Makoto Q&A

Ok cool so its kinda like a 3s wave dash

almost yeah

Hello Everyone,

I see a lot of Makoto players do neutral jump tsurugi against Chun on Chun’s wake up. What is the reason behind this?

Thanks for the help as always. Sincerely,
Cong

A) Tsurugi is kinda difficult to parry
B) Get their asses back down on the ground
C) Chun doesn’t have great option against it other than close HK I believe… Unless she’s oddly using SA3… But you’ll never encounter that.

tsurugi can be annoying as fuck.

I need to implement it more when I play mak

Yeah I’ve started falling in love again with IA EX Tsurugi recently after watching Mimora in selected scenes 9.

Tsurugi can not only get you great dmg but leads into stupid mixups like at 5:33. FP hayate after the juggle then a dash to mixup Alex on his tech roll. St. mp confirm into SA1.

And the juggle properties are amazing for this move. I mean look at the amount of enders and juggles/lines of play Mimora chooses here at 6:00

First of all he uses it to blow up jumping on wakeup from the Yang player, which nets him good dmg and a reset off cr.rh.
And then the double tsurugi! IA EX Tsurugi ~ IA lk Tsurugi ~ jab hayate ~mp hayate. SO MUCH DMG for 1 ex.

I like EX tsurugi a lot to blow up jumping on wakeup opponents. Obviously keeping them grounded in the knockdowns to come so I can setup my Karakusa game.

PS: IA EX Tsurugi blocked by a standing shoto ~ cr.lk hayate canceled is a setup for kara-karakusa range. Really weird setup for the corner haha.

[media=youtube]iqr-0DD4AJs[/media]

Wow… 7:30 just blew my GD mind… Also, the mixup that you mentioned was also sick, but then again, it’s Mimora. He just does sick shit. Hopefully we’ll all be there someday

IA ex tsurugi is one of my favorite moves with makoto. If my opponent is at <throw damage and I have ex, 99% of the time I will do IA ex tsurugi

question about 100% stun.

what causes the second fukiage to whiff, dashing too late? or doing the second fuki too late?

It varies, because the timing can get different with each character. In my case, it’s just screwing up the first Fukiage. ;T

I spent a while on this as well since I now have the 100% down solid. Aku is partly right that each character has a small difference in timing but I’ve found a few tricks to make it easier.

I do the 100% by doing: Karakusa st. fierce SA2 blah blah ~ dash after last hit of SA2(as soon as possible) ~ St.rh kara-Jab fukiage ~ dash after you recover( as soon as possible)~ jab fukiage. I prefer the double jab fukiage 100% instead of mp and jab; It’s just easier for me to time. Also, I cannot stress how important it is to get the right dash timings here.

1st: Make sure you’re buffering the dash before her last hit of SA2, you can do the dash input a good while before the hit actually connects. This means you are dashing after the SA2 as soon as possible and thus this gives plenty of time to get to the positioning of the kara-fukiage. This will also allow you to see how much time you actually have to do that first fukiage.

2nd: Try and return to neutral on the stick after the dp input as best you can to get the best results for kara-fukiage. since you need st. rh, not toward rh, to make it work.

3rd: THIS ACTUALLY ANSWERS YOUR QUESTION lol: Once you mess around and find the timings for the dashes(after the last hit of SA2 and also after the kara fukiage) you’ll start to see that you need to hit the kara fukiage pretty early in the juggle, when the opponent body is juggling at its highest arch in the air. Just take a few times to stare at the dummy juggle after the sa2 and see for yourself what looks right. Hitting the kara-fukiage at the right height allows a few more frames for the second dash and fukiage to land.

I kinda went overboard to answer your question but the truth is there could be a lot of things going wrong during the 100%. You could be missing the st. rh kara and not know it (look for the screen to slide left or right when you get it), hitting the first fukiage to late (wrong dummy arch during the juggle), or simply doing the last fukiage too slow.

I hope this helped. This combo is pretty hard but keep it up and find what works for you!

One thing about character differences: you don’t need to kara fukiage Hugo or Elena. One thing I love/hate about 3S: The uniqueness of the hitboxes. You figure it’d be easy as shit to do it on big characters like Alex, but for me, it’s the hardest to time correctly on Dudley.

Hello Everyone,

I have some questions regarding pulling off the 98% stun combo.

For the mp fukiage that comes after the mk tsurugi, it should be delayed right? I noticed if I do the motion right away, it doesn’t come out. I assume it’s because Makoto is still airborne, but I’m not entirely sure since Makoto is off screen.

Also, after doing mp fukiage super jump cancel into j. hp, I often miss the j. hp. Even when I land the j. hp, the dummy flies in the opposite direction. What is going on here?

Thanks for the help. Sincerely,
Cong

you must hit the opponent with the jump fierce when they are on their upward arc. once they reach the apex you cannot juggle anymore. so get the high jump into hp as fast as possible.

they will fly the opposite way if youre doing the fukiage early. if you do the fukiage late, you can make them fly forward.

No, you can hit them on the way down. I usually hit with hp or c.hk. I think mp is a reset that allows a dash under>karakusa.
Cong, are you jumping forward? You should jump straight up after the fukiage.

Oh, the IA tsurugi combo. Yeah, I prefer the 100% stun cuz I can do it consistently*.
Still working on implementing oroshi in SAII combos…

*when on the left side of the screen. Funny though, my 2Xqcf is pretty ass from this position -__-… Can’t wait to return to my beloved octag gate

Square gate is the only way to go bro…

Quick question. What do most of you guys do when caught in the corner with a stocked/almost stocked SA2? Do you stay in the corner and try to land a karakusa or do you hightail it out of there.

Everything’s 50/50 with Mak… Depends on how much of a risk you want to take and how aggressive your opponent is. It all comes down to making one good read. I wouldn’t do it against Ken because he’s got tools to stay out of that range. Everyone else is pretty open.

Oh ok, thnx for the reply. I was just curious on what other people do because most of the time I get wrecked by good players that know that I want to land that karakusa into SA2.