Makoto Video Thread/Match Critiques

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.

I haven’t notice the crlkxxhayate thing X_X

Just a question what’s KD? o_O

i found he was in serious troubles everytime i crossed up him, whenever was possible i did it. Also i’ll watch some responses i do. Sakura’s match up is rare to me. Usually i’ll play makoto on 3rd Strike. Just move into AE. About tatsu chapter, just got it!

:open_mouth:

i’ll do it! thank you very much!

ok

although he never use crmk, at least i don’t remember he did it a single time XD. Thank you for the advice! i’ll use crmp with caution.

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13m44s

KD = Knock Down

Holy crap…Apparently I’ve been playing that matchup completely wrong. Any advice on how this playstyle would apply to a guile who throws less sonic booms? It seemed like that was the death of him.

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Hayate doesnt seem like a good option for a meaty : a regular one wont catch the potential backdash. It’s quite easy to see coming, and it has a huge recover. Btw that’s fun.

Hey guys ill be participating in a local tourny around 730 mst. Its on twitch at 4dstreaming

Good luck! I’m crap with time zones, so if you can post the link near when it starts I’ll give it a watch.

Siiiigh.I tried to ultra the overhead in game 2 at the end. Heart breaking… :frowning:
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why did you let him grab you so much???

No offense, but that Vega player was very bad at the matchup.

There were so many times that you did a cr.HP in a string that he didn’t interrupt (at best +2 or even from s.lk +0 into a 7f sweep) or just block for a free punish into EX Walldive. His cosmic heel spacing was very poorly planned and he never really setup a normal safejump delayed OS to stop your backdash/not get hit with wakeup attacks.

It’s mostly that he missed punishes on EX Hayate and sweep so many times. The Vega players that we have over here punish my sweeps and EX Hayate every single time. They also know to not fall for stupid gimmicky resets after Karakusa by just holding up or mashing backdash/DP, because there’s really no reason not to. Also, I don’t think he landed a single bread-and-butter link in the entire set.

I’m also surprised that you picked U1 for this matchup. I mean, I can’t knock it because of how many times you landed wakeup U1 successfully, because if something works then roll with it. However, I feel that U2 is far superior in this matchup. Not only does it shut down Walldives unless they want to forfeit the round, but it also punishes his wakeup U2 if you bait and go over it, also forfeiting the round for him.

Other than that, you blocked and punished a lot of his stuff well, so that was pretty good. Had you blocked on wakeup a lot of times when he did a meaty Cosmic Heel to catch your backdash, it would have been spaced SO badly that you could have thrown it or gone for a guess and Tsurugi’d afterwards to catch his panic stand tech.

I did like your usage of j.MP a lot though. Those were very good reactions to Vega being in the air.

I lost my focus really bad.

I wonder if crouch tech os cr.mk beats Vegas cosmic. I always tech os cr.mk vs guile to beat his flip kick pressure. Gllty did really good before Vega started throwing out cosmic heel semi randomly. I don’t remember seeing him os it he just did it. The problem is you didnt adapt to the change in his gameplay. Those commentators are so biased just because they don’t know makoto the way we do does not mean the player is random gllty was solid and is def improving her makoto since I last saw you in action keep it up remember if a player gets random gotta adapt to the patterns.

Sent from my SGH-I747M using Tapatalk 2

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Will the opponent try to block the crossup jump mk ? It’s not a fully meaty(+4), if my calculation is right, but it seems meaty enough. If you are too slow by 2 frame, you will be perfectly meaty.

s.LK = 16f
jump attack = 40f
meaty c.LK = 8f
= 64
Ex oroshied regular opponent stays on the ground for 66 frames.

Frame data for meaty attacks is pretty hard to calculate especially when going off the frame data itself. For example:
Makoto’s s.mp
Startup - 5
Active - 7
Recovery -7
Although it may look like the normal has a total of 19 frames you actually count the last start-up frame as the first active frame, so the 1st active frame is the same as the 5th start-up frame and thus you count the normal as having 18frames total.
I use a little diagram in wordpad to to help me ( S= startup A=active R=recovery)
s.mp - SSSSAAAAAAARRRRRRR
If you count the characters each as one frame it’ll become clear (at least it does to me anyway).

There is also a section in the first page of the Q&A thread about calculating meaty attacks which is very helpful and also details wake-up times for the various knockdowns we Makoto’s have.

Now onto the setup, if done frame perfectly the cr.lk will whiff by 2 frames. s.lk is 15f total (discrepancy in values noted above) and a jump attack is actually 44f (40f in the air and 4 recovery frames on landing), so s.lk + jump attack = 59f and the cr.lk is active from frames 4-7 (4 frames total) so the setup can only hit something in frames 63, 64, 65 and 66. EX Oroshi gives 68f of knockdown (as stated on the 1st page of the Q&A thread) so the setup is off by 2 frames.

You can however use s.mp > jump attack whiff > cr.lk to get the cr.lk to hit on the 2nd last active frame which leaves us at +5 on hit.
s.mp (18f) + jump attack whiff (44f) = 62f so cr.lk will hit on frames 66, 67, 68 and 69. Cammy and Sagat will wake up 1f later and get hit on the last active frame which lets us link cr.lk into s.hp or U1.

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[EDIT] You can also do cr.lp > jump attack whiff > s.mp after EX Oroshi to hit on that sweet last active frame of s.mp

Thank you for the explanation.

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I dont understand how jumps work :
36f for a neutral jump without attack.
44f for a forward jump with attack
What for a forward or back jump without attacking ? 40f ?

It’s 40f for empty jump and 44f for jump attack no?