Makoto Strategy and Match-ups

the command throw mixup is the worst!

Uppercut, throws or Tanden Engiiiiine? Yeaaaaaah! I dunno, only advice I got is try your fucking best to keep him out…which is going to be hard. I’ve had success stopping dive kick with C.MK, and then for other jumps use the right anti-air depending on distance. He’s got every tool known to man at his disposal.

Yup, he’s a total cunt alright.

I usually try a backdash if he catches me on wake-up, and more often not i’ll get “reset” out of a block string if I can keep a cool head about me. I’m looking for specifically good go-to punished for blocked / whiffed attacks.

After blocked annoying kick thing, whats my best option? I usually Yamase in a panic.
Shoryuken whiff / block, i fukiage.
Tanden engine, I ex-Karasura.
Dodged (backdashed) command throw, I sweep with the HP.

Its usually the sonic boom > wall dive > Kick / Safe jump pressure that I succumb to. If I block the sonic boom, what’s the best option? Can I mp or cr. mk the dive kick? Or should I keep on blocking until the guys fingers are too bruised to keep block-stringing me?

LOL, i just keep blocking till their fingers are to bruised to continue their block string! THAT’S when i make my move baby lol.

seriously though, let’s not forget the teleport shinanigans that always get me at some point during the match. my only saving grace in that match is that his DP, though it has crazy priority, is only a 4 frame move. therefore, he is open to safe jump setups all day! KNOCK him down i say…if you can lol

Risk/reward is in Mak’s favor for the most part vs Seth, you just have a different state of mind for this match than you do for most other matches, kinda like Zangief. You hit Seth once and he’s in a real, real bad situation. Just keep your head on your shoulders and don’t get frustrated because you’re going to get hit by a mixup or 2 if he gets in on his own terms. But as long as you don’t get frustrated and you convert consistently, the match is in Mak’s favor.

Are seths instant air toe-taps overheads AND cross-ups??? As if I didn’t have enough to think about after being cornered. Grrr…

Instant toe tap is unsafe as hell on hit, so unless you’re going to lose the game, you’re better off getting hit by the first tap and trying to do a reallygoddamngood trade on the follow up tap/j.HK/j.HP. If he wall jumps out oh well work on your reactions I guess.

People gotta hit training mode more often.

Any blocked Hyakuretsukyaku = huge free punish. It’s massively unsafe, you have days to do whatever you want.
Blocked booms are -5 and cr.MK xx HP Boom is not a true block string.
All of Seth’s DPs are 5f. He cannot OS your backdash with his DP unless you’re cornered (though he can guess Tanden or OS Hyakuretsukyaku.)
Any move that puts you in an aerial state will avoid Tanden Engine. It’s only +19 if he does it point blank - max range Tanden is generally unsafe.
Seth’s SPD will not reach Makoto if he blocks her EX dash thing (hayate? i forget the name…) He has to do a 1f punish that only hits for about 140. Consider abusing against people who haven’t practiced punishing this.
Dive kicks generally won’t cross up no matter how it looks and you can EX Grab him safely if you react in time.
Seth’s EX SPD is not throw invincible. Both EX and non are 3f.
Speaking of EX Grab, don’t be afraid to risk it after blocking a jab. You have the health to guess, he doesn’t.
Seth’s hit boxes on j.HK and dive kick are ass. If Seth is jumping in on you, start practicing your AA game.

I’d recommend rushing Seth down. Keeping Seth out is kinda dumb for a character like Makoto, she hits like a bunch of bricks and Seth bleeds. Teleport is easy enough to OS and Makoto’s buttons generally make Seth scared to dash SPD as much as he’d like to. DP OS is still kinda good but the fact of the matter is, it’s -3 if he dashes in after 2 hits and -1 even if he doesn’t OS (meaning you can still counter hit him with practice.) Throw in U1 or U2 and Seth has to show you some respect unless you’re giving him reasons not to.

It’s 5-5 imo

edit: also i am pretty sure you can u2 any teleports on reaction. the recovery is pretty awful.
edit2:am i high? instant head stomp isn’t that unsafe lol musta been tired.

ok, i got a question, what do you do about an evil ryu who does what seems to be a safe dive kick setup, not sure if it is unblockable on makoto, and os tatsu after a hard knockdown?
honestly, sometimes i can’t tell which way it’s gonna hit or maybe i’m crazy?

FA dash? If you absorb his divekick, OS tatsu shouldn’t come out. And concerning which way it’s gonna hit - well, you just gotta learn that i think

Also ex oroshi. And if the safejump is meaty enough, you can just ex karakusa it.

thanks guys, i’ll try that and see what’s best!

Guys,can’t deal against the cr.lk-tatsu Sakura pressure,specially on my wake up after a Sakura’s j.HK safe jump. Even the cr.mk into sho OS is a pain,sometimes i can deal with f+mp,but when i mistimed that…You all know. Little find,if Sakura try to AA you directly with her U2, you can Tsurugi EX that shit. If you’re close Sak get hit,from far the Shinku Hadouken surpass Makoto completely.

So in super makoto could ffs on most crouching characters. They made it so you have to do an lp before a strong in ae effectively making certain stun combos (like the one in vryus video on akuma) not possible. Does anyone think this was a nerf to her or a buff in the fact that still if she gets the next hit it stuns with just 1 hit? I’m for the buff lol.

i need help vs guile. they say the match is 6/4 mak but im trying to understand why? i can only imagine they feel this way cause of IA ax kick, but guile can easily punish upclose with foward fierce or sweep. also i need to step my reaction game back up cause im missing good cross up AA opportunities. im not reffering to my wake up AA cause thats easy. thx for the help guys.

I disagree with the 6-4 too. I’d say its more 5-5, IA axe kick is good and probably her best tool in the match up, but it doesn’t really shut down his boom game like Adon’s JK. At least from what i noticed. To be honest, I think Mak only has a couple matches actually in her favor, everything else seems to be about 5-5 to me. I still feel that she loses badly to a lot of characters , but thats just be left over feelings from super lingering.

Any recent/valid tech against Rufus? I do not want to get taken out by Rufus again in another major. The Rufus section is very old and I find it humorous that one of the example videos ends in defeat. That does not bode well for this match up. Any help pre-EVO is greatly appreciated.

Vryu has a vid for option selecting ex oroshi from a safe jump which will beat back dash and make ex messiah wiff. With the strength of rufus and the tech/mix up of makoto the match boils down to first knockdown. I do feel we win the ground fight so just aa the dive kicks. Other than the few os’ that are around there isn’t anything spectacularly new in the match up IMO. Just remember once he knocks you down you have to play the best yomi game of your life lol.

what are makotos option selects? Also what are the preferred ultras to use vs whoever. the rule of thumb I have been using was “if they shoot projectiles use Ult 2”

=/

Add me up shiro. I’m pandabonanzaa. If you have a mic advice will be easier to give that way. We should have a decent connection since we are close. I’ll be on around 8:45-4am

Are yo on xbl?