Makoto Strategy and Match-ups

Rufus is a problem, gotta learn to not panic if i’m getting pressured in the corner.

glad i now know about s.hk vs fei & claw. Was stuffing mad pokes.

Discovered nothing new, but new to me about the Makoto matchup. All very basic info ahead.

Any blocked non-EX, non-charged Hayate can be reversal Ultra 1’d (unless FADC’d). Don’t try to c.MP xx MP Hayate punish normally, go for something quicker like s.LK xx LP Hayate or c.LK xx LP Hayate.

Blocked sweep except for max range sweep can be countered with another sweep or c.MP xx MP Hayate, no timing required. Max range sweep seems 100% safe.

Obviously Tsurugi can be focused or EX Oroshi’d. Couldn’t find a universal counter to Tsurugis in her normals, although it seemed from afar c.MK beats it clean, and s.MP beats the slightly higher ones as long as the arc isn’t directly hitting Makoto.

F+MP beats sweep often enough that it’s viable to approach with.

c.MP beats … everything on the ground!? c.MP beats or trades with even the godly s.MP. Max range Oroshis can stuff it, but it’s tricky, since they move you forward a little bit. Oh well, HK Tsurugi takes care of that pretty convincingly, until they counter that with an EX Oroshi or c.MK - it seems outside of c.MP range, c.MK will counter HK Tsurugi well.

j.HP gets beaten out by early c.MK unless deep, right on top of the other Makoto. Standard AA worked on it from different angles, but lots of trades. j.HK beats c.MK clean, however, s.MP always beats that clean. j.MK is trash against Makoto, it loses to s.MP and c.MK without a need for timing. c.HK seems to work really well against Makoto if you do it near the apex of the other Makoto’s jump.

On Makoto’s wakeup, her big reversals are obviously EX Oroshi and EX Karakusa, and Ultra for the random types out there. Late Oroshi beats both EXs if done from afar, as does throwing and neutral jumping. Aside from these things, I’m sort of clueless. Anything solid to go against all the options, aside from when Makoto has no meter and Ultra?

All I know is Makoto mirrors are dumb. Really dumb.

Not quite as dumb as Viper mirrors though.

Two guile mirrors are worse. I watched a match where they threw 106 Sonic Booms in 1 round… I was like ZZZzzzzzzzzzzzzzzzzzzzz, except for the counting of course lol.

guile is a fuckin pain in the ass with the majority of the cast. but that damned makoto guile matchup makes me want to go punch the producers in the knockers. no matter if i play patient or rushdown that guy still has the advantage, like i focus a boom then dash butin the middle of the dash i get hit with another sonic boom:shake:. so frustrating:mad:

So what’s the best way to deal with DeeJay’s knee drop?

juri tips please vryu, i dont play makoto except in endless vs scrubs but i lost to a scrub juri last night and it hurt me, it hurt me bad.

I’ve been having trouble with that too. Ground anti air normals always trade for me.

Non meaty st hk beats backdash + ex pin wheel and if she does absorb move she takes the 250 stun. St mp stuff dive kicks.

Tried Dee Jay’s short knee out in training mode, couldn’t get c.MK to fail to stop it even trying different angles and timing. Worst that happened was Makoto and Dee Jay both whiffed due to c.MK’s hitbox lowering property.

i wonder how many other little things about Makoto we will discover…

Gouken + Makoto in the corner = WTF. The only thing I can think of is EX Tsurugi.

Also: hate to ask this after playing 3,000 matches with Makoto, but what’s the best thing to do against FA whores? All of Makoto’s pokes are so slow. I’m fine with jumping in on FA users, that’s counterable, but the ones who spam it outside EX Oroshi range kill me. Is her TC s.LK > s.MK really the only good thing? I don’t trust c.MP xx Hayate’s speed, to be honest. Yamase seems promising, but it also seems like it’s FA Level 1 CH bait.

Eh, just wish I had a Shoto c.MK or something.

If someone is FA fishing i like to dash, c.lk, lp. hayate. it’s really FAST and it makes them think before doing that again. also on jump ins, i like to hit the FA with jumping fp., land and EX oroshi. the attack goes through makoto and they get the CHOP!

Best thing I find about FA whores is to poke with sMK. It’s got range to avoid a lot of FAs, at least in my experience. Also, if they’re FAing at a mid-screen range, you can poke with f.HP > HP target combo, I’ve yet to have that fail on me.

