Makoto Strategy and Match-ups

of the punishable rushes most are like 1 frame punishes with a 3 frame jab… so it’s going to be tough for mak, i’ll try to find the write up from the cammy forums but we went into detail on which versions of which rush punches could be punished by what. and i think we could probably translate a fair amount of that into punishes that mak can do.

In general, I’ve had good luck AAing with St MP. It beats a lot of air stuff, and Viper’s BKs are no exeption. Fukiage’s damage and stun potential is awesome, but I don’t think it’s very good for jump ins. Don’t get me wrong. It works, but I think it’s better for when you have an opponent on the run and they’re jumping away from karakusa. If you do kara HP fukiage, you’ll see it soars halfway across the screen. I’m having better luck punishing people jumping back or jumping straight up with Fukiage.

For Mak’s AA against Viper, I would suggest:
St. MP
Cr. MK

Sometimes, when I see Viper jump, I’ll go for the MP, but it turns out she super jumped or some shit. But that’s ok, you still have time to cr. MK, even after a botched MP attempt (unless you were trying to hit with MP deep and failed).

I also found Cr. MK to deal with cross ups pretty well.

Hope that helps a little… As it stands, I am liking the Viper match up, but that may change if I face an amazing Viper. :stuck_out_tongue:

Is Makoto’s offensive game too vulnerable to a strong defensive game? I found myself victim Juri who turtled like crazy. I’ve read the strats on how to wiff and stuff but hot damn, shes tough. One thing I can’t get pass is how her damage scaling is. I mean for a girl who doesn’t hit 15-20 hit combos seems to be rather WEAK. i hate how juri’s ex pinwheel damage equals 2 of my ex hayates

I’ll be posting some matches of me playing vs a decent Bison, maybe when can find something cause it’s such a hard fight.

In my opinion, a turtling opponent is exactly what you’re looking for with Makoto. That’s your opportunity to score oroshi’s, throws, and most importantly karakusa’s.

If he’s just too solid, you can probably use Mak’s disproportionate walking speed/dash speed and far reaching normals to sneak in some damage. Using hayate to chip at a turtle is bad news, though.

I find the problem with turtling opponents is that they like to throw out their safest or longest pokes. Seem to get stuffed a lot. People rarely expect Oroshi tho~ and comboing that into super > U1 is sweet hehe.

Quick note: c.HP is working brilliantly against Balrog’s non-ex specials

[media=youtube]LxShjzjrvLk[/media]

That’s the first one I’ll be posting the 2nd video soon as it’s done processing.

How are you doing so? Are you knocking him out of it on reaction? Or does the crouching hitbox somehow hits him before he hits you?

Also Makoto’s kara-throw(normal) is godlike against turtlers. After two crouch jabs she’s still in range for a kara-normal throw when she’s way too far for a karakusa.

Very nice! Is that a lk karakusa after FA? I haven’t been able to land it in training~ maybe I should’ve been doing the lk, since they seem to crumple too fast.

I also dig the pink lol. Pink is my multiplayer color of choice XD. People don’t realize its power!

I’m just doing it on reaction. It’s a great way to score a knockdown and gain the lead early with mix ups.

What mixups? Balrog only needs to Jab!

lol j/k

Damn NinjaCW, thanks for the vid. I definitely learned a couple of things.
You definitely clutched it that 2nd round too.

Pinwheel is unsafe as fuck (as are most of her moves), so learn to bait those and punish. Also, watch out for cr.mk since not only does it have good reach, but the way it lowers her vulnerable hitbox means that is works as a good AA (on top of the already godlike AA that is cr. hp).

That said, most scrub flowchart Juri’s will spam divekicks and pinwheels, so learning to block and punish those is a must. For a Juri that knows what they’re doing and is most likely zoning you and/or playing footsies, try to bait something like a fireball, pinwheel or divekick then punish accordingly (as I mentioned before, most of those are unsafe).

Great stuff, dude. That Bison matchup is tough.

