that what your saying? Or after you activate dash( which you said run) FP fukiage again, SJC (super jump cancel) FP/RH finisher (which you used RK). Is that what you mean? I’m not trying to make your head hurt more dood. If that’s what you mean yes I love those SAIII combos they are nice Mike Z is good w/SAIII. I think it was Sex-Taro I saw block(parry) Akuma’s whiff Tatsu then he FP fukiage’d it and I don’t remember what he did after that. I know he didn’t have SAIII when he did it though.