I’m not exactly sure what instances you’re looking at with these FAs. Can you give me an example?

Other things I would suggest are to use cLP sLP sMP > (any filler here, be it feint, overheads, axe kicks, or hayate ender) combo to break people of trying to focus everything. Also, don’t use axe kicks excessively against FAs (I imagine you knew that). One other thing I’ve found that works is to just let them FA at a distance and watch for their backdash and EX Hayate the backdash.

I was fighting a FA whore today, doing it around sweep range. Idiot me kept doing sweep instead of c.MP xx Hayate or backdash or whatever, and I paid the price. When I started counter FAing, he would dash forward and then do a FA counter. Overall I was just being an idiot about it. Testing it in training mode against Makoto’s FA, however, her s.LK > s.MK TC does work pretty well.

s.MK is nice, but I’m afraid of getting CH during the Hayate follow-up. Maybe I should do s.MK xx LP Hayate? LP Hayate comes out in 7 (8?) frames minimum, which is faster than any FA in the game. MP Hayate comes out in 14 (15?) frames, making it a usable, but ultimately bad focus breaker. I guess technically if you’re in LP Hayate range, and the opponent tries FAing you without backdashing, or CHing your s.MK on startup, it should be impossible to be hit by a FA.

At max range, LP hayate won’t connect with sMK. It’ll stop you just short. Something to be aware of.

It’s weird. I don’t typically have that many FA whores. If they’re just doing FAs when it’s footsie time, just stay out of FA range or snipe for a chance to dash > choke. You can always backdash and forward dash once you pick up their habit of dashing forward or backward after the FA.

It’s mostly just a waiting game. Wait them out on their stupidity, then punish it. If you wait just outside of their dash range, you can free sweep them when they cancel their FA. Or any other punish you choose.

In other news, I’m having trouble with Ibuki and Cammy DPs. They have incredibly vertical DPs and I can’t seem to Tsurugi over them on wake ups like you can against Shotos and other DPs. Should I just do the tsurugi sooner or just try another approach, like a hit and run against them?

True about the LP Hayate, but if they actually unleash their FA after seeing the absorbed hit, they’ll lunge forward, allowing the LP Hayate to hit off of any poke. Just confirmed in training mode this works every time. s.MK xx LP Hayate is seeming to be best.

I’ll make note to back up a little bit if I see a FA near max range and be ready with a punish. Should help my footsies a lot.

I don’t know anything about Ibuki’s wake up frames and her DP, but I do know one of V-Ryu’s setups works against Cammy: EX Oroshi, immediate backdash, hold jump forward and j.HP, holding down-back. Safe jumps Cammy on wakeup flawlessly. Looks deceptive, and I’ve yet to not have a Cammy DP me (and me block it) yet.

Edit: Works on Ibuki, too. It’s very late to the ground, it’s pretty much almost down to the last frames of when you could be hit or not. Seeing it in training mode, I know I’d probably go for the DP.

These setups are really easy, trust me. You pretty much mash backdash, then hold jump forward. Almost brain-dead easy.

Just tried in training room. Same set up vs Cammy works vs Ibuki, but it seems the jHP is a little more strict on timing. Probably due to hitboxes, but the result is the same. If they DP, you’ll block or get a counter hit.

some stuff against blanka i worked out in training mode just now:

VS BLANKA
-ex oroshi, dash forward, empty neutral jump, immediate s.hk (meaty, can combo after)
-ex oroshi, jump forward, meaty mp oroshi (into combo)
-no corner resets followups work, don’t bother

-against ex-upball, anywhere on the screen:
—on hit, can reversal with ex hayate
—on block, can reversal with hp hayate

-against ex-upball in the CORNER:
—on hit, reversal mp hayate
—on hit, reversal ex hayate
—on hit, reversal ex fukiage, hp fukiage, ex tsrugi for 368 damage 536 stun!

overall goal for this matchup, given that last bit: keep one meter stocked, push that green bastard to the corner and keep him there with all you’ve got.

Just tested it myself. Sure enough, both of my initial tries safe jumped her. I’m guessing even though Ibuki’s DP is 5 frames, it takes a frame or so to come forward.

With our powers combined, Kriaser, we will safe jump America.