Makoto Ultra SFIV

yeah, that’s how I feel about it too! rfc into ultra 2, then reset into what ever is almost death! it’s her most dangerous comeback tool right now imo. any makoto sitting on 3 bars and ultra 2 can take the round. almost all the cast will get dizzy after an rfc ultra reset! the damage and stun is pretty ridiculous if you can pull it off! your opponent will survive this only if you’ve barely touched their health bar during the round.

Hey guys,

I’ve been playing her like hell, and it seems that rounds ends quicker than before ^^ Seriously, I was chocked to see that she can put anyone in great danger just by whiff punishing stuff with crLK / crMP ex FUKI.

Against Hugo, no problem at all … crHK and HK beats a lot of his moves / forward HP HP is great too / ex hayate to whiff punish his moves … Don’t forget that almost ALL his moves are unsafe (if he whiffs crMK, it’s not safe / crMP too / …)

I still continue to use U1 a lot, no U2 or DU at all.

However, i have a lot of trouble with new character to crumple > fuki (hugo, poison, …) and I thnk that Decapre doesn’t have the same wake up timing (I tried the backthrow > dash > jump setup, but it doesn’t seems to work … maybe it was DWU and i haven’t see).

<3 makoto

Seems like Tetsumakoto ( very strong japanese Makoto in AE v2012 ) switched to Poison seriously ( 2nd Poison in ranking ).
HMis Makoto is still number 1 tho… so nevermind lol

I cracked 5k myself the other day, then immediately proceeded to drop like ten straight games.

Just my luck lol.

I stayed up way too late practicing my punishes for Rolento. Not sure if you guys already know this but figured it might help someone. Rolento’s normal rolls can be punished on block with a perfectly timed cr.mp. Note that cancelling to ex fukiage will trigger super instead if you aren’t super clean with your inputs. I found that I would have to hit the cr.mp, let the stick really quickly reset to neutral and then do the motion for the fukiage. I would probably do cr.mp xx ex hayate mostly if the connection didn’t feel solid.

Rolento’s ex roll can be punished with reversal ex fukiage. Seems like nothing else works or has the range. If you find anything let me know, but I tried all hayates, forward moving command normals, and cr.hp. Thinking about it now, I didn’t try any kara karakusa’s but they can probably mash normals to beat it since it’s not a true punish.

The roll is similar to tiger knees and dan kicks in that you can block them high so that you have more frame advantage. Doing so you have more time to punish the roll. The only problem I can see trying to stand block is that he might use his slide to sweep.

I’ve also tried to use normals to stuff the roll on it’s way in. I had the most success with cr.hp and cr.mp when they went for the long distance roll. At shorter distances, cr.lk seemed to trade about half the time. St.hk hit it once in awhile. St.mp felt like it got a trade at best if done at the right timing.

I’m thinking we should realistically try to mess up their spacing so that we block it.

Hopefully that helps you guys who were having some trouble with Rolento.

Edit: changed some wording.

Against Hugo: When is dizzy, walk forward a bit then FA. That way or focus don’t whiff. Like @Kalote‌ said our cr.HK and st.HK works great on him. When Hugo is far/midrange be ready against a possible Meat Squasher or a EX Lariat: Oroshi beat them both. Midscreen better use our ex fuki combo to send him in the corner, try a reset on him it’s too risky. There cross him up to death when he’s down and some Oroshi take him down from escape from there via EX moves (i.e. EX backbreaker). His st.lk dangerous, he can combo in Super from it or do an Ultra Throw from that when blocked. This match is a bit hard without taking some risks.

Hey dudes, “new around here”

Since super i’ve played sagat for as long as i remember and mained him troughout these times, until ultra dropped and i’ve decided to move on.

However the other character i liked and played as secondary/pocket was makoto, and i liked her alot back in the ssf4 days and played her alot aswell until ae2012.

