Makoto Strategy and Match-ups

I posted this about vs Vega as well, but here it is vs Bison.

HK disrupts scissor strings. Right after scissor, HK is the best move to break up that pressure. If they keep attacking, HK will win. Once an opponent figures that out, watch out for throws galore. lol! I barely won against a Bison moment ago who quickly came to realize the power of HK.

Is that cr hk?

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That’s the 2nd match up, wish I had known of the HK tho, haha.

you can easily punish juri EX wheel kick and cody BINGO with st.MK -> EX hayate.

v-ryu just added you on xbl to see if i can learn something if thats ok with you.

Also guys, any good tips against ibuki? Im having some trouble getting in with that damned slide eating up my dash. Most of the dmg i do get in is from punishing the slide or whiffed reversals, but most of the time 1 or 2 knockdowns is all it takes for me to lose the match since her vortex is a pain to guard against.

punish slide with b. throw or beat it with st.mp. take u2, get out of or punish vortex for free. knock her down and get a substantial lead and turtle your balls off with gdlk normals or ride the momentum and win the round.

(lol @ how much i oversimplified that matchup)

can you counter vega walldives with dp+lp? followup dp+hp > ex hayate would put him in the corner easy for monster raep…of course if not you still have full screen punish with U2 and free escape with f. dash

ed

only talking about vega walldives. but st.mp eats his pokes too.

heck no, lol!

just standing HK (no direction)

I was watching japanese Makoto players on the PSN replay channel and I noticed a Makoto player who would anti-air Ken with cr.MK and then do a dash forward to set up a mixup as he reset. It looked pretty nice I might have to add that to my gameplan.

C.MK works like a charm against Ryus/Kens jump-in. I usually throw in c.HK afterwards if they try to jump again (remember, I’m fighting at the bottom tier, so bunny-hopping shotos all day). I used to dash/hayate after them, but got a welcomming fist, so I droped that habit.
Btw had my first Hakan yesterday: The same moment, I did a EX-Hayate, he did his trapcard-ultra. But somehow nothing happened, I just pushed him a bit and was to scared to try anything else ^^

I was testing some stuff in training mode. Literally all of Mak’s anti airs apart from fukiage lose clean to a well timed Ryu j.fp. The only thing that beat it apart from fukiage was a well timed cr.hk. Oh and another warning. If you dash up to Blanka after a blocked ultra 1 beware, you end up behind him so just take that into consideration lol. I dashed under and just got a light kick haha.

@teben

are you using kara karakusa?

That (Ryu’s j.fp) happened to me a TON last night. Pissed me off, since I’ve been mentally training not to use fukiage, and now I have to go back to it in that matchup :slight_smile:

I’ve been trying to USE Fukiage more lol, its free extra damage.

OMG AKUMA is a hella headach cr.fp is not safe and block strings to either demon flips or pause st.rh is hella hard to read. anyone else have trouble vs the demon?

OK, I’ve finally managed to get past Juri.

I can finally share something with everyone. But I’m pretty sure everyone knows already.

vs. Ibuki

On match startup, I have found it in every possible way to just safe jump up straight and bait out any attack I’ve seen a lot of Ibuki do. The dumb ones like to start out with that sliding attack. I fell victim to some as how I use to start out with a fake FADC. I found if you jump straight up and they start out with that, you can land a jump mk > HP > MP Hayate. Or recover and dash Kara Kara. Another thing I see some Ibuki’s do is they like to jump back and throw a dagger on match start. Easiest thing I see to do i FADC > Dash, Dash Kara Kara. Get’s them completely off guard.

As for the rest of the match. I have always seem to get by rushing the hell out of her. One thing I can say is NEVER throw out a random FADC or better yet, the only time you should FADC is when she throws her kunai. Then you can attempt to Dash, Dash Kara Kara or any mix up strategy. I also found that jumping strong stops most of her incoming jumps. I use that on reaction rather than any anti air cause of kunai or her special attack (reverse DP with kick, sorry don’t know the names of her moves.) Another thing I found was to never wake up Kara Kara an Ibuki for she basically stops it with almost any of her moves. Especially that special grab. It’s gotten me a few times. But one of the things i like to spam a lot is crouching jabs. I have succeeded in stopping a lot of her sliding attacks, but there have been a few times its actually connected. Anyone able to explain?

Also I’ve notice Ibuki is one of those characters you are able to jump on a lot as for she likes to jump herself. Well at least for Makoto she has a jumping strong that is long range and it stops a lot of Ibuki’s attacks. Also crouching guard works well on Ibuki. Just have to watch out for grabs and attempts of crossovers which is easy to spot from Ibuki. The only reasons why I lose to some Ibuki’s now is that I try to Kara Kara on wake up and get punished for it. Kara Kara doesn’t work to well on Ibuki from what I’ve done but Makoto’s Jumping strong and fierce make up for it. Crouching jab and strong are killer pokes that annoy the hell out of Ibuki. I find myself using normal moves to beat Ibuki. I only get Hayates off a jab, short combo. And I don’t use Oroshi at all even though I find many ways to use it on her.

3 Major ways Ibuki can kill Makoto.

1.) She can kunai xup or special grab on Makoto wake up. (Be patient and keep an eye out. Backwards dash or just block. DO not Kara Kara on wake up or she can also Ultra 1 you)
2.) Ibuki Chip Damage does a lot and if you are me you are blocking down quite a bit. (her blade kicks and EX blade kicks do A LOT of chip
3.) High Jump xups and normal jump xups. I find it difficult to read sometimes.

Please note that these are through my game experiences.

He timed the dash so that he crossed under the ken reseting and landed on the other side. I guess watch for dps though from players at that level.

As for Hakans trap card. That will only hit you if you are airborne. So no dashing or jumping, anything else and he will not touch you.

I hate Hakans ultra trap :rofl:. I was hit with it trying to chip with Cammys Cannon spike on his wakeup.

Bad idea.

Well…back dash makes you airborne. Forward dash shouldn’t.

FA looks like it should, but I don’t think it does.

Not sure if anyone else has tried doing this yet but I’m working on it in my game a lot. I use IAT sorta how I used Viper’s BK, as a throw mix up. Or if I think a throw is coming do IAT as it will grant me ultra/combo.

Also as a Makoto player and I have begun to just tell myself people idiots and will just
a) burn meter to get away
b)throw reversals on the screen
and my favorite
c)neutral jump or jump back

I win the majority of my games with being annoying with f.mp, s.mp, c.mp, f.lk, f.mk, f.fp and c.fp. . . .but then I get complained at saying my normals are too good when I feel like I’m working 5 times as hard because I’m blocking a million block strings, sweeps, and c.mk from Akuma. Hate how fast that sweep is lol

Is there any other character the game that gets a free dash under mixup after an AA normal? AA c. MK dash crossup seems to catch people off guard all the time. Its awesome.