Makoto Strategy and Match-ups

I know what you mean about Oni. Today I ate so many cross-up EX slash attacks from Oni into Ultra, it’s not even funny. I eventually figured out jumping back and buffer poking > that bullshit from mid-screen, but it might be a pretty deadly mix-up up close. On wake-up, when baiting, you really have to look out for that EX jumping kick, too.

Oni, SO FAR, annoys me more than the other three DLC characters.

Yeah, Oni’s such a different character. It’s going to take some time to get used to his playstyle and just his visual flare. Half the time I can’t see what he’s doing with all the fire in the way.

oh yeah, and cross up slash is real hard to block online.

yea oni seems verry gimicky that slash to random ultra its good and bad everychar needs something wow! or they wouldent stand stand a chance vs yun mak and the top dawgs i dont think i blocked ex slash right once today well ill let onis get comfy doing it then blow them up later down the road

Makoto is officanilly feared i got kicked from rank quite often today after laying down the ass wooping lol a guy player i demolished kicked me when i returned i lol and kept joined againg he found courage and pressed ready the i see YUN POP UP i was like lol his yun died worst than his guy ppl are already trying to think of ways to counter pick her:)

I haven’t tested every normal, and not even the almighty s.mp, but I’ve come to find that cr.mk beats Yun’s lunge and ex lunge punches on reaction clean.

Also, if you haven’t been abusing it since Super, it’s almost always good to try a j.HP reset after a Fukiage into instant air Tsurugi or meaty Karakusa. I almost always catch someone with the Tsurugi after reset.

what are some ways of dealing with crossups after being knocked down? Doesn’t have to be matchup specific but some examples would be nice. I’ve watched a lot of japanese matches this morning and you don’t see them crossing up like nonstop like americans seem to do.

Syxx573, meet FUKIAGE. Man i saw it in the videos, and I didn’t believe it, but yeah, if someone jumps on you, at all, EVER, especially on your wakeup, do a LP Fukiage. It took me awhile because I didn’t trust it, but that move hits damn near everything in the air. Things I’ve hit

-Ken/Gen cross ups on wakeup. Beat Gen clean. Traded with Ken, but HP Fuki, EX Tsurugi follow up left him -300 points…
-People who jump at the last second on wakup. You know sometimes I’m just like “fuck it” and throw it out even though they’re standing. as they leave the ground they usually jump right into the active hitbox for Fuki. Follow up for crazy damage, again.
-All late and cross up Dive kicks, and Adon’s Jaguar Tooth on reaction.
-All tatsus, cross up tatsus, and Akuma/Gouken Flip bullshit (I think there is an exeption with akuma, but I can’t remember what it is).
-I’ve even hit a tiger knee lol.

But yeah its hard to trust it because of how bad it was in Super, but man, seriously, try some Fuki out. It hurts, BADLY. and it works now. Use liberally lol.

Guile is still punishing me, any tips?

Guile is just the same matchup as Super but slightly easier. His airthrow got big nerfs (range and startup) so less to fear about that. If you hit him during boom active/recovery it is a counter hit, so the Guile will be more cautious with throwing them out there. Sonic Hurricane is ridiculously bad now, (feel bad for Guile users), so it isn’t as good as an AA trap and does less chip. Flash kick does less damage as well, so eating one thrown out as a counter poke hurts less. Walk him into his corner and go to work.

Thanks for the help. I didn’t play super that much, in fact I didn’t buy the game. But I liked makoto in 3S and I heard she is pretty good in this game so I decided to try her out. I think i’m gonna try to stick to one character in this game as well even though I can play quite a few characters to different degrees.

From day 1, what I experienced as Makoto vs. people who were decent with their original mains:

Dudley has it much rougher against Makoto until he starts getting frame advantage or a knockdown. He can’t jump (aside from Fukiage, c.MK now works), and aside from his f+HP and s.HP, he can’t really poke or anything.

