I never seen anyone play the same style as Makoto as I do. All I see is everyone being similar and looks like SRK kind of guys by judging by some of the tools they are using. I’d like to share how I play my Makoto and anyone could take or give ideas and let’s see where it goes.
I base most of my game around st.lp: st.lp > Karakusa (tick throw), st.lp > cr.lk xx n (low mix up), st.lp xx EX/lp Oroshi (overhead), st.lp > EX/HK Tsurugi low to ground (goes over most footsies), st.lp > st.hp/st.lk (beat out jump outs) and I cancel st.lk into hayate or oroshi depending if I hit the opponent or they block and almost always hayate cancel the st.hp.
Also from st.lp > st.lk/cr.lk, I mix up low to ground tsurugi to keep the pressure on or to beat counter pokes. I treat Tsurugi like how I treat a hop in KOF, to beat out low poking. Such as low poking beats out anti air normals but lose to hops, hops beat low pokes but lose to anti air normals such as a mexican uppercut, and anti air normals usually have bad horizontal hitboxes so they usually lose to low pokes or sweeps. Reversal anything that’s unsafe is usually hard to do on reaction against a hop during a block string and could be punished when the recipient actually does nothing but block. I try to see if the opponent is fond of trying to counter poke or throw a follow up karakusa or oroshi and try to capitalize on them trying to push buttons; my answer is tsurugi. Once I start trying to stack pressure and keep them honest (to just keep blocking), then I start mixing up the other tools such as overheads and karakusa. I played against a great recently and she was back dashing out a bunch of my stuff so for now all I could really think of doing is something like st.lp/st.lk > dash forward or sweep. I haven’t had the pleasure of playing against more good Chun Li players yet so I haven’t tried applying this consciously yet.
My reasoning of playing why I do is to force the opponent to make active decisions in a short amount of time and capitalizing upon it. If parries weren’t in 3s, I’d have used st.lp much more than st.mp but the fact that st.lp could be parried both high and low made it really risky to use as a meaty or such. In SSFIV, I have no reason to be scared of anything else but of reversals. Off of st.lp, I try to force people to decide to block low or high, to mash jabs or shorts low or not to punish karakusa/overhead, to counter throw, to reversal with something like a shoryu or not, and etc. Sometimes they just get so caught up in trying to reversal, they forget that Makoto just has the option to block since she’s on plus frames after st.lp/st.lk/cr.lk or such and Makoto could just punish afterwards.
I’m sure there are some holes in my gameplan as I am human, there are mistakes. To me, that’s how I play Makoto and that’s why I like Makoto and if anyone would like to try my way or just to utterly insult me, call me a dumb bitch, and tell me what’s wrong with the way I play; I’m welcome to that too.
In terms of getting around projectiles, I just low to ground tsurugi (preferably HK for knockdown). I usually like scoring the hard knock down than landing the tsurugi combos or what not because I prefer to have situational advantage rather than eeking out the most damage I can in a single opprotunity. For anti-air, I just cr.mk everything and just try to block cross ups and any follow ups afterwards; I quit SFIV back last March and picked up KOF98 in July and been playing that since. I still lack certain SFIV nuances like delay teching throws or knowing what to do against Focus nonsense. Oh well, I’ll just list some of the mix up combinations I do.
“Meaty Whiff” > Oroshi (usually EX)/Karakusa
cr.lk > Hayate/Karakusa/Oroshi/Tsurugi/Block
st.lp > Oroshi/Karakusa/Tsurugi/Block/Back dash
st.lp > cr.lk > hcbf+hk/Oroshi/Hayate/Tsurugi/Block/Back dash/j.mk Cross Up
st.lp > st.lk > Hayate/Oroshi/Tsurugi/j.mk Cross up/Block/dash under if anti air st.lk
st.lp > st.hp > hayate cancel
st.lp > st.lp > whatever
j.mk > st.lp/whatever > whatever
j.mk > dash in (at the furthest range that j.mk hits a blocking opponent
Then other stuff I noticed:
I could beat out Jaguar Tooth more easily with neutral j.hk rather than st.mp on reaction. Just for me.
I stand right next to Chun Li on wake up then neutral jump when she should reversal, neutral j.mk beats out ex spinning bird quite well without trade. Need to try that out more and see if Chun has any other reversal options that stop j.mk.
Cr.mk strings seems work so far in terms of getting people into a frame trap and getting hit by sweep. Something like cr.mk > cr.mk > sweep or just cr.mk > sweep.
Cr.hk doesn’t seem as good as it used to be but cr.mk seems to take its place as an anti air. J.hp seems beefed so it’s good as an anti air and a jump in if one doesn’t want stuff to trade.
Sorry if my explanation was sloppy. Thanks for any feedback what so ever.