Makoto Strategy and Match-ups

What can she do about guile’s wall of sonic booms, anything at all?

So can viper and chun depending on when your dash catches her body.

Headstomp Options

I did a little testing when I got back from work today.

I found that you can lp fukiage all of dictator’s headstomps for free. You have to see it coming but you should be able to at least trade.

If you trade, you can immediately mp hayate. If you go for another fukiage, you’ll miss. I even tried kara hp fukiage. I was trying to get a kara ex fukiage after the trade and it seemed like it didn’t work as well. This deals 200 dmg.

If you hit the lp fukiage clean, you can do a hp fukiage, ex fukiage, or kara hp fukiage into ex tsurugi. This deals 326 dmg. Hitting the hp fukiage depends on whether dictator was above you or not. If he was a little in front, the followup hp fukiage will miss. To make sure it hits, you can use a kara hp fukiage or ex fukiage instead. If you stop at the second fukiage, this deals 200 dmg. Note that regular tsurugis do not work at the end of the string due to juggle restrictions.

Another option after a clean lp fukiage is to just do a mp or hp hayate. The hp hayate is a little more strict on timing but deals 210 dmg instead of 200 dmg. I would go with the mp most of the time just for timing sake.

If you end up blocking the headstomp and m.bison goes for the followup punch, you can hit them with a lp fukiage to hp fukiage/ex fukiage/kara hp fukiage to ex tsurugi. Pretty nice dmg for when dictator gets greedy.

It seems like if you can see the headstomp coming, you should always want to fukiage dictator.

You can also dash forward, dash back, and focus to absorb then dash. I prefer to dash forward and c.hp. It is right in range.

Now to find out how to beat damn scissor kick traps.

^ Great advice, Torpid.

Yeah, I was messing around using lp fukiage with Claw’s dives, and they work well too. I didn’t test them to the same extent as you did, since I was just doing them in ranked matches.

another option u have against headstomp is just too always dash forward.
cuz one of three things will happen

  1. bison whiffs, u get a free combo. just gotta dash toward him again
  2. bison devil reverses, and tries to run away. just ex hayate
  3. bison devil reverses and tries to hit you, st. mp (beats it clean)
  4. bison does empty devil’s reverse, i haven’t tested how fast his recovery is, but you get the picture

and yes, please i have no idea what to do against his ground game, my win % against bison is like 20%. @.@

Any tips to escape Sagat’s pressing with safe Tiger Knee into normals into Tiger Knee etc ?

Makoto’s fastest normal is 4 frame, it’s hard to get to attack back, even more once you’re cornered (eat 1 tiger knee, and you’re almost there).

U2 helps a bit, but that’s it.

Does Makoto have any move that goes under Sagat’s TK, like shotos have ? I guess not but … might have missed it

Tiger Knee trap isn’t as powerful, you need to standing block the Tiger Knee, and I think you can press a button. AT ECT2 I had to fight a Sagat player who tried this so I standing blocked and did a Tsurugi to beat his low

Empty devil’s reverse is basically the same as an empty jump in I believe. He can throw right away, so you may want to be ready to tech or backdash.

most of maks normals destroys guys.
st.mp f+mp cr.lk

dash under his bushin flips and sweep when he lands. pretty much kill him by poking to death and avoid his obvious block strings.

do you guys feel like your at minus frames after a blocked tsurugi?

guys standing mk will beat your pokes unless you’re out of hitting range with st.mp. he can’t cancel it and it does no damage however. busin string cancells leave guy negative so cr.lp hayate is useful.

command flips are beaten by cr.mk.

and you are -1 on mk and hk tsurugi and -3 i think on lk

My current Matchup qualms are Ken and Bison. i mean im sure that some of the other characters will also give me trouble in the future but im constantly getting crushed by a ken or bison. the only reason i seem to have trouble with them is kens fire shoryuken and bison teleport, i can’t land much enough on them to make a large enough dent to keep myself in the game.

Can anyone who’s done all 24 challenges for Makoto message me? im getting stuck on some and some advise would be more than helpful!

minus 1 dammit i knew it.

what about hk and ex?