Cammy seems to do badly against Makoto, or at least, not without relearning her combos and frame data completely. A buddy of mine who made the SSF4 Cammy vs. Makoto match-up look like a 9-1 couldn’t get a round off with her in AE. Too low damage, no supreme pressure when she gets in.

Fei Long still runs a train over Makoto, but our c.LK is good in this match-up, we just really have to be careful for multiple Rekkas now that we have a good answer for blocked Rekkas. IDK, I feel like this match-up is 90% the same match it was in SSF4.

The Balrog match-up is still terrible. Nothing major has changed in the match-up; IE he can turtle her out with his pokes or rush her down and it’s BAD.

The Guy match-up is now in Makoto’s favor. Guy is a minor bit deadlier, but this match-up was close to a 5-5 in SSF4. c.LK is better for his Run Stop pressure.

Against intermediate to scrub Akumas, it’s really bad for Akuma. At the top level, I imagine Akuma still wins the match-up.

New? He has always been that. By far. Easily. No question if you ask me.

I always felt Cammy was tougher, but it was close.

I still think Fei rapes Makoto moreso than Rog. c. LK and EX Kara beat a lot of his stuff. Fei? man… I got nothing lol. But Rog definately comes in just under Fei on the Rape-o-Meter

I don’t think Fei is too terrible of a match up. Unless I’m missing something that Fei can do and my friend just doesn’t know about it. But with 2nd hit of the Rekka being c.lk punishable, along with c.mp > feints, it’s not too terribly hard to move in on Fei if you utilize all Makoto’s tricks. The vs Fei Long fight seems to be very ground based. You simply cannot jump, and I stick to using tsurugi only for tick throw traps and crossing over to bait out a fire kick. It’s a very patient match up, and never fear using c.lk against the 2nd hit of his rekka. You will always punish, unless he hits you with the tip of his fist.

The same also applies to Fei Long though. He cannot jump and he cannot recklessly use Rekka. Chicken wing is very AA-able now too. c.RH and c.MK I find are the safest of tools to use, but you’re also welcome to U1 or Fukiage them if you have the timing.

Fighting Fei feels a lot better to me. In Console, I had a problem with his wakeup cause if he had two bars, knocking him down essentially put ME in a 50-50: if I back dashed and he CW’d, I’d get tagged, and if I tried to do anything and he flame kicked, it’d be about the same scenario. Now if he has two bars, you can backdash as late as you want it seems and just fuki the shit out of him if he CW’s.

What do we have for Yun?

c.MK OS crouch tech is godly, shuts down his dive kick (usually) and his overhead. Usually when he gets close and he’s on the offensive, I’m using c.MK or Tsurugi. f+MP seems good for advancing, shuts down any random dive kicks unless they’re aimed high. That damn EX Lunge Punch, though … man, that’s annoying. I don’t think you can reliably counter poke it, it seems his fist is in front of his hit box. I could have sworn it beat my s.MP, though maybe it wasn’t active anymore. I’m doing a very late crouch tech after a blocked EX Lunge Punch, and I’ve yet to get thrown, but sometimes I eat a late (mistimed) c.LK hit-confirm.

Oh, and fuck his own buffer c.MK xx Lunge Punch. When he lands that, it’s BAD.

What’s good on his wake-up? I’ve hit him with c.LP, c.LP+HP, but I’ve also whiffed it. What kind of tricks can we do?

Is there no answer for his EX Lunge Punch? s.MP, s.MK, c.MP, s.HK, LP Fukiage … they all trade if timed properly, get beaten otherwise. What the hell? We have to neutral jump all day if we expect one?

it doesnt cover all screen. So, you can punish with any combo you want if the scrubby yun does it full screen away.

From mid-screen, I use EX oroshi on reaction. You have time to see it.
(stMP works too, but trades if you miss your timing).

Well, like I said, it could have been a fluke but cr.mk seemed really effective at stopping it on reaction.