Makoto Strategy and Match-ups

With regards to Condor Dive I always prefer to meet T-hawk air to air if I am within the correct spacing. I always use j.mp due to the speed and the fact it covers the horizontal distance in front of you. T-hawk does not have a super fast jump so its not so difficult to react to it. You will be surprised at the distances you can get him from. You can normally catch him just after the peak of his jump as well or anytime before that. I have good success with it as it helps prevent Condor dive and beats out alot of his air normals as hawk players tend to leave the normals until they descend.

With correct spacing and timing, I’ve been able to tag a Condor Dive out of the air with nj.MK and nj.HK, but it’s so inconsistent that it’s not worth attempting as a counter every time or you risk getting hit anyway. I’ve seen Makotos slip under the Condor Dive hitbox and tag T.Hawk in the gut with M/H Fukiage as well as he’s coming down. Also seems inconsistent but I haven’t attempted this myself too many times to say that with any certainty.

Condor Dive being a thing is crappy to deal with but personally I find Condor Spires more difficult to adjust to. If I can stuff Condor Spires on reaction with c.MK/t.LP on reaction, though, it’ll remove T.Hawk’s main mode of ground movement. I mean, why dash when you can just be a giant flying hitbox instead?

If you remove his ground game and he’s forced to take to the air more, chopping him out of the air with superior normals before he Condor Dives seems like a more viable strategy since the mix ups can start once he hits the ground and he won’t have Condor Spires to rely on if you read him correctly. Of course he could always just do a regular dash but that’s leagues better than dealing with a giant flying hitbox. Bait DPs and SPDs then punish like normal, voila.

Still sounds like a butt match up but that seems like somewhat of a game plan now as long as you play perfectly and don’t get knocked down. Cheers to Shocky II, EasierToRun09, and Muirtron for the information.

condor dive is a problem? spire i can understand but dive?

It’s a problem only because it creates a situation that’s difficult to anti air constantly between normal jump in and dive. But full screen dives are easy to react to, it’s late did that’s hard. Maybe try cr.mk os lp fuki.

I don’t play many T-Hawks, but I definitely found that going air-to-air is the best AA. I had more success using j.HP though since it is faster (I think 2 frames, but check my math). I think someone already touched on this, but Fukiage and c.MK are sketchy answers because of varied dive timing.

Y’all need to learn about the godly button that is Mak’s jump jab, especially jump back.

Isn’t jump jab the same speed as jump fierce anyway ?

Jump jab has a bajillion active frames and can beat some grounded AAs that you wouldn’t expect it to.

Any tips against Chun Li ? I get destroyed from Chun … 8(

So all the characters from the Ultra update are fucking stupid. Poison, Elena, Rolento, Hugo and Decapre. All their dumb shit is too safe and I need to vent. AAAAAAAHHHHH. Can we punish any of Elena’s specials with anything but f.lp?

ive been saying that for a while now! there is no reason why these characters have to have so many safe moves while makoto has almost nothing. it makes no sense too, some of these moves lead straight into ultra… low risk high reward! you know, come to think of it, they should not have taken away ex fuki’s damage and stun considering how poor maks defense is, and NO, delayed wake up don’t do shit against certain characters. I’m still pissed they made ultra 2 almost useless, the corner pressure is real man.

dude the only “safe” special elena has is hk mallet and thats -1. most of her specials are punishable with mk, mp or cr.mp depending on spacing. mk/mp for scythe and mallet. cr.mp or sweep for lynx although i find it to be harder the farther away she is. tbh you dont have to worry about elenas offense. her “threats” of high/low specials are just threats. you just have to block low and react to mallets, except ex which you have to block, with a normal thanks to the enourmous start up and weak hit/hurtbox interaction. on an offensive note(i haven’t really delved to much into smothering her offensively) shes got speed but nothing reliable to fight anything coming from anywhere but the ground. vary tsurugi and its spacing making an actual jump in harder to aa in turn making tsurugi more tiring to deal with. if you get a knockdown while she has no meter she’s dead. even then the elena has to decide on if she wants to use the meter to try and kill momentum or catch someone by surprise with ex mallet. if she ex reversals she’llneed 2 more bars to make it safe. if the mak and elena player were on the same level i feel mak will always win.

the other characters idk much about yet in terms of actual defensive/offensive gameplay. ever since canada cup I’ve been focusing on yun but got knocked into losers against an elena(not a very good one either) at the masters series. studying that match up for yun but defensively it’s essentially the same gameplan. once elena is down I’m heading on to poison since air is only in vancouver.

dude, forget elena! I’m talking about those many characters in the game with all that safe pressure. I’m talking about the decapre, rufus, rolento etc type of pressure. I know it’s pointless complaining but damn it, at least they could have buffed ex oroshi to compensate.

Elena has super solid AA attacks, a crazy jump arc, almost Dhalsim like limbs and nearly all of her specials break armour. Her backdash is also really fucking fast.

I feel the same way about Poison. There is no need for an AA fireball to juggle into Ultra. That is fucked up. Her weird overhead, armour breaking, counterhitting throw is safe on block too. There is no reason for her to not constantly be doing it.

I’m super salty about Poison. Got eliminated from a tourney recently by one who was just hanging back throwing a million fireballs then AAing me with seemingly any button she felt like. Her crouch HP was beating axe kick, and being cancelled into yet more fireballs. Grrrr.

Whist I’m here, Decapre’s hitbox needs sorting out. End of round one Makoto tried to hit in the complete opposite direction, and at the end of round 3 (I think) her uppercut still manages to hit like Blanka’s ground pound Ultra.

that’s some straight up BS right there man! I’ve tried to cross this character up with jump mk and got caught by that upper cut, my mind was blown…

How to fight Hugo?

The technique against a Hugo is to use moves with decent amount of pushback, moves like: cr.Hk, st.Hk, and Yamase keep Hugo out. Knocking Hugo down with sweeps tends to frustrate a lot of Hugos i’ve played against, from there meaties can be used but be wary of any wakeup moves that beat out your meaties. His ex running grab is probably the only threat that you may run into, for that I tend to have U2 for when a Hugo uses their running grab to beat out your normals as landing U1 is very slim due to the constant chance that you may get SPD.
**
P.S. Don’t jump unless you need to. **

I hope this was the advice you are looking for, and if the momentum from Hugo and Makoto both grind to a halt you’re doing it right B)

Sound advice indeed. I tried to keep him out with lk-mk target combo and cancelling the kick to get away quick but his pokes are too strong.

Meaty HP chop on his wake up is really good for beating & dodging wakeup ex lariat / backdash / non-ex air grab / Ultra 2. The sound of armour shattering is too good.

I feel like she’s a lot worse now because of the new characters and the buffs that other character’s got that make some move’s safe. They should’ve nerfed the distance on her backdash and gave her strike invincibility on her ex oroshi, leave it throwable. The move gets stuffed way too easily cuz it’s start up is so slow…

Any safe wake up options VS Ibuki and Viper?
Also I’m having difficulty fending off Balrog. His dash punches are killing me and offer NO push backs on recovery. :frowning: