Makoto Strategy and Match-ups

makoto’s dash goes under chun’s far stHP. random luck to get close. lol)
Oh, and abuse stHK. That kills a lot of chun’s poke.

mossad:
if chun jumps, free fukiage (that put her in corner too, since you can finish with hayate. haha)

You can dash under Adon’s cr.lp/mp xx Jaguarkick, its hard to do on reaction but most Adons do that since makoto doesnt have an (meterless) answer for it. I tend to buffer dash just in case, and if they do, its a free cr.mp xx mp/ex hayate

EDIT: thanks for the Guile tips man =)

[media=youtube]mF_brmlxueY[/media]
This match is old, but it’s not like playing against Guile has changed a whole lot since this was posted. Haitani does something very subtle at 1:47. He lands a c.HP dashes forward once…then walks backward for a little and blocks the incoming Flash Kick. After thinking about it for a little, I realized that by walking backward just that little bit, he was putting himself outside of throw range thus effectively eliminating one of his opponent’s options.

One of the reasons I lose to Guile so much is because upon scoring a knockdown, I get as close as possible for mix-ups. Unfortunately, since I’m so over eager to stay close, I end up eating a Flash Kick/throw/poke/humble pie. Perhaps one of the keys to beating Guile is to feign aggression rather than forcing the issue. By following Haitani’s example: if he Flash kicks and doesn’t have two bars saved, free damage. If he pushes me out a little with pokes, well, that’s fine as long as he keeps backing himself into a corner. If he backdashes to get away from pressure, same deal. But this just reinforces what Mossad said, it boils down to patience. I guess I better get some then lol.

I really don’t come across good Gen’s, but I have lately, and it was difficult as shit for me. Does anyone have some input on the Gen matchup? Would be greatly appreciated.

I don’t know this matchup too well myself, but I found some great footage of Haitani going against
Amiyu.
[media=youtube]lz93n8E27qw[/media]

Just curious, is the match-up info in the Blanka section current? I swear, I almost never play against Blanka, but tonight I lost to 4 of them. I guess I can’t put off learning the match-up anymore.

Regarding the blanka match:

He can be difficult to deal with because of his hop mixups/gimmicks and his akwards jump arc. Be mindful that Makoto’s normals are better than his, so you can actually play decent footsies vs blanka and AA him everytime (I tend to use cr.MK vs him a lot and lp fukiage if he jumps from too close). Your main goals in this match: 1-. Cornering him 2-. knock him down or 3-. get him in blockstun and start frame traping him which prevents him from moving too much. You can accomplish Nº2 by using backthrow, EX oroshi, AA fukiage, Ex hayate as punish or footsie (cr.mp OS ex hayate), and from there you can proceed with your frame traps, you can also get him in blockstun by AA him in the air with a normals and dash under…also do NOT jump at him, you dont need to, you can dominate him on the ground so much that he’s almost forced to jump at you at some point. You can use her amazing normals to keep him out of your range, st.MP cr.MP and st.HK stop him on his tracks if he goes for “surprise hops” trying to get in (st.Hk is a bit more risky if they see it coming and jump, so be careful)

The hard part is when he knocks you down, since he has so many options and hop mixups that is impossible to tell what is he gonna do to you, he can go for either electricity, sweep, throw, ex upball etc. Know that you can actually punish ex upball on block or hit with EX hayate, and his sweep can be cr.mp xx mp/ex hayate on block. If he has U1 and he doest it meaty, there’s nothing you can do UNLESS you use U2 (which I personally reccomend vs blanka) to escape. Also if he tries to chip you with his own U2, you can jump the first wave and then U2 him as soon as you land.

Now when you knock him down, thats when the fun begins. I`ve talked to a lot of players (not only makoto users) and they still have troubles vs electricity on wakeup, well makoto can punish that heavily with her meaties: st.MP, cr.MK, cr.LK, even st.HK, all of them will CH his electricity and grant you (except maybe st.HK at certain ranges) a free combo in which you can knock him down again and repeat until he smarts up. Some blankas like to do EX upball on wakeup, dont be afraid of that, and just stick to meaties on wakeup, you can punish it for FREE on hit/block with your EX hayate (not sure about U2 on hit, can someone confirm???) I also reccomend cornering him as soon as possible, so use EX hayate in your combos until he’s cornered. Once he’s down in the corner he’s definitely in big trouble, now most blankas like to escape with EX rainbow ball because they know that’s blanka’s weakest spot. So on his wakeup you can do meaty cr.lp OS st.mp (you have to plink the st.mp and st.lp) so if he blocks the cr.lp, a st.lp will come out, but if he does Ex rainbow ball st.mp will come out and stop him (this setup also beats electricity and the wont do EX upball since its a free combo/punish…but if they do…punish that shit!).

Another Os I use, is the one VRYU taught in one of his vids, meaty cr.MK os LP hayate which beats everything but Ex upball but…you know the deal with that. And a third OS is to do meaty cr.lp OS lp fukiage, the motion would be: 3 cr.lp 236 LP, so fukiage will come out of cr.lp misses due to the ex rainbow ball which grants you a better punishment. And regarding Ex rainbow ball, most people get confused by it when blankas do it “randomly trying to get a lucky hit” but you DONT, Ex rainbow ball is the biggest focus bait in the game, just FA dash and punish. Finally sometimes blankas get desperated and do wakeup U1 when you are close, this can be hard if you have a small bit of life left… LOL no, you dont even need to take any chip from it, just wait until the first part begins and as soon as you see him in the air LP Fukiage him, it doesnt even trade if you do it properly and you get a nice chunk of damage + knockdown/cornering.

So bottom line/ tl;dr version: stay out until you can knock him down/get him to block something, if he knocks you down be patient and get out as soon as you can, this match can be hard if you rush into him recklessly, but thats not how we play Makoto right? :wink: She can dominate blanka in lots of aspects if you play smart and patient.

Bonus: Sometimes vs hop mixups, focus backdash works “ok”, dont be predictable with it though…oh and use U2

Thank you very much for this. Once again, my over aggressive nature is costing me games. I spend way too much time watching Haitani and think, “Oh, I just need to rush EVERYONE and I’ll win!”, but I totally forget I’m entire universes behind him in skill. I’ve felt the pain of the knockdown hop mix-ups and yeah, it’s pretty damn brutal. With this information in hand I can now watch Makoto/Blanka match-vids and actually dissect them.

@Robot Makoto or any of the mods:
I think this needs to go on the front page. I’d suggest putting this in the match-up thread, but I notice that thread wasn’t created by one of the mods.

Dictator makes me look like a little bitch 10 times over.

Edit: Awesome input on the Blanka match, Diveman. I definitely learned a lot.

I put this in the AEMAKOTO guide. If you want to modify it or anything, let me know.

  • Robo.

added a link to the writeup and a video of haitani vs. utemasuka

Keep it up! What Gen’s matchup? I know dat you can punish his dp with fuki and use s.mp as your weapon for his crane style. Is there something more we need to be aware of?

What do you Makoto players think of the Sakura matchup?

Not too difficult if makoto takes her time. Using ultra2 to escape corner is good but not a must. (sakura is good in corner vs makoto).
Online is a bit tricky vs her (same as against anti-techthrow character) because you can’t techthrow on reaction. So, you techthrow a bit earlier and get hit by tatsu. And if you dont, you get thrown (like cammy in SUPER).
Not that difficult online, but sakura is still a strong character. Have to take it serious.

Introduce him to s.:hk:. I read and worked on v-ryu’s advice in the OPs, and it has paid off big time.

s.:hk: is so good in this match its ridiculous. it stops everything. PC, SC, his s.:hk, SC Pressure… its almost unfair lol. I mean, his wakup sans EX is terrible, and once you get him to stop SC pressure (basically like v-ryu said, after his SC, just do s.:hk: and lol at his reaction when it hits either another SC, a s.:hk: a c.:lk:, a PC, seriously it will beat damn near anything) it becomes much easier. Just BOOT his ass to death. Get that knockdown, and meaty all day long. Bait out the EX (for PC, block and punish with EX Hayate, and for SC just block throw out s.:hk: to punish whatever he tries after wards), and once he’s clear go for that knockdown again.

I was fighting a bison that usually beats me up really bad, but last time we fought he had no answer for s.:hk:/knockdown pressure. I even started throwing them out at random and caugh hit 1/2 screen EX SC, beat his slide, and even stuffed some of his jump ins. V-ryu was right in saying that this match is easier than it was in SUPER. Just got to figure out how to do it, then execute cleanly.

What do you guys find yourself doing in the dudley matchup? Specifically against dudley’s who like to stay at about mid-close range and use the heavier pokes like towards-fierce?