A few matches that I’ve been having trouble with are:

  • Rufus
  • Cammy
  • Honda

Ironically enough, it’s becoming quite apparent that Makoto can be shut down by character’s who are overly offensive/defensive…definitely not an alluring factor to using Makoto :sad:

Dive kick pressures from Rufus and Cammy are extremely difficult to deal with. I’m a very patient player and I can wait out the majority of the string to distance myself from a back dash every once in awhile, but the corner pressure is where the real nightmare begins. It seems like every time I try to jab out of dive kicks, I’m always getting stuffed with their follow up c.lk…I suppose it makes sense, the dive kick gives great block stun and Mak’s jab is 4 frame startup, so they have nearly 5 frames worth of leniency to stuff/counter hit me. All in all, I hope that through more experience and time I’ll be able to learn this match.

Honda’s also tough mainly because he can shut down her momentum so quickly. His damage potential is nothing to joke about either, so you really have to play safe and text book against him…not something that Makoto’s very good at doing :sad:. All in all, I don’t have much experience with Honda matchups either, but after some recordings I’ll have to see what I can do!

If you focus Cammy’s dive kick you can get a lvl 2 nearly every time.

It’s easier to aa jab Rufus out of his dive kick.

Honda…yeah, I have trouble against him. I think my win % against him is 0 :frowning:

I played a huge # of matches against a Cammy tonight~ I found Spiral Arrow (where she leaps at you on the ground, spinning legs first) can often be punished with a throw.
Hooligan (where she does a cannon ball jump at you in the air) can often be jabbed out of with s.lp and c.lp.
Blocked Cannon Spike (her DP move) can be punished with a well timed f.fp+fp for the 200+dmg.

I do still have a hard time tho~ as I find myself having to play the turtle. Not Maks best strategy but she seems forced to play it often imo.

Against the same guy, I’ve been eating a ton of FA’s too. I try to poke them out, but I wind up getting crumpled. All I can think to do is jump back or backdash, but then I can’t punish. Is there a regular way for Mak to punish FA’s that you see coming a mile away? Or maybe there’s some way she’s suppose to avoid them? Help appreciated (. .)

p.s. I know what I’m asking about FA’s is pretty newbie~ I’m still coming to grips with the SF4 system ^__^;;

if you’re ballsy enough you can try and karakusa them, if you’re out of range maybe dash in and try it lol, but that’s super risky. safest option imo is to backdash, if they dash out you can probably ex hayate them on their recovery

I only played against retarded Cammys (Spiral Arrow + DP all day), so I refrained from posting any “Match-Up Knowledge” here, but I can confirm that you can punish any blocked DP, Super and Ultra with the f+Hp,Hp,Hp. But if you are too late only the first punch will hit and you’ll probably eat a DP, when they’re mashing it.
Cr.MK loses to the divekick, but beats spin knuckle if done early enough and the hooligan.

on block i’ve been dashing and grabbing cammy with lk karakusa. i believe thats a better punish if its safe and my opponents simply haven’t been mashing dp when they should have.

Things i tend to do in reaction to cammy’s attacks.

  • I can always throw or lk. karakusa after a blocked close to medium range spiral arrow (if you block it at max range you more then likely will eat DP)
  • when hooligan is performed: s.lp, s.mp, c.mk, lp. fukiage (unless its ex hooligan), and if she does ex hooligan i tend to dash under to avoid the possibly of screwing up any sort of counter against it.
  • dive kick: I focus attack then dash back if it was done low, if it was done high ill charge to level 2 and dash in.
  • blocked DP: dash in lp. karakusa, ex hayate (this applys for her ultra 1 aswell)
  • focus attack: if very close ex karakusa to protect against early release of focus. if within sweep range ex IA tsurugi. other option is to just dash back.

You could always FA back to absorb their focus attack and hit them with your FA. Just be careful they don’t hold their FA to lvl 3 or dash out to use a move that counters a FA such as multiple hit specials, multiple hit normals, throws, or armor breaking moves.

I have gotten into bad guessing games of chicken with opponents seeing who is going to actually let their FA go through and gotten hit with a lvl 3 FA. I just put on my cry face when that happens.