Makoto Strategy and Match-ups

foward dash when he does his running thing on wakeup

wait i have so much trouble against dictator. how do you deal with short short scissor pressure? and his st. rh??

Against scissor pressure you can do s.FK and the next c.lk will whiff but his s.mk will hit you so you have to judge the distance and know which option he will go with. s.FK from Bison isn’t that bad for me I just use f.mp or s.mp sometimes I use s.mk to counter poke that, and hit confirm to hayate.

Cr mk for scissor pressure

For those who have problem against dudley rush (machin gun -> crLP -> repeat.) kara-throw will beat this. (you will thorw his next crLP).

Against claw, ultra2 is the key. No barcelona allowed.

Man I wish f+hk wasn’t so unsafe on block. Would set up a lot of mind games if you could f+hk relatively safely, then start pulling out the f+hk cancel into karakusa.

Yeh she needs it to be like hakan oiled f hk (the balance would be its slower than hakans move and can be easily focus punished), but oh well.

Hey, what’s up Mak forum. I would like to give you some tricks and tips I’ve been using with Mak in ‘trouble’ matchups that have served useful for me. Some are common knowledge, some are nifty. I’ll post for Abel, Akuma and Balrog for now. If you guys find this useful, later on, I’ll post more on other matchups, and some safe jump setups I use. You guys have already found a ton of good stuff, btw, and I appreciate the SRK tsurugi safe jump. =D

vs. Abel

[details=Spoiler]Abel can be a pest to deal with inside, but there are some ways around him.

Your ex karakusa can be used the same way it can be in the Balrog matchup; You can cancel it out of normals against his hyper armor. EX karakusa is also really good, because Abel’s inside pokes (lp and lk) are 5 frames I believe, and ex karakusa is 6 frames, so there isn’t much he can do to stop your ex kara. Sorry if I’m incorrect on the ex karakusa startup.

You can karakusa his roll, so when the Abel user becomes roll happy, don’t hesitate. c.hk can stuff heavy wheel on reaction, the other rolls have to be predicted. However, her c.mk can pretty much stuff every wheel kick on reaction. I could get it against short and ex roll very easily. Like most characters, a backdash on Abels wakeup isn’t always a bad thing. If he does wakeup command grab, you can do dash forward karakusa, but you can also just j.hp os throw (something I use a lot against Abel) him as well, or tsurugi.

Another note about his wheel kick… I’ve had quite a bit of luck punishing it on reaction with lp, mp and ex fukiage. Be prepared to juggle. Even if you trade, you can juggle with a charged lp hayate, or a mp hayate and win the trade. The only time you actually have to KARA fukiage to juggle in this reaction is on trade, so… If you trade fukiage with wheel kick, kara fukiage then ex tsurugi, or simple juggle with hayate. The choice is yours. Either way, he’s not doing wheel kick anymore. The last thing I’ve been doing against wheel kick is dashing under it, but this is very risky, and not worth mastering in my opinion. Good Abels won’t let you do this with their spacing.[/details]

vs. Akuma

[details=Spoiler] This matchup seems helacious. But it’s actually not that bad.

A lot of the details have been covered, as ex hayate really shuts out teleporting and air fireballs (good Akumas will catch on and start doing low to the ground air fireballs). Fwd dashing also really hopes close the distance, especially against teleport. Instead of the zoning, I’d rather focus on the rush down aspect of Akuma’s game.

And that would be the vortex. I have never been beaten out clean by the xu tatsu vs any form of fukiage. As an Akuma user, I set it up in training mode, thinking a lot of the Akuma’s I fight might just be bad. Well, nope. The lp fukiage, at WORST, will trade with the xu tatsu. You win this trade, because your fukiage will do 100 dmg and his xu tatsu only does 80 dmg maximum. In most cases, you’ll be able to juggle. If you use mp, hp, or ex hayate, Makoto will go under the xu tatsu and dodge it, but the Akuma user can punish with a c.rh at the least. Be weary of these options.

Also keep in mind that Akuma users will catch on to your ex karakusas, and fish for them by cancelling normals into srk. This is in general, but unless you’re ready to depend on lp fukiage against the vortex, I don’t recommend getting ex karakusa happy. Even worse than other characters, Akuma can cancel his normals into his demon, and this is not something you want.

Her ex oroshi on his wakeup will make even his ex srk whiff, but learn the timing on it, and don’t do it against wakeup demon Akumas. If you do it too early, you can eat the tail end of a hp and ex dp, so one general timing and you can tag him out of lp dp, and make the other ones whiff.

I was beating his s.rh approaches clean with c.mp, so keep this check in your arsenal in the matchup.

A final note to remember, even though it is more of an emphasis rather than something new, is that when you safe jump Akuma with the tsurugi after a knockdown (any knockdown), if he does wakeup teleport, I was able to catch ALL of his teleports with an ex hayate on reaction. This is very benefitial to staying on top.[/details]

vs. Balrog

[details=Spoiler]This matchup seems tough at first, and even with tricks, this matchup is still a nuance.

On Balrog’s wakeup, you have a couple of options to keep pressure on, all depending on Balrogs meter, of course.

Against no meter Balrog, the following meaties beat wakeup-headbutt clean (no trade, either):

c.lk, c.mp, c.hp, f+hk

Only c.lk is a safe meaty against wakeup ex headbutt, so be weary once Balrog gets meter. The joy is, if you meaty c.lk against ex headbutt, you’ll block it, and you’ll have a free punish.

Once Balrog finds out that he can’t wakeup headbutt, he’ll start using his ex specials. This really works in your favor. Against all of Balrog’s ex specials, you can cancel your normals into a ex karakusa and it’ll grab him right out of it. So, a meaty c.lk or c.mp canceled into ex kara will grab him right out of his hyper-armor-less special. If you mess up the timing, he can get an occasional armor break, so learn the timing, and there will be no wakeup options.

I’d also like to point out that you can cancel your pokes into ex oroshi as well, but the ex oroshi will lose to ex low straight and ex low smash. Meaty ex oroshi beats out everything except ex headbutt, super, and ultra. Meterless Balrog is meaty-city for Makoto. =)

So, full screen, treat this like the Ryu-Balrog matchup. Buffer your low strongs into ex oroshi, ex karakusa, and hayate (against no meter) as opposed to just trying to ex-karakusa it on reaction (because you’ll dmg him then grab him, with no scaling).

Finally, your ex karakusa can absorb two hits of Balrog’s c.lp, and that’s IF the Balrog user mashes jabs fast enough; Basically, you can ex karakusa his jab storm.[/details]

Probably been mentioned before but for ticking karakusas on their wake up mk karakusa is best, the spacing after you dash in and they stand up seems to increase putting you out of ex/lk karakusa range, so prob best to use mk to ensure it connects with the extra range.

That’s good shit Ash, can somebody add it to the first post?

This is golden, I love you man, please marry me.
By the way, how does a properly spaced F+Hp fare? It could be my imagination, but I’ve had a lot of luck with that on wake-up, where I think they were trying for a reversal (not balrog specific)

ash: ex karakusa absorb 2 hits from balrog’s jab? Not sure what you mean here…

Done and…done.

Eesh. Sorry! I wasn’t clear. I was merely trying to emphasise on how free Balrog’s jab mash is for ex karakusa, because on multiple occasions (a huge bunch, even), I’ve dashed in to do ex karakusa against what I was sure was going to be a jab, and I ex karakusa to absorb & choke; I end up absorbing two jabs and still grabbing him. It doesn’t seem like something the Makoto user can time, it seems like it’s all on Balrogs end. If he mashes jab or chains it very fast, he can hit the startup of your ex karakusa, and then hit another active frame of the ex karakusa. It’s similar to the ex kara ultra/super glitch in Vanilla, but this time around, the characters actually get two ex hyper armors with one bar. I’m sure you can find some Balrog users talking about it, as it’s actually pretty easy to time the ex rush punches to absorb ex fireballs with one bar.

When Makoto players can’t seem to find wins and all hope seems lost, the world will turn to Ash!

So, I’m looking for some Fuerte and Blanka matchup tips. Blanka tips seem to be chill out and punish the ballz with Hayate, but I have no idea wtf to do against Fuerte, and nobody seems to play him online. Tips?

vs T Hawk

Battled 30+ games against my boy’s T Hawk (and I imagine the same would apply for Gief).

-Blocked jumping mk is free 360 if you try anything other than jumping again or Ultra. Use hp/hk for more block stun.
-Max range c. mp/s. mk xx lp Hayate is always safe. On hit and block.
-His ultra 1 recovers ssssstupid fast!!!
-If you try to focus and attack his c. mk, focus will whiff.

more to come later…

You can punish Blanka’s Ultras a lot of ways:

U1:

You can get frametrapped obviously, Just watch out for it. Now assuming you got him to throw it out, you have a number of options to deal with it.

If he’s far enough away so that you’re not quite in his face after the first low, you can Ultra 1 as he comes down. Just remember Makoto steps forward before using it, so get a feel for the spacing. This is the longest range punish you can do before having to block and punish afterwards.

If he started up in your face, block the low and dash under him. You take minimal chip and Blanka loses his Ultra.

Here’s where the spacing starts to really matter. Between those two ranges, you can get Fukiage to hit him as he falls down. I’ve had the most luck with MP Fukiage so far. At the worst you should end up trading, but with the proper timing and spacing you can cleanly beat it out and get a juggle. Scoops.

Also, when you’re cornered and Blanka tries a crossup Ultra, remember that he WILL NOT cross you up ever. If you try to use U1, you cross yourself up from her step forward and eat the entire Ultra. Now what you do is wakeup LP Fukiage. It trades or lands in your favor depending on the timing of the Ultra.

U2:

I don’t see why someone would pick it against Makoto, but remember that you’re best off blocking it low regardless of version. If he used the ground version, you block and punish. If it was the AA version, you get a free grounded punish. If you want to be fancy you can risk jumping as soon as you recognize he used the ground version (from the tail end of his Ultra flash animation) and jump in over the first flash for a combo. You can’t jump the second wave, and if you try jumping into him you eat electricity. Just block.

P.S.

Against T. Hawk, if you block a Condor Dive, walk forward for a split second and f+HP. Depending on where he hit you, you get more or less hits. With walking forward, I’ve noticed that if you even get two and the last whiffs, he doesn’t seem to be able to 360 you, not even with his Super. You also move back after doing the move. If you have meter, just EX Hayate him and send him flying. Bonus points if that cornered him for the juggle. MP Hayate works, but if you always jump back j.HP, you risk eating Ultra 2. If you fear Ultra 2, you can get 360’d. F+HP seems safer.

I don’t have the time to practice on Makoto, but what can you guys tell about using her.
I’ve been using her for awhile, and her walk bugs me a bit. But I do like the variety of moves she got.

Is she meant to play defensively or Offensively?

I kinda want to debate about that.

well, makoto has terrible defensive options - decent but situational AA normals / specials, no GTFO me move, ex karakusa is unreliable, no 3 frame normals. at least s.mp is a wall in front of her.

that really only leaves one option.

man once ECT is done, I’ll definitely jump back into playing Makoto. Sorry I havent been up here posting too often. Chun has been needing my attention for a while. =/