Makoto Strategy and Match-ups

Instant Air. Some people don’t take kindly to it being called Instant Air Tsurugi, since it’s not as instant as other classified IA moves, but just flow with it. IA, almost Instant Air - same move either way.

I’ll check more into seeing what I can do to stuff his ground approach. Maybe IA HK Tsurugi. I’d like to do F.MP or just walls of MP as I approach, but I’m pretty sure his running slide or just plain slide will go right under.

I’m pretty sure the slide will go under a lot of things but I’m really suggesting you attack during the run and not during the follow up attack. For instance, he’ll probably run and in his head, he is timing the slide with the assumption that you are at position “X”…but, lunging into him with f+hp will probably connect at position “Y,” before he’s committed to the slide or the jumping kick thing.

Speaking of that though, I think lp.fukiage beats the jump kick but I don’t think it’s convenient to do it on reaction.

i dont care about the other characters i face, but somebody please tell me how to handle that fucker Guile (turtle), even when i rush down the bastard he still gets me with theflash kicks and sonic booms even when i dash before his inputs:wasted::annoy::crybaby:

be patient until getting close (with f+LK, f+MP, FA dash, etc)

don’t forget that you can FA the second hit of his crouching HK, & if you manage to knock him down go for the cross-up. the forward HK fake cross-up also works well, you can do both in one wake-up. anything to make him lose that charge

after looking at that match Ryan did a walkthrough for yesterday, I felt I really need to start looking around for makoto vids and just post the best ones (imo) over in the front page. I’ve been slacking pretty hard during the last month or so. So, hopefully i can find some good matches and you guys can take it from there.

ok is it me or is makoto vs cammy heavy in cammys favor. me and my brother put the rounds to 5 and had a best out of 10. while some of the rounds could be 3matches vs 2, cammy always pulled out ahead
in the end i won 1 time total vs his 9.

Skimming, skimming, skimming…ok. I don’t really see an answer, so I’ll ask the super dumb question. What are MY wake up options as Makoto? I know, I should be the one knocking the opponent down, but shit happens. Dashing out and EX Karakusa are only taking me so far. Are you guys having success with fukiage against wake up jump ins (seems like it has to be a very sloppily timed jump in and not meaty to work)? Oroshi (EX version worked once against someone trying to meaty my wake up)? Kinda desperate…cause it’s a huge problem with my game right now. :stuck_out_tongue:

Just block, crouch tech and be ready to aa/f.mp if they try to crossup. You have backdash ex kara and ex oroshi but they’re rather ugly reversals to use.

Yeah, EX Oroshi is probably Makoto’s most reliable wake up reversal type thing if that tells you anything. It’s just not something she’s good at.

I wouldn’t risk waking up with fukiage except against later jump ins.

if they’re jumping right in front of you EX Orochi usually does the trick, if they like to crouch/meaty hit EX Karakusa, if they like to cross-up; you’re shit out of luck, try to dash out…if you’re not sure what they’re gonna do, just block & pray

Fukiage on wake-up has never worked for me, unless they were really late, predictable neutral jumping or it wasn’t even the move i had intended to use

added some example vids to the Ryu, Cammy, Guy, Honda, and Blanka matchups

Thanks for the info so far. Looks like the ultimate answer is to not get knocked down. :wink:

Or you can treat it as a way to improve your defense and get a bit creative. Some things that come to mind if you’re a gambling man is , IA Tsurugi to beat throws, Crouch Tech + FA <— I call this the gambling man’s or lazy man’s crouch tech, because if they throw out a single poke, you absorb and get a free hit, then backdash the hell out of there, otherwise you crouch tech. You’ll understand why i call it gambling man’s crouch tech once you use it.

236 4+LP against ryu when he jumps at you on wakeup.
Makoto will guard if he jump+move, and makoto will do LP hayate if ryu does crossup tatsu (makoto avoids crossup tatsu with it).

EX karakusa will grab any safe jump.

guard is a good thing too. I know, it’s frustrating against gouki for example (WHAT CAN I DO…DEMONFLIP PALM OS crHK, or DEMON FLIP THROW!).
But that will improve your defense!

I played gouki for a year…and with teleport, my defense decreased a lot :frowning:
thats a good thing to re-learn that :smiley:

on wakeup she can:

backdash - loses to option selects, meaty moves with a lot of active frames, opponents that are awake / beats meaty moves with few active frames that aren’t OS’d into something else, meaty grabs
instant air tsrugi - loses to meaties / beats meaty throws
ex karakusa - loses to meaty throw, meaty armor breakers, certain meaty multihit moves ? / can beat meaty pokes depending on where their throwable hitbox is (eg. you can grab dudley’s overhead, but not his d.HK sweep)
ex oroshi - loses to fast meaties (jab, short, etc), meaty moves with a lot of active frames, meaty throws / can beat meaty strikes depending on your opponent’s chosen move due to invincibility before strike
block - loses to throws / beats all meaty attacks

so basically your reliable option tree is, do you want to avoid getting thrown (IAT into combo) or do you want to avoid getting hit (block)? getting hit hurts a lot more, so you might as well just block and tech if you smell a tick attempt coming. tech too reliably and you’re going to eat some fat counterhit damage so keep that in mind.

do not use fukiage on wakeup unless your opponent does a very poorly timed jump-in because it will get stuffed for free if it’s meaty.

I was messing around in the lab with this a few weeks ago and sometimes I could ex karakusa out of it. Seems like if you delay the karakusa on wakeup, the way the startup of the karakusa changes Mak’s hitbox can cause the palm to whiff and you grab him during the startup of the cr.hk.

This is probably dependent on him not doing palm right on top of you, though. Probably not very practical, but I haven’t spent much time messing around with it.

if palm is done at right range, it will armor break your EX karakusa.
Or demonflip throw will grab you anyway xD

you have to guard!!! (that’s annoying. I need a teleport. lol).

If EX oroshi was throw invulnerable and hit invulnerable until active frames, that would be very very good.

oh, and they need to fix rose’s sprite…
HP -> HP hayate -> dash -> karakusa…karakusa whiffs if she simply walks backward…

meaty oroshi -> ultra1 whiffs too sometimes…

Have you guys had any success versus good Vipers? I was watching Flash’s match against that viper, but there is a big difference between his play and mine. I was stuck playing the wake up game versus my viper and was guessing wrong a lot which reset back into me playing another wake up game.

Do I just have to avoid getting knocked down or is there some tricks to safely get away from flame kick games? I have been trying to focus them and have been moderately successful. The only thing is sometimes they’ll land after a cross and follow up with a combo that catches my dash.

I probably just need to stick on the viper more to keep them from flying around.

anyone got tips for cammy.

honestly viper isnt that hard of a match. use U2 fukiage random jump in firekicks. AA her with your moves. FA her flame kicks to move out the way