Makoto Video Thread/Match Critiques

The j.hp should hit Rufus at about upper back/shoulder height

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Merry Christmas fellow Makotos. Just found the full video from the SF25th Anniversary UK Qualifiers. At about 23 minutes in, I have my match against Hadoshrooms’ Zangief. After that, at about 42 minutes, a friend from PSN Idontwannablock / Jlikew00t Makoto plays an Akuma.

Feedback would be appreciated, but looking back at it it’s quite easy to see that tournament nerves got to me in this one. I’ve never played in front of an audience like that before. Dropped kara’s & tsurgi’s were unbelievable infuriating :frowning:

Man watching u lose to that gief was painful. It looked like you were to scared to jump back hp/ back dash when he was to close for comfort. If I were you I would have just constantly back dashed and build meter with oroshi. Once he’s close enough to punish it keep him out with mk/c.hk. He wasn’t jumping much which is good. It means if you kept him out and forced him to jump odds are he wouldn’t know the distance to make our aa whiff. punishment on his whiffed specials was lacking to. I think if you went back and watched you would see he’s very predictable and patterned. If you picked up on that faster you would have had that last round.

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Starts at 7:38
I jump way too much. I like to gather myself by doing too many tsurugis : i dont like missing them which happens very often.By doing so, I open myself to the opponent when i should be using normals. I also need to use non ex consuming hayates as a punish instead of abusing oroshi ex for no reason (my setups are not even good after ex oroshi).
If anyone has a trap / setup to beat ex senpusha i’d be gratefull.

Yeah watching it back, hearing Combofiend saying Neutral Jump. I pretty much gave the game away. I think after the initial headbutt-stun in round 1 I was trying so hard to avoid that again. Dropped Seichusen was pretty retarded too. Oh well. Live and learn.

According to the frame date EX Senpusha starts up in 7 frames, so it’s safe jump-able, and I think it’s meaty Oroshi-able. This also breaks her EX counter guard on wake up. So, after a sweep, dash in and input HP Oroshi for meaty. On block, you should wait until the last second and hit with cr.mp/st.mk, hayate or cr.lk, lp hayate depending on distancing.

VITRIOL recommended that you try a meaty Yamase on here wake-up, whilst option-selecting Seichusen Godanzuki. If you time it right, you trade the first hit of Yamase and U1 activates, smashing Juri’s reproductive organs to smithereens. Timings tricky though so hit up training mode to find a good set up. I think this set up loses to her EX counter depending on where she chooses to move to. I guess you just need to get the right guess. The inputs should look like:
Forward HP, QCF,QCF, PPP x 2. If you hit the first punch, you’ll still get the TC.

I usually have trouble with Juri myself. So let me know if any of this helps.

Hello, fellow Makoto player. I noticed that you like to play a very setup heavy Makoto, which is amazing for matches where she should be on the offense most of time. But I think that in this one, as an overall strategy, Zangief should be the one making the steady offense. I play this match slow paced and defensive, with antiairs always in mind and a lot of normal moves/neutral jumpin, and then here and there I make sudden bursts of crazy offense when I see the Zangief player is not expecting at all.

I saw you did there some f+mk, hk and I think you should include more Yamases in the footsie game againt mores grounded Giefs, as they don’t count that move very often. Either way, good job there. If it was me there, I would have switched to my T Hawk secondary, because in a tourney is very hard to feel confortable in this matchup.

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A match where I hit the late crossup tsurugi setup that I posted in the other thread. It’s a good setup vs shotos also, especially when they have 2 bars and try to reversal uppercut! I think there might be more of those against larger chars if you put some walking forward in the place of st lp.
Note: I am very bad against Adons. I prefer playing T Hawk in that matchup to ruin most of Adon’s stuff.

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I have quite an experience in this matchup but I didn’t research enough setups or tech here in the forum (I’ll do it someday). What I can tell about Juri, and this is very important, is that she only reveals the BITCH she is when you’re in the corner! I almost fell out of my chair when you put yourself in the corner in the second round. It’s good having U2 to deal with that corner situation. I don’t think the EX Hayates you did were waste of bar, as they are great for taking her to the corner where a slighlty non meaty oroshi cover all of her reversal options (if it trades with the senpusha. you get a combo after!).