Also, what do people find themselves doing against people who like to press buttons during but especially after block strings, not mashing specials, just immediately trying to get their own offense going with some jabs or shorts as soon as your strings stop?

One thing to always have in mind vs sakura, you can double the damage she does to you in like 1 good combo, so dont be scared if she’s starting to get the life lead.

EDIT: also today is my BD yay! im gonna play the shit out of Makoto

Teching with cr.mk vs Sak is solid, beats tatsu clean. Don’t abuse or you’ll eat a fat CH combo though.

St.hk vs twin DK’s from midscreen is gdlk, beats it clean without trade if spaced right, and you can just throw it out there if you see them jump at that range, since it stays out forever, beats delayed DK as well. Also, after a corner reset from Genei-Jin, you can do a auto-correct ex.karakusa (hcb->f-.delayed kicks) to beat both front attacks and crossup-shoulder.

Dunno, even with all the technology available vs Yun, I still feel this is my hardest matchup :wasted:.

Well Dudley isn’t really a threat at mid range while you’re standing. NJ HK Tsurugi beats all of those HPs. just dont’ do it too low. Also, learn the difference between his HP and his f.hp. After the f.HP you can throw. I ususally go for a back throw. Also, if you see a HP, a lot of times a t.HP is coming just after (in mid-lover level play). You can focus dash through the t.:hp: and LK Karakusa. Punish accordingly. Also just know with really good timing you can dash under ALL of his standing Punshes (not kicks). Karakusa and combo away.

Mak’s f.MP beats a lot of his crap clean. I mean it just stuffs everything. I don’t know why. So does c.LK. This is a BIG one. I don’t know why, but c.LK just stops a lot of stuff Dudley does clean. Combo into EX Hayate.

His DP is not invincible on wakup, so meaty him after that KD, and he’ll usually resort to backdashing after that (which of course we can OS). After that he may start doing counter (which loses to Oroshi) or Short swing blow. Watchout for these. you can bait them an punish with NJ Tsurugi though. Lots of options on his wakup. Also NJ Tsurugi makes both ultras whiff.
Do not get cornered. Its hard to get out once they put good pressure on you. Try not to use EX Oroshi when he’s mashing on his 3f normals. they will beat it. Better to use EX Karakusa if you see a hole in a predictable block string.

U1 definintely. It punishes a lot (lol at OSing him c.lp>U1 and he does short swing blow and gets hit. Ah good times)

I fight a really good dudley very often. I have about an hour of footage of us playing on my YouTube page if you want to check it out.

Don’t for get s.HK beats all lunge punches clean at max range. And all of yangs roll’s/mantis slashes.

I don’t fight crazy Dudleys regularly, but I can add a little bit to vs. Dudley:

  • f+HP is focus bait.
  • c.MK and s.MP beat both f+HP and s.HP. c.MP works up close, but not as a buffer poke.
  • U1 punishes blocked EX MGB.
  • c.MK, Fukiage, and s.MK for AAs. Don’t get crazy with others, use those: his jump-ins are above average. It used to be that he was a problem jumper with his j.HK, which required good s.MK timing or Fukiage, but c.MK was buffed *just *enough that he can’t surprise jump anymore.
  • Neutral jump HK Tsurugi in general can give Dudley problems, but there are ways to counter this of course.
  • 3+LP, 6+LP+HP Yamase/chained LP OS works against Dudley on wake-up.
  • Jumping attack OS U2 hits his backdash on wake-up. Not that you’d use U2 in this match (hello EX MGB).
  • He’s got a pretty great FA, try not to by default play with IA HK Tsurugis and buffer poke MP Hayate against him. By default, of course.
  • FA+throw backdash is REALLY effective against Dudley’s wake-up mix-ups. In general mixing it up between EX Karakusa, backdash, and FA backdash can stop his main mix-ups (high, low, throw). I don’t think he has anything that “beats” all three aside from a random U1 on your wake-up, or jumping past you even though he doesn’t have a cross-up. I could be wrong on this, though. There’s some pretty crazy Dudley technology out there.
  • Dudley’s only “safe” on wake-up if he has 3 bars, but it can lead into U2.
  • MP Oroshi is a great meaty, it beats his EX counter.
  • Once he’s right next to you, with frame advantage, crouch tech very selectively, and try to get out with backdashes. Aside from a few of his normals, Dudley doesn’t get crazy frame advantage on block, so there will definitely be holes where you can throw or get out eventually.

In a way I painted this match-up to be good for Makoto, but in reality it can get pretty bad when he’s in.