Makoto Strategy and Match-ups

I’m assuming you mean on block?[S] I’m pretty sure she’s at -1 for h.shou and 0 if for EX if it’s done during the second loop of hits.[/S]

Edit: I’m wrong, Robot Makot is correct, fierce and EX are the same -1 on block, the extra frame is only on hit.

I also did some testing and unless my timing is off (which is very likely since I’m not a Sakura player) and it seems that after she does the fadc if I timed c.lp right it beats everything except invincible stuff. It has to timed right tho. Mashing got me thrown or counter hit.

I’m not sure what the blockstun is for that last hit before the FADC, but I would think if she’s -1 after the dash if everything’s done on the exact frame she should be able to trade a jab of cl.hp with you.

More and more have I been liking the match up with Cody. Yes he still has the edge, but atleast it feels like a straight up fight between two brawlers. None of that run away crap. Just don’t press buttons when he got you under pressure : )

Cody doesn’t have the edge, it’s a bad match-up for him.

i can honestly tell that the matchup has gotten a tad more difficult, but you’re right, a little patience…no doubt though, ryu has gotten better!

I meant the edge against me!
I also like fighting dudley

You have to make good reads to win vs Ryu because he can zone you out pretty hard if he wants to. Patient Ryu is a very hard match for Makoto. Forutnately for us, 90 percent of online Ryus are very impatient.

I must be fighting the other 10% then lol.

If I said it once, I said it twice- I hate ryu more then any other! Keep away ryu sucks because he can zone so well, aggressive ryu sucks because its almost like he can just make up combos. All his normal appear to link or chain together! Its ridiculous. Yeah, as a character, I hate ryu the most. Now as an specific attack… the absolute worse that dumb tiger knee. Its a anti air, it knocks down, start up is invincible, jumps over my attacks, has range, hits twice…

You think Tiger Knee is bad now, try Vanilla when it was + on block.

So it has been spoken that Makoto loses to the following characters. Discuss:

Cammy
Akuma
Fei
Ken
Honda
Seth
Ryu
Sakura
Boxer
Rufus

I’m looking to quantify those losses in a FT 10 to help with this matchup chart I’ve been working on for the Tierlist thread. Any writeups on these characters? Anyone got good vids against these characters? RECENT vids in 2012? Any volunteers? Lets talk about these matchups…

Oh yeah, also, even though I REFUSED to mark it as such due to my lack of fucks to give, apparently Makoto loses to Dan and Hakan too. Any info or vids against these two would be nice as well.

*wishes on star for vids of vryu.

I’m quite agree with those characters, specially E.Honda and Boxer (but I heard a very good french Makoto says that the matchup is super easy)
Although, I wonder why Guile does not figure in that list, I find that matchup quite hard, luckily we have hk tsurugi

Here’s a FT10 against E.Honda in 2012 : [media=youtube]tjvly8xP3y8[/media]
I learned quite a lot of tricks against him with that video (OS U1, abuse of nj, good use of hk tsurugi, …)

I don’t think she loses to Sakura or Ken. Other than that, yeah, I’d say she loses to those characters.

I’d say the threat of Balrog, and why I do believe it’s 6-4 Balrog, is his lameness. If he’s sitting beyond sweep range, holding down-back, and uses Balrog’s cr.HK + st.HK + st.MK + defensive jabs well with good reason (so it’s harder to buffer poke against), and throws in a few dash punches, the match-up is hard. You kind of have to walk into the effective range to not get whiff punished, and you might eat some dash punches then. His neutral jump is good and extremely annoying if you try to IA Tsurugi him and he does his stupid moving j.HP upon coming down to punish hard. His jump back HP is potent, comparable to Makoto’s, so if he gets a break away from pressure he can just use that to potentially hit you and reset the footsies.

You may be thinking, well, his hit-boxes suck on 90% of his moves! Why not just buffer poke the shit out of him? It does work, to good extent, but he’ll chip Makoto out way before vice versa and controls the screen better, so the onus is on Makoto to approach. However, if Makoto has the life lead and plays turtle, hoo man, st.HK + cr.LP buffered + cr.LK buffered + st.MP buffered + cr.MP buffered in front of him + neutral jump HK Tsurugi = LOL, he better score a lucky cr.HK in between somehow, because 90% of his pokes lose to everything I just mentioned.

So the match-up boils down to somehow getting in, and it’s risky. You gotta use everything in moderation, including trying to keep his pokes and dash punches in check, using IA HK Tsurugi to mess with his 7 frame cr.HP, and generally just getting him to the corner with walking + f+MP + good reflexes on throwing EX dash punches.

