Makoto Strategy and Match-ups

mid-screen, crossup ultra2:
backthrow -> empty straight jump -> wait a bit (1frame) -> ultra2
against (for now):
standing:
honda, ibuki, sakura, chunli, rufus, yun, yang
vs yun (at least), it’s unblockable if he’s standing.

need moar test!

I’ve done some crossup vs Zakbg and Peqqi’s makoto yesterday, from crHP.
Need to sum all those things/setup.

yes u hit me with that ultra2 yesterday was it by misstake or did u calculate that ? ur right… played like shit against alioune yesterday i give him to much respect

ggs anyway

OS only in the corner works on the twins .

after ex oroshi — dash — stlp —jump hk OS h.fukiage.
its a safe jump to for thouse who dont know

i dont know why it only works on the twins lol

Works midscreen with kara ex fuki vs twins too (and ibuki)

Can someone who has exp or an idea, what to do vs Adon? I find him one of my hardest matchups because he’s so unpredictable, and his jaguar kicks are safe, sometimes i block and i get grabbed or try to throw and i get DP’d fadc into utra/dp :frowning:

Im not really sure how can makoto set her offense vs him or what exactly should I be doing vs him (his reg jump is also really short, so its a bit hard to AA on reaction)

any help?

cant get the kara fuki to hard for me

I know there are many option selects listed in the OS thread, but what do you guys think are the most imperative ones to know?

Try out c.:mk:/s.:mk:. It beats all of his air options. This is a match where you play smart. stay back and build meter, and catch him whenever he makes a mistake. Don’t dash too much because of s.:hk:.

Your pokes beat his pokes out @ max range. So begin the footsie war until he’s ready to try to get in. Don not chase him. Treat this like the Zangief matchup. just poke him until he makes a mistake.

Your main weapons are:

-c.:mk: - beats almost all (if not all) of his jumping attacks.
-s.:hk: - beats his s.:hk: and will quicky make him back up.
-s.:mp: - beats all jaquar tooth (teeth? lol)
-c.:mp: - use at max range and make sure to buffer MP/EX Hayate
-nj./jump back :hp: - use to beat his neutral jumps and give him good stun. Jump back is for Tooth punishment

One good trick to know is that if he does a HK tooth, throw out EX Karakusa after you block. if he does anything except jump, dash back, ultra, or throw will get grabbed. If he does DP after tooth, EX Kara will still grab (first hit of DP is grounded and non-armor break).

When they start doing fake JT’s. get your Kara Hayate out. It will hit him every time.

Hope this helps.

ok you guys got any technology vs balrog that matchup is hella annoying even in ae.

I don’t think anything AE Makoto got can redeem that match-up.

Just thinking out loud here: I feel like in the Makoto vs. Yun match-up, there are no footsies. You both get to sweep range and you both try to figure out when/if it’s safe to start the pressure tactics. First one to start pressure wins.

quick question regarding the matchup against Honda: What is mak’s best normal-AAs against his jump-ins? c.MK, s.MP is stuffed a majority of the time. I’m having an issue against my buddy who-- when jumping in-- usually stuffs my AA attempt with a counterhit —> etc. for scary ass damage. Is it best to jump back fierce (and get possibly punished for doing so with headbutt, super, or ultra)?

I found that c.HK works wonders against far jumpins and his neutral jump HP. Another thing that works consistently well against his neutral jump bullcrap is EX fuki—> etc for really nice damage.

Or should I just abandon normals and just LP Fuki all day?

cmk and fukiage and smp

Still on Yun, since I played against a strong Yun for two and a half hours straight today.

Man, s.LP into dash is possibly the best s.LP mix-up any character has against the twins’ dive kicks. Makoto is always meaty enough that something like s.MP, s.MP requires no effort, and it’s tricky. I may start changing it to s.MP, s.HP (xx HC on block) if it turns out that’s as consistent.

I’ve been doing 2+LP (36+LP), s.LP after Yun’s LP Shoulder on block. OS Hayate if he sticks something out, s.LP if he doesn’t to beat out dive kick. I don’t know how effective it really is, but the s.LP sure works well against most dive kicks at this range! I’ve been experimenting with s.LK, s.MK TC after Shoulder, seems to work on some angles, generally fails. The MP Fukikusa does work against neutral jumps at this range, but if he dive kicks very quickly or jumps forward, it fails hard.