@Chewmandinga & Rafalibe
Thank you for you advices. I have to find the exact setup for a meaty yamase. I already had good results with that.
Btw i made a few research a few weeks ago. EX senpusha is airborn most of the time. This is in this part of its animation that i want to punish it, to be able to have a reset after that : chk, crossdown, whatever… The ex senpusha hitbox seems quite unpredictable to me. I’d like to jump just behind Juri and bait her ex senpusha that would go the other side : i wouldnt be hit by her ex senpusha and would have time to chk her.


That’s the point. Just don’t jump behind her, you usually get yourself in the corner or get hit in mid air etc. EX Senpusha is -14 on block, which means you can already punish it heavely by just blocking if you are that sure she will do it. You can:

  1. cr mp, hayate (or ex hayate for position and juggle)
  2. raw U1 (not sure, might depend on the inicial positions)
  3. Yamase (funny thing is that I realized that in the middle of a tournament match)
  4. just sweep and get a setup after. I think main use of the sweep here is to get the fuck out of that damn corner!

Yamase is a 2 frame punish and don’t get you a good thing to do after, but is the more damaging 0 bar punish.

Thanks RafaLibe, i’ll try to do what you said.

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He seems to be good, but I think there was lots of tsurugis. Maybe he knew the other guy was not a focus happy Cody.

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Hi, i’m starting with makoto, no idea what to do against a local Sakura player :’(

any feed would be great!

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I know Sakura very well now,I’ve spend much time against very strong Sakura players with Mak.

Start: better don’t try any hayate or dash at the beginning because Sakura’s cr.mkxxshouken can stop you. Walk,you have tools like cr.mp to start your offense. Don’t jump,her dp can catch you from far and cr.hp stuff all Makoto air option clean,jump on Sakura when she’s knocked down. FA backdash or jump neutral her hadoukens,she throws those shit only to force you to jump/dash on her. Use your option like lk Tsurugi,f+mp and f+lk to close the distance. After that you gonna see the Sakura player jump on you: her jump in with hk have an ambiguous hitbox,you can stuff with the fukiage when she’s close or cr.mk when far,but block and backdash is a safely option. Sakura real goal is getting a KD just like us,don’t try risky moves until you gained dat advantage on wake up. Stop doing cr.lkxxhayate after an hayate all the times,Makoto she’s -9 on block (if my memory serves me right),sakura can mash her EX shoryu: mix it up with the mk tsurugi and dash throw (or karakusa if you take the risk),eat your opponent brain,force him to make a mistake.
If you get a kd via back throw, go for a safe jump or,better,for a tsurugi setup: backthrow,lp hayate,lk tsurugi. With this you can make her wake up shoryu whiff and if she trying to block the tsurugi hit her back. After one or two of those you can confuse her with some karakusa or oroshi on wake up ( while sakura player trying to block correctly). Tatsu chapter: that move is her way for the victory,all her damaging combos coming from it. In the vid when you blocked one of those you stay in Sakura’s range. Why? Block one,backdash or FA+ backdash,reset that bad situation. The safest ones are the lk and ex version,rarely you see use the mk/hk version,in doubt block and leave out as soon as possible. She gonna play mixup with normals and tick throws,isn’t simple tech Sakura throws,she have good traps against your attempts. Put Sakura in the corner if you can,leave of it if she put you on it;if you go especially in difficult when that happen,U2 is a good move to escape safely.

It’s a tough fight,her normals,specials and jumpins are all good,but she go in real difficult when we apply pressure on her. The goal is put her ass on the floor,when she’s there only her EX Shouken can turn the table.

In general I’d like to see you use her meter more efficiently. You were using it at really weird places/ not at all. I felt like every time you lost you had a full super meter :confused: also there’s no point in neutral jumping in this match up. Your not going to bait anything but punishment. Once you get in and land that ex oroshi safe jump Sakura with dash>lp neutral jump mk. Block the hadokens. I don’t remember you doing that once. Blocking it kills all her options. Use cr.mp more to. She has trouble against the move.

Be careful with cr.mp during footsies,do it **after **Sakura’s cr.mk,because she’s able to counter our cr.mp with cr.mkxxxshoryu.