Makoto Video Thread/Match Critiques

I didn’t expect that jHP to hit… That’s why I kind of froze lol. As far as the cHP fishing, it’s because I know that dash x2 cHP beats devils reverse fake at max range. Funny thing is, the second time it should’ve hit, but it didn’t. Don’t know why. Ah well…

You’re right about the safe jump. I usually don’t use it on charge characters though. Need to keep breaking their charge.

Re:dee jay, I know I know lol.

Yah I been working on using fuki as primary anti air. It is extremely potent. I’m getting better at punishing anything at all from the air with it. I felt pretty good about these. Played good again tonight and got up to about 6900 BP. I should break 8 by tomorrow. Looking to get B+ by next weekend. Im trying to get up to 5k PP. so I’ll be grinding out more games. I’ll post the video progress…

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So many missed whiff punishes lol. Zak got to start using dash EX Kara. I promise it’s WAY OP.

For Mossad King
First vid first round when yous both jump at the same time wouldn’t J.MP be the better option over J.HP in that situation? You wouldn’t have been thrown and put into the corner when you landed then since he’d be…well recovering from the hit. Faster start up and a better hit box for situation. I think people should use J.MP more.

Second vid first round I’m positive you know this but you shouldn’t have done the Hayate after the blocked meaty C.MK > S.MP. <.< Also you seemed to jump a lot. That’s not what you’re supposed to do against Rufus is it? You canceled into a Hayate from a blocked move again in the second round as well.

Third vid first round, probably shouldn’t have finished it with an Ultra, you miss out on some Super meter for EX there.

I realise I’m pointing out mostly obvious things. I’m tired and I’m no pro when it comes to consistency with Makoto but these are the more noticeable things to me.

You are so right! You know, considering the buff and all, I should be using it more. In fact there’s a couple of buffs you don’t see me you! Man I got to add these to my game. I will take your advice and start using jMP at those ranges. Good eye, man. That’s something I would’ve NEVER figured out and ive watched these videos 100 to es now…

Old habits man. It’s just a bad reaction on my part. In situations where I think Hayate is going to hit, I just release. Really really bad habit and you’re right I’ve got to get that cleaned up. Also as discussed earlier, I need to use the safe jump more. Something funny? I watch the old type and he ALWAYS uses safe jump. Never meaty. Ever. EVER lol. And he’s still ranked 1. Maybe that’s something I should look at…

But yeah I was jumping to see I’d I could CH the dive kick. He was really abusing it. Especially after I tried to just touch him on wake up and he had that knee jerk reaction to use EX JESUS KICK lol. I was like you know what? You mash Jesus kick on WAKEUP Im gonna do nothing but bait that shit. I was pissed lol. Ideally I would normally stay more grounded and stable, but I thought that being a little less accessible would be helpful. Since baiting and punishing ex messiah 4 times using the poongko’s strategy he used on daigo last EVO worked 4TIMES lol (you know, the ok I’m just gonna stand here this time and…last second… OH NO I was just joking gonna move. X dam you whiffed the reversal AGAIN LOL),I would’ve done it until match end. Well that is exactly what I did lol.

Well about the viper match… I was trying to distract him. When mis-spaced his ultra IMO he would be beating himself up. So I decided to use Ultra because afterward he would think “ah that’s fucked up. He didn’t have to do all that. That’s messed up man.” since there no break he would go into revenge mode and usually that includes a little auto pilot. As you can see from some of the second round, some of things I did seemed psychic, and that’s because I knew he was trying to get at me. So those Fukis and the counter hit oroshi dizzy was part of the plan. IMO that second round was a result of me harshly punishing when I didn’t have to, and him feeling he should have won the round.

Either way, I will always take an eye for an eye just to show them I mean business. That’s just me lol.

Thanks for the advice man, and I hope I properly explained my weaknesses. Working in those now.

Yeah, that J.MP is useful. It was useful for the same reasons/situations before the buff as well.

That works, Makoto builds meter pretty quick regardless so I guess it’s just what you feel would give you an advantage, bashing his mental game is valid too. :slight_smile:

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Kindevu also plays makoto.

Just a couple matches I have recorded (quite dreadfully on my iPhone as I have no other means) from when I played Australia’s best Viper player, please critique and (try to) enjoy.

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The 2nd game was a heartbreaker for me, I tried to sit back and wait for an opening to get that last bit of health but I guess I panicked (as well as stopped blocking) and lost the game. What also hurt me was a lack of meter awareness on my part, if I did an EX Tsurugi after the fukiage in the corner I would have won it but I though I didn’t have enough meter for it.

Thanks for your time guys and I know I’m not too flashy in regards to my play style so sorry if I bore you

First video: you played the match-up really well, key normals and strategies against Viper well used. Two factual, minor gripes: first round, you should have built the most meter after the stun, in which case it was FA3, Karakusa, naked LP Hayate. Third game, you definitely could have killed Viper with a combo, preferably FA3, neutral jump IA MK Tsurugi, s.HP xx EX Hayate, and if not, you should continued your Fukiage combo into HP Fukiage JC EX Tsurugi.

Second video: it seems like you predicted the throw (or were you targeting other things, like her f+MP?), thus you should have Tsurugi’d to punish it.

