Makoto Strategy and Match-ups

Purely a scrub-defeating question: what is the best way to deal with jump back dive kick from Juri? s.MP works … some of the time. Fukiage works if it’s at all aimed at the head. It seems to me the most consistent way to deal with it is neutral jump or jump back depending on the spacing. Or block and Kara-throw.

cmk or just block. dive kicks are very unsafe

the real problem is that one tends to move forward whenever Juri jumps back, a habit you need to nip. i say just block, getting hit by it is very annoying

Safe jump on sagat/cammy.

heavy oroshi dash jab jump mk. Good for after u crumple sum1 and back dash.

My personal meaty set up.

back throw shk wiff dash heavy karakusa.

low axe kick trick!

db uf df d db back kick.

looks tedious doing all that but it never fails when u rush it.

What kind of footsie tools do you guys use for Guy? c.MP buffered is good, but Guy’s slide, while moderately unsafe from afar, has a great hitbox to beat that easily if you’re being too liberal. The only good thing I find to counter it is s.HK. That slide is seriously stupid, even though it’s punishable (hard with Makoto except for c.LK xx LP Hayate). It’s focus bait, but it’s dangerous to do too many random focuses.

I guess neutral jump HK Tsurugi.

Anything great for Guy’s run guerrilla tactics? I always guess wrong.

Im guessing updated info on different character match ups are buried somewhere in this 63 page thread? Or has everything been sent to the first page?..Cause there is nothing on Chun Li and I need help. I was just playing this ringer (500bp) in endless and he kept doing fireball , I jump, fierce punch knocks me out the sky. This seems worse then shotos and chun can walk behind her fireball and still fierce you if you neutral jump. And the range is much better then a dp. I finally realized that I can jump in short but then he just switched to another of the bazillion other anti air normals that she has. In rounds where I decided to wait for her to come to me, I of course became so depressed from not attacking that she just walked over me. Any hints?

Oh yeah, I couldnt focus dash the fireballs because chuns jab is like like greased lightning : (

It’s basic zoning. You can’t normally just jump over a fireball when someone is already recovered/close to recovering, you’ll get AAed. To get through fireballs, do low Tsurugis over, and mix up your spacing/timing. You also FADC forward and backwards, and empty jump over far ones, and neutral jump, and neutral jump Tsurugi. Mix it up. For example, generally, if you neutral jump over one, don’t neutral jump over the next one.

If you have meter, you can just go for it and try jumping straight at them and do an EX Tsurugi. Should beat most anti-airs if you time it right.

http://shoryuken.com/f338/hitting-below-belt-new-makoto-strategy-guide-ver-2-a-261585/

This thread has some more complete matchup info.

jHP trades & sometimes even beats Chun’s pokes, but yeah, you shouldn’t be jumping at all in the first place

Every time I get anti-aired by her SWEEP it makes me scratch my head and wonder what the fuck Capcom was thinking with that. She already has a fuckton of effective anti-air and they made her SWEEP AA also? What utter nonsense. :rofl:

yeah its disgusting.

Robot- I hadnt even thought of the low axe kicks : ) and I will try to see if the ex axe will beat her fierce in training mode. Thanks

Am I the only one having trouble against Dan ? When I’m fighting a good Dan it feels like im … well … optionLESS …

Very late crouch tech against HK Dankus, OS c.MK+c.LP+c.LK tech against LK Danku pressure, and s.MP, f+MP, and s.MK as pokes. Careful about buffering your pokes, it can end poorly if you knock him out of a random Danku: he’ll recover before you. If he starts trying to zone you, be patient, he can AA you with a KRK into U2. Just don’t get impatient if he starts randoming you out with frequent far range footsie mind games; it’s all a smoke screen. Get in range with f+MP and watch out for random focuses.

Thanks man, gonna try those out

Can anyone give some good advice on how to beat C.Viper’s stupid BS?

I everyone, have you got any tips agaisnt Rose ? I’ve just fought a tough one who gave me hard times… It seemed that after my Hayates she had a slight advantage because her pokes are better, and after her Soul Spiral she was safe, not to mention the U2…

You can safe jump U2. Not much else you can do about it. Her frame traps work as good as they ever will against Makoto, so it’s best not to try to test her. If the Rose is being the most predictable Rose in the world, you can EX Oroshi in between c.MP and SS; not recommended, though.

The game is to not let her approach via slide or a random SS. Focusing, IA HK Tsurugi, and c.HP beat her slide, c.MP beats far slides, and buffered s.MP or s.MK beat her random SS. Very situational stuff. The thing is, with Makoto’s U2 in the equation, it’s pretty much down to who can get in on whom. Without U2, Rose is free (and throw-happy) when you’re in, and Makoto will get frame trapped all day until she has U2.

Thank you for your quick answer, as I thought, I doesn’t seem to be easy!

Did the “99 problems…” thread disappear? I posted a question there but it seems to be gone away in redesign…

Anyways, my question(s) were somewhat random so didn’t want to clutter up this thread but here goes:

Do any of you use charged hayates for setups at all? I have been playing around with them and aside from somewhat risky short charge damage boost in combos I am curious if anyone has any unorthodox uses for them.

Also, my second question is more of me being bad than anything else, but does anyone else find it ridiculously hard to dash kara Bison?