I was a bit off base about the footsies part. That s.MP of Yun’s can whiff punish very well, it’s pretty scary if you whiff a Tsurugi near him or he catches a f+MP and has Genei Jin. The range is something like Makoto’s c.MP.

HP Oroshi late is the best thing ever on his wake-up. I’m very grateful for it. It can catch backdashes, jumps, and of course his Dragon Kicks. The best part is it’s so good at making Yun sit still and let you meaty/Karakusa freely once they feel the best option is just hold back on wake-up.

Without U2 (since Yun can punish it with EX Lunge Punch), I’m actually at a loss once Yun has Makoto cornered. He can TC or s.MP xx LP Shoulder over and over as a hit-confirm, do his safe pressure and dive kicks easily once he has you holding down-back, do some Palm shit, do his Zangief-like grabs … fuck! I resort to mashing once I’m cornered, whether it’s EX Karakusa after a dive kick or even the occasional mashed Ultra … I don’t even care, I’m gonna lose if I don’t get out. It’s that bad, at least from what I know to do. IA Tsurugi works sometimes, especially if he was dive kicking into it.

I now feel it’s probably 5-5, maybe closer to 6-4 when we’re talking about top-level play. I’ve never peed on a character AND gotten peed on as much in return as I have today against Yun. If anyone has any further tips or tricks, feel free to let me know!

i was so sad when i tried to karakusa my friends yun on wake up, and he knew it and did a ex command throw : (

Agree for the s.lp. Yun can delay the dive kick to avoid it but i don’t think he will be able to combo out of it if it hit.
Instead of mp-mp, you can do meaty mp, 236236 and hit confirm U1 in that situation (you have the time to visually confirm if mp hit).

If you are European I’d set you up against a good viper , I noticed you added me as a friend but I declined since I didnt see that you’re from the forum, although if you’re not european just dont add me because the connection is very bad , I learned a lot about the matchup from him and from what I’ve seen from VRyu vs Nadereuf (I think he’s 2Pac but i’m not sure) …

Tips that I can give you against viper are :
1: buffer fukiage after Ex Seismic Hammer
2: buffer fukiage on your wake up but dont do it because you DO have time to react to a burn kick when you hear the ching noise lol
3: … always buffer fukiage actually lol
4: F+MP stops ex seismo’s invincibility unless she cancels it (which gives her a free throw -.-)
5: You can grab her out of her uppercut thunder knuckle (the heavy punch one) but I think karakusa doesent work … havent tried with LK karakusa though … keep that in mind
6: tsurugi stops ex seismo if she doesent cancel it , if she does … again … free throw for her
7: if the viper is experienced (like my friend) when he goes for a cross up in the corner IMMEDIATELY block on the other way because she’s gonna go for a double cross up which gives her a free ultra … so she does j. MK cross up and then burn kick cross up to keep you in the corner for the ultra … i hope you understood that
8: if you see her doing a lot of normal seismos (non ex) you can punish it on whiff with EX Hayate , I saw that from VRyu … he was jumping until the viper did the seismo and then he punished with ex hayate

If I’m wrong somewhere and someone more experienced in that matchup thinks im wrong somewhere , be sure to correct me

Relevant

I’ve grabbed her out of thunder knuckle with karakusa, but it seemed a little inconsistant when I kept trying to repeat it. This was a few months ago and in the super version of SF, so hopefully someone can test this further and clarify for AE.

As for the normal seismo comment, will the EX hayate punish work if they super jump cancel it to another?

Fierce knuckle is only grabbable on the frames before she’s considered airborne. I don’t know what frame that is exactly, but yeah, you can only grab her out of it at the beginning of startup. Something like fa lvl 2 -> mk karakusa would grab her out of it every time.

And she can only cancel the recovery of seismos on hit or block. On block you can’t punish seismos with anything reliably unless they cancel it with something unsafe. Like how most Vipers do wakeup ex seismo, then when you block it, they cancel into sjc burning kick. I’m not 100%, but if she cancels into a feint I don’t think you can punish her with anything even if you’re right next to her.

RANDOM VIPER FACT©: She’s at like +5 or +6 or something crazy after meaty lp seismo canceled into fierce knuckle feint.

Has anyone figured Vega out?

Poke, poke, rolling attack, poke, AA, poke, sweep, poke, Kara-throw, poke, poke, Cosmic Heel.

It’s not like Makoto can sit mid-screen and hit buffer pokes all day, Vega will out-footsie that shit. What’s the sweet spot? How does one consistently get in with Makoto? Random EX Hayates are looking really beautiful in this match … :frowning: