Makoto Strategy and Match-ups

In AE, what’s the best AA for Balrog’s j.HP/j.HK aside from being ready with Fukiage? c.MK and s.MP get railed, even with the reported nerf. :frowning:

What about AE’s chun li? I’ve played a high level chun and I got my ass kicked 3 to 1. is it the same matchup as from super or is there any adjustments>

s.:lp:>go for reset doesn’t work? I hardly ever see Rog in the air unless its jump back :hp: or Headbutt…

I beat up a pretty good Rog last night by mashing f.:MP:/:lp: (he jumps and tries his j.:hp:), :lp: Fuki, Jump forward HP reset. If I saw a EX Dash punch I would quickly do EX Karakusa. Rog really shouldn’t be jumping, but yeah fuki works well. I’d backdash and let him land to bait dash punch and grab his ass honestly. I’m not sitting there for that thing to hit me. Can’t belive it beats c.:mk:… got to test that…

Man i havent’ had problems with Chun in a long time. As long as I block correctly, its like fighting a weak Dudley lol. She has NO answer for HK Tsurugi at all, especially on wake up. Your main goal here is to get that knock down and bait those Neutral Jump :hk:'s because you have like 10 seconds to dash up and fukiage that shit. F.:mp: beats a lot of her shit. She’s going to be wanting to charge down back, so she’s pretty easy to grab.

-Don’t try short range pokes with her. S.:mp:/c.:mk: beats most of her options. Look for opportunities to to IAT, especially when she is trying to trip you.
-Always safe jump her wakeup, but every now and then mix in HK Tsurugi. 150 Damage and UTK, so even if you trade, you can dash 2~3 times and be right back in her face.
-DO NOT FOCUS. At all. She has several normals that you will see often that hit twice and can combo into other crap. Just leave it at home for this fight.
-Make sure to block low first, THEN watch for the overhead. Most of them are just trying to get c.:lk: x2 into EX legs into U2.
-Have fukiage ready on wakeup. Be prepared to hit her. do not try to focus that flip kick, because she can c.:lk: you out.
-HK Tsurugi on wakup makes both of her wakup ultras whiff.
-Meaty s.:mp: and below will make U2 whiff. Dash in and punish.
-Most OS do not work on her back dash, but Fukikusa works. Timing is weird though.

That’s all I really got. But like I said I’ve never had problems with Chun Li. Viper’s more difficult, which is weird because I play Viper.

Focus against Chun is actually pretty great at far s.hk/ c.hk/ s.hp range, Her 2 hit normals require her being quite a bit closer and her legs are too slow to poke into against FA. Also focus can beat her hazanshu clean.

Turtle Chuns give me a lot of trouble still. My problem with this match is getting in and getting my game going. Once I do it’s a lot easier, but the problem is getting to that point. It feels like playing against Guile with better footsies.

Anyway, on top of what Mossad Man said, I’ll add that st.hk beats like, literally all her pokes from mid-range.

^^ this too. Yeah at max range focus is good, but you almost never want to hold it though. She can’t cancel most of her long range normals so instead of trying to crumple, dashing up with :lk: Karakusa is better. :hk: at max range.

@ Fragment (did you change your name on XBL??) Turtle chuns are only tough until you corner them. I actually find them easy to corner. The problem is not dashing/jumping in. GOT to be patient. GOT to use that time. Honestly, without a KD, Chun has NO way in on Makoto. Most Makoto’s that I watch lose to Chun because of the damage they take trying to get in.

Best thing that i’ve found is finding that perfect range where you can jump over and punish a fireball on reaction. Its way out of her c./s.:hk: range, and her recovery is so significant that you just j.:hk:, c.:mp:, EX Hayate on reaction. Instant corner, and advantage: Makoto. This range is easily obtained once you beat a few of her pokes, because her only option is to throw FB (since if she does Hazanshu she eats Focus level 2 or CH).

OH one more thing. This has worked at least 110% of the time for me. ANYTIME I see Chun Jump from 1/2 screen away, I do a forward dash under her and sweep. It literally works every single time, because they will try to swing as you cross and lose their tripguard. So for her Jumping=free ok for Makoto before she hits the ground. If you’re feeling ballsy though, say fuck it and do EX Fuki

Played against another Rog last night. Man i seriously think this is 6-4 Makoto. Seriously. Since f.:lp: stops him from mashing jab during times when you have frame advantage, it really slows him down. I found a couple of things out:

More stuff on Roggy Rog

Spoiler

-Once you have him scared to headbutt on wake up (liberal use of meaty c.:lk: of course :D), Occasional c.:hp:, Dash, s.:lp:(whiff), s.:lk::hk: Whiffakusa works wonders. If he sits there he gets grabbed. TAP gets grabbed. If he mashes jabs/throw he gets grabbed. Loses to backdash and jump (why would he jump on wakeup again? Oh yeah he wouldn’t lol) and headbutts if he’s feeling lucky. So far, in situation where I felt it was necessary, i’ve only been headbutted maybe 10% of the time (I spend a lot of time baiting headbutts). REMEMBER this isn’t your only option. IAT is good, c.:lk: is better, but its another option at least. A good one at that, and makes you look fantastic especially if you grabe TAP lol.

-DON’T try any resets in the corner that go into s.:hk: after they reset. It loses to TAP, it takes you too far away to do any type of Karakara or sweep from what I could see. Also it will lose to backdash. S.:lp: is a better choice IMO because it gives you many more options.

-the combo c.:lp:, s.:lp:, c.:lk: EX Hayate is AWESOME in this matchup. You can even land it after a crossup or even a normal jump in! If he budges he gets smacked!

-I’m not sure if my eyes decieved me but I did vryu’s c.:hp:, backdash, EX Hayate a bunch of times and it wrecked pretty much anything he did but backdash or block. I use U1 in this match, and Makoto is usually -4 on block with EX Hayate, but if done meaty, she’s at 0~+1. I usually don’t get it exactly perfect, so i always assume i’m at 0 frames which is really good. So U1 is good if he does anything but block here U1 will beat it. If you have no u1, f.:lp: will beat any non EX move except heabutt (I think, but i’ve traded but of course its not in your favor, it may depend on that 0~1 frame I was talking about…) as well as NORMAL throw. Normal throw is awesome here because it is soooo unexpected and he’s blocking. If he gets hit with the EX Hayate on wakeup then another EX Hayate will send him flying to the corner and his death.

I don’t know why but karakusa is too good in this match. I think we are so afraid of Rog’s jabs that we wait to do karakusa. I think that, yes, we have to respect them, but karakusa snatches him out of damn near anything. I will explore this more and see what I can find.

IMO, you guys are smoking some good stuff to think Balrog vs Makoto is in Makoto’s favor :wtf:

I think c.HK is the answer to Balrog’s j.HK when you don’t have U1 or are ready with a Fukiage. This is a picture of that thing:

You need a really high-reaching attack with a lot of hit-box and a low hurt-box to avoid even trading with that.

Getting alot of info here ill give my two cents if i can

@ the mossad man

Vs Chun Li
st.mp and is cancelable with hazan chun or kikoken. Online i space makoto with chun and spam normals cause people don’t know better and whiff FA a lot. But when i fight a tournament player with my makoto against there Chun (shootouts to Lud and Magman) you gatta hit confirm the opponents attack and dash up respectively. If Chun hits your FA with a st.mp back dash cause she can cancel with hazan chun or kikoken -> Chun either hits you or you block the kikoken and get into block stun or block hazan chun which is safe.
The following normals are punishable and should be FA dash canceled
st.fp ; cr.mp -> you can only punish with FA > Dash cancel > cr.lk > … combo choice which is distance specific so you wont get it much but the point here is to put chun at a disadvantage and if you FA dash up the st.fp put her in block stun with Makoto’s st.mp its what i use

Far st.rh -> FA dash cancel sweep or ex hayate

Sweep -> FA dash cancel st.mp

Versus Chun fireball game
Dont forward jump from more than midscreen you’ll get an AA
From more than midscreen FA dash or IAT and build meter

One last thing to keep in mind Chun Li can punish anything -1 or more on block with Super. This means you cant hayate at all and if she blocks an overhead you get super. Same with sweep. When she’s blocking with super in stock use faints in block strings and AIT until she wastes a meter. Chun li cracks under pressure and mashes on EX legs which is not a true reversal so she will get counter hit out of EX legs a lot of times.
Ps appreciate the vryu’s knowledge

Cammy vs. Makoto is still 7-3 Cammy. There’s no answer once she’s up close, her frame traps are too good. How the hell are you supposed to keep her out? s.MP all day? Yeah, she’ll land one fucking FA, or mess with your AAs, or whiff punish or some really stupid shit then she gets in and you always have to guess between frame trap, EX CS, and throw. Her throw leads into Yun level 50-50s, it’s so bad.

I fought a 4,200 PP Cammy today. It got to the point where one throw or even of her bullshit ways in meant I lost the match. Probably won 2-8 matches overall. It just got worse and worse, where I eventually stared at the floor in retardation, knowing this match is as bad as SSF4. Safe pressure and 50-50s into 50-50s, upon which any landed combo does 300 damage and another 50-50, 50-50. Our constantly unsafe pressure that constantly loses to FA and neutral jumps. Who fucking wins that war of pressure?