On another note, and help me out here, I don’t think Balrog is as free on wake-up as some people make him out to be. His backdash is good, his EX HB (150 damage now compared to AE’s 100) not only messes with OSs but also leads into U1 and is much harder to duck than any other HB, and his safe 4 frame EX Upper kind of makes safe jumps pointless unless you empty jump -> throw, which loses to EX HB/backdash. cr.MK is kind of the best option on his wake-up in terms of risk vs. reward, but come on, without the ability to OS U1 into cr.MK it’s kind of a lame meaty.

Sometimes it’s better to not OS. Safe jump and then crouch blocking afterwards would make EX upper whiff, and EX headbutt would be blocked, right? See what he does and punish?
If he back dashes would S.HK beat anything he throws out afterwards (sweeps, jabs, etc)? Be ready to tech a throw too, that’s a possible outcome as well.

Oh my god, I’ve been blocking high after the safe jump like an idiot. There’s definitely enough time to throw it on whiff, on reaction. Thanks for that.

If he backdashes, he’ll be at a range where cr.LP/cr.LK buffered will beat anything he could reach you with, outside of EX moves.

vs cammy:
EX oroshi > dash*3 > instant MK tsurugi

  • crossup if she’s crouching
  • beats techthrow (cause it’s meaty)
  • avoid canon strike (cannot delay it, because it’s meaty)
  • doesnt whiff if she’s standing

vs sagat:
backthrow -> forward jump attack -> backjump HP
(corner) EX hayate -> f+LK -> backjump HP

  • hits him if he crouch guards
  • cannot punish you with kara TU / EX tigershot / f+HK even if he blocks

other instant overhead vs big character (gief, seth, etc):
backthrow -> backdash -> dash -> backjump HP

any other back throw setups for sagat? i tiref of getting thrown after dash neutral jump attack which wiffs.

Backthrow, st.MP whiff, neutral jump attack.

What’s the info for Claw, people? What I have, and it’s not refined and very well tested, is this:

  • cr.LP is a really good buffer poke when used at his optimal poke range. Loses to cr.MK, which is a problem, as that leads into at the least cr.MK -> cr.MP xx EX FBA.
  • cr.MP is a good buffer poke, BUT it has to be done so far away to beat stuff like Claw’s cr.MP that it’s hard to force your way in with it. Up close at its normal buffer range, it loses/trades with Claw’s pokes, but it does beat his slide.
  • st.MP beats most of Claw’s normals at max range, but loses to slide + cr.MK, and at anything but its max range it seems to trade a lot unfavorably.
  • st.HK works decently against some of his pokes, specifically it seems Claw’s cr.MK/cr.HK, and it can trade favorably with a lot of them depending on how close you are.
  • This will sound crazy, but st.HP buffered HP/EX Hayate is actually a good counter-poke in terms of hit-boxes.

The closer Claw is, the harder it is to AA him with normals, it seems. At further distances cr.MK usually wins or trades, but up close, good luck with that. LP/MP Fukiage is a necessity for when he jumps predictably.

Cosmic Heel, Claw’s mid-range offensive df+HK, has a good hit-box and leads to Scarlet Terror + TKD, but it’s focus bait, and on block, and forgive me for generalizing here, most seem to mash throw/crouch tech here for lack of an invincible way to stop getting thrown. I like to MK Tsurugi after blocking one.

After blocking a non-EX roll, cr.LP/st.MP buffered seem to do well if he tries pressing buttons.

When Claw is cornered, there’s literally nothing he can do to escape pressure other than U2 and scoring any normal xx EX FBA to escape. It seems Makoto’s U2 punishes the escape, and any other FBA. Just don’t get thrown, his range is stupid.

Claw wakes up 1 frame slower after backthrow, use st.MP, neutral jump MK, or go for a meaty setup (very viable, he can’t escape pressure easily).

Makoto’s U2 here for me, to punish that escape, to punish potentially safe U1s or meter building with FBA, and because Claw has that retarded charge character curse where he can get pushed back like a bastard, so Tsurugi -> U1 might whiff when you need it most.

Really? only follow up Ive been able to do is f+ jab. Maybe lag from online? timing? oh well
Also I feel the need to repeat- I know know know that fuki is the best, most damaging response against wall bounce. I got that, I know. but if there is anyone who doesnt have their fuki reaction timing right, stand forward (thats medium kick) is a real brain dead easy counter. There is like no timing involved and it will even hit him if he comes down behind you AND it hits the horizontal wall bounce as well (timing is involved here though) which I dont think fuki does. Bottom line- use fuki, unless you arent confidant with your skills. then use stand forward : )