Makoto Strategy and Match-ups

s.mp works well against divekicks. If you block a non-EX Lunge that’s a free backthrow into a wakeup situation. There’s not much you can do against a blocked divekick unless you’ve got a 1 frame SPD so you just gotta block and tech right there.

Guys the only thing you have to do to anti air their dive kicks is jab, yeas standing jab beats their dive kicks just make sure their not crossing you up and time it right

Yep. I’ve noticed his poor wake up. I can’t count the number of times I’ve ran up to use c. LK only to see him fly over my head in position for a nice punish.

Any tips on fighting Ken? Im having so much trouble fighting him as he can bait out all my crouch tech and punish accordingly… What OS should i use ? cr.mp or hp? Is it me or is it very hard to tech his kara throws online? cant really seem to do it…

You might be crouch teching too fast. His kara throw add’s 1 or 2 frames to the startup of the throw, making it 4-5 frames on startup. That’s enough for your crouch tech to cause a cr.lk to start up, but not enough for it to connect if he’s established frame advantage. Try slowing down your crouch tech. It also helps against frame trapping with fp DP FADC when he’s fishing for ultra.

Is it possible to meaty c.lk so if they block they eat block stun, and if they reversal its safe?

If not then at what distance should you c.lk on Yun’s wake up in order to bait upkick whiff?

Also just to comment… AE Makoto has doubled my winning percentage.

Off topic: I don’t get why people were hating on the art in your avatar at all, I really like it.

Does Yun’s lunge punch get safer when he does it in range? Looking at srk’s frame data lp and hp lunge punch is -9 on block, and mp lunge is -7, so in theory reversal Makoto u1 would work, but I wonder if it’s like Cammy’s spiral arrow where you can place it so it’s not punishable.

In testing, it’s sadly one of the types of moves where the longer it’s active, the less frame disadvantage they have. At near max range, I couldn’t punish Yun’s blocked HP Lunge Punch with an SPD when he was definitely in range. So, at max range, on block:

LP LP: -3
MP LP: +1
HP LP: +1
EX LP: Should still be +1 most of the time, though I suppose there might be meaty setups or hit-box situations where it could become +2.

And yet Makoto has a clump of attacking at the end of her Hayates such that she can’t hit meaty at all unless it’s on wake-up or something.

Tried all the suggestions in here against yun/yang and it still doesn work, my 3k bp rank 95 makoto is free to people who play them for 5 minutes. Any more advice? What does vryu do?

For some reason I don’t have problems with Yun/Yang. I just backdash like hell. I just have problems with Rufus ugly fat ass. Then we have 10 shotos in this game that just run to the corner and spam fireballs. ALL DAY. I wish ex hayate went through fireballs. Why is it so hard to throw Adon. Its like stuff goes right through him.

anybody played any good yangs here that can share there toughts on the matchup? I was playing rank match i i played who i think is the best player in europe alioune and we played a set to 10 and he murdered me couldnt do shit once i was in the corner. ( I won only 3 games out of 10 lol ) seems like this matchup is a big favor for yang and yun. There normals r to good and that palm strike lol i mean they got a dp , dive kick AND a command grabb its just to much… they balance all the other characters and then they put in these 2 … cant really figuer out capcom somethimes wut r they thinking with…

this is wut im talking about in the last round http://www.youtube.com/watch?v=3o3zkbVOWIg

yeah, crossup tsurugi still work \o/ setup stay the same

matchup between yun and yang are a bit different.

i choose u2 to escape corner.
And, prefer to get special-throw, because it puts you out of corner. LOOL.

you know, all of those pressure is risky for them too. They have to choose between EX karakusa and fukiage.

this was exactly my tought to lol

i tried to fukiage is dive kick in the corner but is seems like alioune delayed it or something it didnt hit many time lol i really dont know… do u play him often ? if u do invite me to a endless if you 2 are playing need training

I’m finding anti-airing the twins at all on reaction can be difficult online if done low enough and if done by surprise, IE not the only thing they do at a distance. Most of the time I have to have done a pre-emptive s.MP or be buffering a Fukiage at the right distance. Honestly I’m really trying to train myself not to start buffer poking at them once I think I’ve “trained” them into staying grounded, since they always come back for more. c.MP sure does beat a lot of what they do, though.

Just a little FYI, guys, an Oni did a wake-up U1, and I retaliated with an immediate U1. Oni’s fireball Ultra won. You also can’t dash and Karakusa him afterwards on block, I don’t think - got SRKed. I’m gonna guess it’s jump-able, though, just gotta make sure he’s not doing the AA version.

Makoto’s U1 against Oni’s U2 also loses … but at least you can dash, Karakusa him on block.

why u1 on Oni when you can completely shut his fireball game with u2 ?

Because I haven’t fought an Oni good enough to keep me out yet.

I still have that SSF4 Makoto mentality of U1 all day unless it’s a punish or an escape option … I’m still trying to figure out if it’s a curse or a blessing.

I find a lot of Oni’s keeping me out with F.HP and St.Round House a lot. I try and IAT pressure but those normals beat me to the punch every time. (Might just be me though.) I’d stick with U1 as well i don’t find U2 working on the players i fight after the first time.

@peqqi:
i’ll make a video soon of “what to do against yun” (but not yang. haha).

I found that (lot of OS here), OS Techthrow MK -> OS LP fukiage is a good way to avoid delay dive kick.