I am so fucking salty.

hmm, cammy doesnt have a command grab. It’s easier than yun. And, at least, she needs an EX to begin her mixup. But yes, once she has it, it’s tough.

Btw, you’re speaking about FA. Any move -> LP hayate breaks FA clean.

Yeah, but that’s -8 on block. Painful and not particularly rewarding to do in strings, compared to EX Hayate … which loses to FAs.

nono, you have time to do it on reaction when you see FA.
Or at least do nothing at all.
FA startup is 21frames (and I’m speaking about a FA that opponent doesnt charge at all). You have time to guard (or cancel your move into LP hayate)

landed cross up ultra 2 on chun in rank yesterday the message post match he send me was (WTF…!?) thanks for the setup v ryu. Jump in lk into karakusa destroys focus grabs them outta there fa and looks so messed up and cheap? : ). c.lp st.lp. st.mp .c.mp cancel into light hayate i think is safe on block. Meaty hp orochi blocked lp hayate (cant remember if its kara lp hayate) from that range is safe on block and can do 2 or 3 more safe hayates. Need motto makoto at evo go shiro go haitani hope they attend.

off subject- I stole your corner set up yesterday lol. Just wanted to put that out there lol.

Don’t trip, I steal shit from everyone too, especially from you and Fragment. We’re all just a bunch of thieves here, except for V-Ryu, since he pretty much developed a vast majority of our foundation and advanced tech. In fact, I’d go so far to say “if you haven’t stolen from V-Ryu, you’re probably not that good”

But yeah, FUCK Cammy. I have more problems against her than I do against the twins.

FAX doesn’t know where I live so I’m safe

i know its so sexy EVO!! highlight this post to see [COLOR=#ffffff]dam art beat shiro only saw 2 makotos so far one was ass the other beat a viper he was using lp hayate all the time ?even st.H to lp hayate i think it speeds her game up gives oponent less time to react or think h[/COLOR]

Im still having troubles vs Guile. Ive been leveling up and some of my previous hard matchups are easier now, but guile, shit. My main problem is that I feel that I cant mix him up because of flashkick so even if I manage to get in (no probelm there) once im in, its like his pokes are better than mine and if I try something weird, he flashkicks me. any help here?

Axe kick makes flash kick whiff on wakeup, so just concentrate on getting his back on the ground. Easier said than done, I know, but once you get in on him he’s fucked and all it takes is one mistake.

Yeah, I think I’m too eager to get in there against Chun. I’ll try being more patient and play the footsie game more and see how that goes. And yeah, I changed my GT.

Also you really need to be patient. This is a match where basic play really pays off. If you just run in head first you’re going to get beat badly. Remember: Guile is probably the best “defensive” character in the game. And Makoto, well lets just say she’s not “top tier” defensively lol.
Therefore you have to wait for opportunities to open him up. Most of these opportunities will result from him throwing a sonic boom at you from less than half screen. Focus dash EX Kara is great for getting inside, because his only real option is a normal (which Kara will beat). I say that because:

-if he back dashes he loses his charge
-if he jumps he loses his charge
-if he walks forward he loses his charge
-if he he just released a charge so it takes time to charge again

Obvious option is to try to hit you out of a dash, or AA your jump over the SB. Its a little weird at first, but its much easier than in super because of her faster dash, and the range on EX Kara.

Another good thing you can do is late tsurugi over SBs. They will usually try to s./c. HP your jump in since there’s no time for Flash Kick, and HK Tsurugi usually beats both, and sometimes trades with c.:hp: in your favor. Its not as easy as hitting Ryu since he recovers faster, but its still doable.

You’re also going to want to cross up EVERY wakeup attempt. I’ve done EX Oroshi, Dash, f.:hk: (hold) to cross, then forward jump to cross again. They will not be able to do any charge moves besides Flash kick. Just block and get ready for a late tech. don’t attack because HE WILL DO FLASH KICK lol. Dont know why, they always do it. Well not always, but enough to take 300 damage often enough to get beat. At least AFAIK. Be careful with this setup though, some Flash Kicks hit you while some don’t. I dont’ know if its my timing or what. But… whatever. either way, you’re going to want to cross him up every single time you knock him down. This severely limits his game. By cross up i dont’ mean jump, either. I mean some form of f.:hk: (hold).

Ultra 2 means guile doesn’t want to throw SBs. But U1 means guile fears EX Kara more on your wakeup (some guiles will get close) so choose your weapon wisely.