Makoto Video Thread/Match Critiques



Yeah, it works on all the cast. You know,karakusa EX grab only point blank,we can grab even Rog but only if the safe jump is veeeery close.

Watching that second match with viper gave me a question. Should I be crouch tech with c.mk to beat burn kick mixups? I didn’t see the inputs but it seems like that was what the mak player was doing.

http://www.youtube.com/watch?v=bJ7HISJOZpk#!

I don’t mean to sound rude, but I don’t think there’s anything new in that video?

That’s true, but it’s an effort to help makoto’s community to grow and it’s well done. I’d like a technical video thread, that would be better.

You can add U2 (full animation),dash,EX Fukiage,EX Tsurugi against opponent in the corner,max damage if we have bars to spend. Or U2,jump cancel+HK Tsurugi (510 dmg),max damage meterless. Or some combos with charged Hayate. I love Makoto,to stuff to learn. Still.

this explains a lot lol. during the video everytime he did one im HERE IT IS but then no ex kara lol. i like how you used vryus corner setup though. it would have been a sick ending to that match. i agree with u2 though. there were a lot of fireballs he was throwing on wake, or just in general, that could have been sniped lol. its interesting that ya we really dont have to worry about his fireball game but choosing u2 makes it even more risky for him. i need to start doing more kara karakusa thought :s

that was an impressive set against xwax solid dude. you are a skillfull makoto player win or loose.

just got a question, you kept doing random kara normal hayates, were these just missed kara hayate cancels or you intended to do it that way? i mean, normal hayates are already slow and you were close enough most of the time that there was no need to kara…???


reuploaded without the sound issue.

And some Claw-Makoto fights.

i dont know why but i usually dont do to great with using U2 with advance players. U1 gives them the whole idea of afraid of being grabbed. i need to throw U2 in there some more though but advance players will just hide chucking the projectile very well

its a bad habit. i alway do it just to it just to make sure that i get the max distance. i have to stop doing that cause it does make the move com eout slower :(. thanks for the input btw

I’m the same way with U2; whenever I have it stocked I obssess over trying to land it instead of playing my actual game.

i’m like aquasilk when it comes to ultra II, it’s all i use! one of my main reasons for using it though is that it is sometimes the only thing you can do to get out of the corner. i hate getting pinned down by vortex charcters and other characters with extremely good corner pressure. when you think about the kind of amiguous coner BS that a lot of characters have and the fact that makoto has no wakeup game, it gets crazy. it’s not so much about landing it for me as it is about getting out of jail, and besides, makoto uses focus so well that i usually get ultra back in no time.
i need space to work…

Is a general problem,when I have the U2 stocked i’m going mad about throw it out. Only some weak minds get punished after a fireball,even use it as a out of jail move is risky,but she’s a perfect “fear factor”. Lot of players are afraid about,some of them begun walk back when they think Abare is coming… there it is karakusa comes in to play. Is a weird ultra though,I miss her 3s-like comboability,that’s why no one loves it. ATM is too random for a Makoto player,hope they fix it a bit.

top players just typically wont get hit with it by trhowing a projectile. im convinced of that. think about it. if you were a projectile character and you have to fight makoto, adon, bison, abel, blanka, seth etc, why would you throw projectiles on their punishable max range with ultra? you just wont do it. meanwhile you lose makoto best damage option.

makoto does great not being bothered with projectile with axe kick. U2 is pointless to me to attempt to stop projectile spammers.

i won’t argue ultra II’s utility when compared to ultra I because overall, ultra I is just the better option. i use it purely for fun and i play better with it than i do with ultra I. to be honest, playing with ultra II is like playing without ultra. in a serious match, you may never get to use it! having it stocked though, changes the game and that could mean a lot in some matches.

Please, Take a look.

Background on me: I’m a third strike player, from Eastern Canada. For about 3 years I moved to Toronto where i became a serious third strike player (maining makoto). My execution in 3s is on point for the most part. ONLINE PLAY 3S
With makoto in AE, I am having a huge problem with characters with good walkspeed and mashable reversals(yun mostly). It seems like there is something I’m missing about AE.

Shoot a look at my youtube channel, I usually hover between 2.8-3.6 PP on xbl. Most play examples up there are against bad players unfortunately but I have a lot of footage to upload still. Any input and or training partners at a higher or similar skill level are welcome to message me on one of my XBL accounts XBL:sighgasm preferably.

YOUTUBE CHANNEL

In my own personal experience I find it very hard to use the max damage punishes online. Mak uses a lot of 1 frame links and I just can’t reliably do them online. Not to mention safe jumps, etc. It’s all very frustrating.

I have little issue with execution, moreso neutral game. safejumps are very frustrating online though