Here’s a new vid I’ve posted. Makoto Battle Journal #4, this time it’s Makoto vs Dudley [media=youtube]ThrQkUsxMFQ"[/media]

Lol it’s true. That’s why I prefer him on the floor instead of crouching.

Love your vids and have been faving them <3
That f+LK kara-mixup you’re referring to~ what other things can you safely do after the f+LK? I find most people poke after blocking a single hit, so conditioning them to stay blocking would be sweet!

I saw you connected hayate then karakusa’d as well~ I imagine the don’t link, was that guy just trying to block after getting hit by hayate?

Thanks, I’m glad you like them!

What I’m doing with the f+lk is trying to convince them to clam up so they can be thrown or karakusa’d. It’s a touch and go sort of thing, so it’s usually good to test the water and see whether they’re the type to turtle or get frustrated and try to go big with “combo breaker” DP’s and stuff like that. If possible, stuffing their advances with normals like f+mp or f+hp is great for teaching them to slow down and block. If they’re the “combo breaker” type, use a series of safe pokes or feint a combo with strict timing (s.lp s.lp s.mp) to bait a big attack, then punish accordingly. Many players will simply mash DP or Ultra if they see you using combos with a longer series of normals in hopes that they can bust through a poorly timed link.

Some characters have amazing/quick normals and can make this strategy really dangerous though. Balrog, Vega, Bison, Rufus, etc. In these matchups I tend to favor knockdowns and waking mix-ups.

The karakusa definitely does not link after hayate. However, most people don’t anticipate a FADC -> karakusa after hayate, especially if you’ve previously conditioned them to turtle up. Again, it’s all about conditioning them to fall for it.

PS-- Another nice thing about f+lk and f+mp is that they almost work like an option select in certain situations. If the opponent moves in on you, it can interrupt their advance. If they jump in on you, it scoots you forward and screws their aim, allowing you to throw or tech them when they land.

Aaah~ I didn’t even notice the FADC going on, but after I posted I was thinking that must be it.

I think my Makoto play is improving enough now that when I screw up, I notice it too. Starting to understand how to play her from these vids (and various forum posts of course). I’m getting a good feel for her normals and stuffing pokes~ but am having trouble with AA.
I was fighting a Ryu and his j.MK (I think, could’ve been HK) kept stuffing or trading my s.MP and s.MK. Is there a more universal AA move? I wasn’t able to Fukiage on reaction that time~ wish I tried it once >.<;; Was frazzled and not thinking clear. Also, Ryu has a pretty long crouching kick poke that pushes me too far to punish. That same player liked using that to keep me from f.LK or f.MP. Jumping, of course, is a play button for listening to 'Shooo-ryu-ken!".

Aaah~ I didn’t even notice the FADC going on, but after I posted I was thinking that must be it.

I think my Makoto play is improving enough now that when I screw up, I notice it too. Starting to understand how to play her from these vids (and various forum posts of course). I’m getting a good feel for her normals and stuffing pokes~ but am having trouble with AA.
I was fighting a Ryu and his j.MK (I think, could’ve been HK) kept stuffing or trading my s.MP and s.MK. Is there a more universal AA move? I wasn’t able to Fukiage on reaction that time~ wish I tried it once >.<;; Was frazzled and not thinking clear. Also, Ryu has a pretty long crouching kick poke that pushes me too far to punish. That same player liked using that to keep me from f.LK or f.MP. Jumping, of course, is a play button for listening to 'Shooo-ryu-ken!".

I always counter ryu or kens jump ins with c.mk, it works p.well. If its not working, try ex-oroshi, its not that reliable but if timed correctly it should eat his j.mk, dont abuse it though. If im not anti airing good enough i just focus the hit and dash back.

Also Teben, nice stuff with the post hayate fadc into karakusa. Sometimes i just let the focus attack hit after the hayate since it catches jab mashers and makes them crumple on counter, free combo.Also, gotta start using that f.lk myself, great videos.