What would you guys recommend checking up to get me updated on her for the current version? (advanced/intermediate stuff i guess)

Thanks and sorry if it’s posted in the wrong section

Well, the old guide and everything ( rindoukan bible, etc ) are still pretty good for her overall strategy.
As for her Ultra new tricks, you’d probably be better off just reading this thread. There’s a few video for mix ups and new combos, etc.

Idk if you guys have tried it but against decapre when she uses her teleport to get out of the corner you should be able to U2 and catch her landing frames maybe I just got lucky but I haven’t had a chance to test to make sure that it’s legit.

Don’t know how useful these combos will be but based of post that therobin made i recorded this two,

If you want to get really impractical you can also do high stun without RFA by using 1 frame FADC link.

Meaty s.HK -> s.HP -> L2 MP.Hayate -> FADC -> s.LP -> s.MP -> EX Hayate -> Fukiage -> EX Tsurugi

Replace EX Hayate with EX Fukiage mid screen.

what does L2 mean?

Level 2 Hayate. Charge for a very short amount of time.

All right, I think I have been doing good enough with Makoto as of recent to offer some tips.

Against Hugo players, I tend to use her f.MK > HK Target Combo because he cannot punish it. During attempted jump-ins I use standing MP and whether it trades or not, it does not matter. You can also Fukiage his jump-ins on reaction, on hit I just EX Hayate to put as much distance between us as possible. I also tend to random run up and EX Karakusa him once he’s gotten use to the fact that I won’t approach him, that normally catches them off guard, but I say save this for final round, Ultra 1 moments. I don’t find him as nightmarish as some people might think, even faced with a very good one. The key is just not to let him get a knock down, and getting air thrown is tons better than getting thrown on the ground (At least in my opinion). You can break his armored grab/lariat on reaction with EX Hayate. I typically build meter with LP Oroshi or LK Tsurugi at a distance to make sure I always got some bar on me. Also, if you can manage to score a knock down on him if you’re backed into a corner (Such as a cr. HP), you can always use your Ultra 2 for the purpose of gaining space. Against skilled Hugos, you can probably run in for a Karakusa after connecting a Hayate, against scrubby Hugos that mash 360, you will want to neutral jump and act accordingly.

Also, not sure if this combo is known already, but my friend, Riot Trigger, found it. You can go HP > EX Fukiage > MK Tsurugi > Land > EX Tsurugi in the corner. The timing is extremely strict since you have to hit them at the first possible point in the air with MK Tsurugi, but you will be able to hit both versions of EX Tsurugi if you do it properly and get the EX out on the first possible frames. Takes the most guaranteed damage in the corner for 2 bars I find, but the mix-up potential of just HP > EX Fukiage > j.HP works a lot better in my opinion if your opponent has a lot more life left.

As far as difficulties I am facing, I am finding that my hardest match-ups are going against DeeJay, Elena, and Cody. While I am trying to conquer these match-ups, I feel like I have to step outside of my comfort zone and risk taking big damage for my mix-up options. Any advice on these match-ups in Ultra would be greatly appreciated, especially fighting Elena (She seems nonpunishable on a lot of her stuff).

Quick question, do air grabs count as strikes? I’ve gotten grabbed by vega air throw when returning from the wall with ultra 2

@Ace2aKing‌ Honestly, I have no idea. However, it seems as though everything manages to snuff out Abari Tosanami on start-up, as well as after the animation happens unless you’re really on point with your reads. I have been knocked out of Makoto’s Ultra 2 from standing Roundhouse, jumping Fierces, ground-to-air command grabs, DP’s, other Ultras, and have even traded blows (And gotten K.O.'d) from a number of air-to-air encounters. I say your best bet is not to use it as a Hail Mary or from a situation where your opponent has a chance to think and respond.

its a throw. The hitbox is crazy though

Only Decapre air throw is a strike and a throw. That’s why she can combo into it.

How about vega izuna drop usually I use U2 to punish wall dive, mistimed it and got grabbed, I thought it was throw invincible still.

I think the throw invu is only for the first part, when she flies to the wall.
She’s only projectile invincible in the second part.