At 0:47, you used f+MP, into c.MP; at that range, in that situation, I’d never go for that: I personally would have done f+MP, s.LK into AA c.MK, as that has a better change of catching jumpers and punishing things that go wrong. c.MP is just too damn slow to use after f+MP except at the most far reaches, and even then, s.MK is probably better. Usually I use s.LK at that distance (c.LK all day if closer, f+LP if not QUITE as close), occasionally performing Blockakusa or a hell of a spacing trap into MK Tsurugi.

I would have tried it either way at 1:23. Fukiage JC LK+MK Tsurugi. If you didn’t have the meter, no sweat. If you did, bingo, baby.

After that, I see why you didn’t reversal EX Hayate, but she had no meter for EX Seismo, the risk vs. reward was pretty good outside of getting hit by a BK, and in all likelihood, your opponent couldn’t have reaction U1’d you.

At 2:00, there’s little reason to use naked Karakusa after a HP Hayate anymore, not with my friend Blockakusa. If they block, either way you grab them. If they jump, you at least hit them. If they jab, you at least hit them. Probably the biggest argument is that you can mess up via a reversal Karakusa after getting hit. IDK, that’s how I see it, anyway.

There’s not much else to say. Personally, and I emphasize this, I don’t much care for j.HP resets after Fukiage, I always end with either a MK Tsurugi, EX Hayate if I need the real estate, HP Fukiage, EX Tsurugi otherwise, and HK Tsurugi if no meter. Except for the corner, I’ll go for the reset there … the options are just too delicious there.

Nice Makoto, by the way!

Thanks for the input Robot Makoto, fukiage > j.hp is a bad habit I’ve picked up due to laziness on my part (still not too good with judging when I need to kara-fukiage), I should just fukiage > tsurugi > EX hayate for damage/positioning and forgo the reset situation I’m fond of.
That naked karakusa was just a execution error on my part, it was meant to be a tsurugi. That same error cost me big-time at a recent arcade tournament against a Zangief player, which is something I need to correct.


23 minutes in… fucking bigmarcus :frowning:

Does reactionary AA U2 work for you normally? I’ve never seen it attempted mid-screen until that match.

I think you were a bit too risky in your approaches. I think in the match-up Makoto should place a heavy emphasis on f+MP movement interspersed with s.MP, s.HK, and c.MK pokes (and blocking of course), as that’s great for stuffing his pokes, slide, and trading/beating SKs. Getting to that c.MP buffer poke range is vital, that’s the goal in this match-up, even if it takes a few hits to do it along the way, because Bison doesn’t have many answers here for Makoto’s pokes and HK Tsurugi beats a lot of those options he does have.

You can’t randomly EX Hayate Bison, his c.LK is a sure punish into a knockdown. I don’t personally think the charged Hayates are a worthwhile way in even though they’re safe on block, Bison can just neutral jump j.HK or PC on reaction and there’s not much to be done if he does this as the right distance.

Aside from that, don’t use s.MP to AA M. Bison, his j.HP will stuff it or trade in his favor every time (it’s funny, the match-up thread suggests that s.MP > Bison’s air game for some reason). In fact, because of the angle, even s.LP is better for it. c.MK, long range s.MK, or Fukiage all day.

We use the same color and costume. :slight_smile:

Fukiage does have some upper body invincibility:

Her hurtbox goes from her shoulders down and also be aware that she squats a little when she performs fukiage makes it look like she has full upper body invincibility. I think the lowering of the hurtbox also occurs on the first frame, in training mode I set a Ryu dummy on record and performed sweep -> jf rh, the aerial attack missed Makoto when she performed a reversal lp fukiage (I also performed jf. rh as late into the jump as I could). I then tried sweep -> jf. lk which has a lower reaching hitbox and it hit Makoto out of the lp fukiage.

Ah, I didn’t know her hurtbox lowered on frame 1. Interesting. I just knew that if a foe hits Makoto during their jump-in from frames 1-7, it’s a clean hit without a trade (and has always left me pondering about the mis-conception that you can’t cross her up on wake-up).

My annoyance with their commentating was that they thought Makoto was invincible like a DP and that Elf had no jumping options on wake-up, which is silly.

haha crossup (eating reversal shoryu, btw) (@3min50s) :smiley:
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I see the pattern. Get close to the knockdowned opponent near the corner, then jump at 28F left.

Backthrow, 56F: dash (16) + s.LP (12) = 28F left, then he jumped.
U1, 89F: HP Hayate (43) + s.MP (18) = 28F left, then he jumped.

Thus, it should work that:

EX Oroshi, 68F: MP Hayate (40 frames)
f+HK, 46F: s.MP (18 frames)
HP Oroshi, 73F: Dash X 2 (32 frames) + c.LP (13 frames)

From my testing, I’m not so sure that’s a cross-up, though.

I dont think it’s too silly when you factor in I’ve been the primary source of Makoto tech outside of one other player(who comes around less frequently) which isnt really thier fault, it’s mine. I appreciate the input.

Hey everyone, ive got another 2 matches here vs a Sagat and Ryu. Sagat is one of the characters that I really struggle fighting, mainly because of his wall of fireballs, but it seems this Sagat was really paying attention to my ultra meter and realised that I had ultra 2 and then started using them a bit more sparingly.

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