Makoto Strategy and Match-ups

Was just thinking… Are we sure about this?

Toward-short is special cancelable for a number of frames at the start, yes. But does that mean that it doesn’t and can’t kara as normal? A real kara is simply the act of out-prioritizing an action taken just the frame before. It’s seems to me that toward-short should be capable of this true kara similar to other normals.

Vryu that dive kick jump back OS is genius man, props!

Another thing vs Breathless: Any cancellable meaty is safe if you have full meter.

e.g. st.HK (armored by Breathless) xx Super.

After this you have a few options:

  • Ultra 1. Free. Input qcf x2 during the Super animation and hold up before hitting PPP to completely eliminate any chance of being thrown.
    Then laugh at the damage he just took (armored hit + unscaled boosted ultra :wow:)

  • IA LK/MK Tsurugi. Abel is safe from this if he cancels Breathless immediately. If he does anything else you get a free combo.

  • Do nothing. If Abel releases his Ultra immediately then it will whiff right in your face and you get a free anything. Very likely since he’ll see your meaty during the Ultra freeze and want to grab it. If you’re playing offline then you can make sure by glancing across to see if their fingers are still on the buttons :pleased:
    (…and I mean nothing; don’t even press a direction. You get 1f more invincibility off Mak’s Super if you stay neutral, and it counts)

Oh, and f+LK can be normally kara’d on the first frame like any other move.

*After a dive kick:

  • crMK option select techthrow, as we already know (1LP+LK+MK)

I don’t understand how this works. Normally, if you press 1LP+LK, you won’t throw break because it registers as a crouch+LK. Why is it then that if you add the MK that it does throw break? Doesn’t it just register as crouch+MK? Is there something about the game’s engine I’m not understanding? Multiple button inputs favors the stronger button. But crouching ensures throws don’t come out right?

If rufus throw, you will techthrow. If he divekick again, he will eat crMK

If you press :db::lp::lk: it will tech throws, but if the opponent isn’t trying to throw you a crouching lk will come out. If you’re still in blockstun you will obviously continue to block.
In other words, you can’t throw people with :db::lp::lk: but you can tech their throws with it.

I’m having a bit of trouble against a pretty experienced Dhalsim - Sweet Poison. He was part of the World Warriors League a while ago - this is probably the best example of him in the WWL, though beating Thelo was a great accomplishment too.

[media=youtube]b1jnqhU2iUo[/media]

Anyway, I’m really not used to fighting Dhalsims. I read the front page - I couldn’t seem to catch any standing Fierces with my own crouching Fierces, and once I get in, if I ever give him the chance, he jumps back into air teleport. In this way, I’m having quite a bit of trouble getting in, and it doesn’t take much for him to get out.

What can I use to get in, if I get in jump range? Will any Tsurugi smash all of his normal AAs? Once I get in, should I concentrate on frame traps? If I KNOW he’ll be teleporting behind me, should I definitely focus, or should I EX Oroshi, or S.MP or C.MK?

This is such a frustrating match so far, with my abilities, with my knowledge, with his abilities, and his knowledge. Any help would be great, especially from NinjaCW.

Quick question for you guys ive been using makoto for a while and ive been getting most of her stuff down with a few exceptions:
-does the f.lk reset work on everyone or is it a timing thing?
-also what are some safe ways to get close cuz latley ive my foward dash has been getting punished a lot more

  • It’s work for everyone (except Blanka) AND it a timing thing
  • I don’t really know… depends of your opponent and his character. Sometimes jump in, sometimes focus, sometimes 6HK/MP/LK

Yeah, Dhalsim is a bit of an arse to get in on.

If you’re aiming to hit his limbs, try to get him with something that will knock him down so you can dash at him for free afterwards.

  • HK/EX Tsurugi
  • st.MP/cr.MP/st.MK, buffering an EX Hayate to come out if it hits.
  • Random full screen HP Oroshi (meter building… and I’ve gotten lucky hits with it before :razzy:)

Otherwise, EX Hayate and Ultra 2 work wonders if you can find a way to land them. Look for a bad habit or anything that you can smack on reaction, and just go for it.

And then there’s the brute force option. i.e. Just focus and dash through absolutely everything without regard to your safety. You’ll get totally fucked up damage wise, but Makoto’s dash is so damn fast that you’ll be getting closer every time, and once you’re in then it’s payback time. Just make sure you don’t get knocked down or stunned :sweat:

If you FADC the EX Hayate then it works against anyone. If you don’t FADC (i.e. because you’re on the corner) then it doesn’t work on Blanka. Timing is character specific.

List of timing windows here. (edit: whoops, fixed link)

If you’re playing against someone with a really solid defence, your best bet is to forget about getting in and just sit back while looking for a punishable habit. If you can’t find one then just hang around a safe distance away from them, neutral jumping over fireballs as necessary. With any luck they’ll get impatient and come to you, which solves the problem in a different way.

If not… well… you’ve no choice but to take a risk. Forward normal spam / Random EX Hayate / Dash / Tsurugi / etc.

[media=youtube]9GH_sBOMhT0]YouTube - Super Street Fighter 4 Online Cosabuena (Makoto Combo) Set 1 [url=http://www.youtube.com/watch?v=DCkFvaJdikE[/media]

You really need to stop spamming your videos in every thread. There’s a video thread, post them there.

Just thanking the experienced Makotos for teh thread

I just want to say Thanks for compiling, testing and discovering all the information we have on our little lady. I just started SSF4 about 1 week and a half ago. I have much to learn, but this thread is making it easier. Once again many thanks everyone.

Some stuff for the viper matchup; -Fukiage/Dash under/Fa burn kicks: can dash UNDER bks(cr mp punish too slow for f + fp
-U2 punish bk?s/seismos: maybe still u1? -F + HP anti ex seismo guess on wakeup [vryu]
-Slightly non meaty st hk LOSES to ex seismo: too much invincibility (13f )
-Safe jump/meaty st lp OS cr mp beats ex seismo & backdash: hold db so as to avoid hp tk, only 4f meaty st lp can recover in time to block hp tk (thus more likely st lp will lose to hp tk than safe jump).

Random Strategy To Think About
I don’t know if people have thought of Makoto as a character to force knockdowns and capitalize off of her stun combos, but i personally think it is the ideal strategy for her. You can check my thread i started called, Interesting Things About Makoto. I know im new here and pretty much a nobody but check it out see what you think, and ask me any questions if you have any.

if you wanna play an aggressive BUT patient makoto FADC into kurakasa is your friend.

We should recommend some of the good vids people post in the Vids Critique post into the example vids. Would help out if some of the better Mak players showcased how they manage their game.

SSF4 Matchups

This is supposed to be from Japan.

That is one freaky tier list.

Its good that ppl underrate her so much, more chance she’ll get buffs in a patch :slight_smile: