Makoto Video Thread/Match Critiques

You have the same problem I do, when you aren’t sure what you should do, you tsurugi. It’s what I do when I auto-pilot, normal into tsurugi, tsurugi heavy approaches, etc.

I’ve started picking up on players with a cadence. And by cadence I mean, an identifiable pattern to their playstyle. For makoto players, this revolves around how they approach mostly. In the neutral, many intermediate maks will almost always use 1 style of approach repeatedly. And they will do it at regular intervals. This is an interesting quirk, because most newer maks don’t do this. They’re less rigid and much harder to predict. They also rely more heavily on just raw dashing which is much harder to react to than jumps, tsurugis, or focus dashes.

I played a really good Cody once and I was doing well against him, but eventually he started standing at a certain distance, probably about 2/3 screen away from me and throwing tons of buffered jabs. For the life of me, I could not figure out how to get in. After losing a lot he left and I thought about the matches later and realized I could have closed the gap slightly then used a forward moving normal to fish for a counter hit. But since I’m so used to using either dashes or tsurugis to get in, it didn’t occur to me.

You tend to rely on tsurugi or dash, moreso tsurugi. I didn’t see you use forward moving normals, empty jumps, walking, or v-tsurugi. And you didn’t really poke much in the Rose matches. So for your opponent, that makes things much more simple to deal with.

This Rose caught on to when and how you approach and just started throwing stuff out, sometimes fairly punishable stuff, and you got hit. Watch the replays again, and look at what happened when you stood still for a second and focused on a reactionary ground game vs an aggressive approach. I remember you whiff punishing on at least three different occasions. Sweep, cr. lk, and st. mp are the most viable ground normals in this matchup. Cr. lk can pre-emptively stuff slides.Your whiff punishes had the potential to heavily swing the match in your favor, but the rose either backdashed or mashed a reversal and you were back into the neutral.

Boiled down, you have the same problems vs rose many players have, getting in and staying in. My advice is to focus a bit more on ground game and whiff punishing. This will vary your approach and make you less predictable, alter that cadence brah. Think more about when and how you approach. Sometimes, it’s best to go in after a whiffed move…say when the rose opened up with sweep. If you’d dashed you could have at least gotten some corner push and perhaps even a karakusa. I feel like you didn’t give the Rose time to show you how he plays in the neutral. You were too concerned about how you were going to approach and the Rose just kept punishing you for being too reckless.

Now for staying in. In pressure, your cadence is almost always 1 or 2 normals then tsurugi. Think about what to do instead of tsurugi. Try doing normal x 2 into kara throw. You have to establish that throw game to get the most out of IATs. Normal x 2 wait lets you see how the player reacts. Occasionally you’ll make them whiff a punishable move. Your biggest opportunities came after hayates, so work on your post hayate mix-ups and look into how to punish Rose’s backdash. Safe jump OS throw is really low risk if you don’t want to gamble on guessing between backdash or reversal ex spiral. You can OS ex fuki for backdash too (thanks vryu).

Hope the wall of text is helpful man, keep at it, rose can be really frustrating.

Great advice mate. I notice Seaslug does the same thing with the Axe kick when he could have just went for solid damage with a throw or hayate half the time.

You got a link for the EX Fuki OS? Is it similar to the Fukikusa inputs?

Don’t think you can OS it grounded since if they blocked your normal you’d get fuki regardless of hit/whiff/block. I’m talking about a safe jump OS. So just safe jump with ex fuki buffered in.

The risk of delayed wake up is there, I’m terrible at reacting to the technical prompt personally. I love OS ultra 1 too much and I’ve lost a few matches going for it.

I’m still doing standard safe jumps then stand throw for delayed wake up cause I haven’t started actively thinking about it. I have seen a lotta maks do the safe jump then cr. lk after to make it into a poor man’s fake into low though.

NISHIKIN(Branka) vs Misse(Makoto) / WECG Japan GRAND FINAL 141130

Yossan(Juri) vs Misse(Makoto) / WECG Japan 141130

Hi guys,
I’ve been secretly lurking this forum, watching and learning, but I’ve reached a point where I feel like I need some criticism.

So … to start I would like to show a FT5 I did with a, more or less, decent Rose. This MU is haunting me ever since Ultra :neutral_face:

I won but It didn’t felt like I outplayed her. What kind of tips could you point out?

Thanks, appreciate it.

I’m probably around the same place you are, others will probably point out better stuff.
Anyway, any reason why you use a j.mk instead of a j.hk when safe jumping? the former does 80 damage, 100 stun, the latter 100/200.
You also seem to sometimes stay too still, that usually makes it simple for others to pressure and measure the right distances for jump ins or cross ups. You could try messing them with backdashes, f.mp, f.lk, and target combos, that tends to make them doubt more when to get in and gives you a bit more liberty, just don’t be predictable or you are gonna end whiff punshed or counter hitted a lot.
You also got punished when trying to punish with c.lk > lp hayate. I have close to no idea about the match up so others might be more specific, but maybe you could have tried f.lp (which is a 3f move, instead of the c.lk which is a 4f one). If that works you can link an ex fukiage and get the reset game started.

Is this the only active Makoto board right now? I have generic questions, not video-specific ones :frowning:
Are there any other resources for talking about Makoto in Ultra?
Is there an easy way to set up a ft5 or something with a better Makoto than me :stuck_out_tongue:

Is there any collection of Makoto matchup notes that aren’t completely irrelevant in Ultra? Right now I’m playing a lot vs Dudley, E.Ryu and T.Hawk and I’d like to read up on common wisdom in these matchups.

Also @EssenPT‌ - I only watched the first 3 games but it looks like you could get a ton of benefit out of working on your combos. A few things I noticed…
[list]
[] You landed a MK tsurugi and combo’d into f.mp. mk tsurugi should be a full punish every time - at least st.fp > hayate, better is st.fp xx ex fuki
[
] You hit cr.lp cr.lp a bunch but don’t really do anything afterwards (I saw cr.mk once LOL) - there’s a LOT more you can do here, for example cr.lp st.lp cr.lk xx EX hayate or fukiage
[/list]

Basically when I’m playing, every time I get an opening or a punish and I don’t actually get the max damage I think I can, I tell myself that I need to work on that situation (if i land a jump in, if i get a counter hit f.mp, etc).

I also noticed you did a lot of mp buffered into mp hayate FADC, not sure I agree w/ that strategy, EX hayate is really really hard to punish, I tend to just buffer that and forget the FADC. better corner carry and damage, and safer, for less meter.

Very well :smiley: (I’m excited for the feedback) Thanks for the insight.

@nihil The reason why I did j.mk instead of j.hk is for situations where I suspect they will block. Why? So I can mix up with karakusa or tsurugi after the j.mk … the nj.hk blockstun overlaps the karakusa (thats the problem) … I could make use of nj.lp/lk, but they aren’t so easy to perform Hayate OS to catch backdashes.
You mentioned being very static during the matches. ehehe I admit, It’s kind of an issue I have … it happens because I put a lot of focus on studying the jump-ins and the opponent patterns, wich makes me freeze my movement for some reason! (I’m definely gonna try improve on that).
About punishing Rose’s Soul Spiral … oh boy … that’s like the bane of my existence at the moment … my go-to punish is normally f.lp into exFuki but, depending of the spacing on the SS, the f.lp can whiff … thats why I was trying to get more range with the cr.lk but failed miserably =\ I dunno, It’s super hard to figure out when SS’s are safe or not.

@BobbyScar‌
I struggled a lot on the first 3 games, but it got better the rounds after.(I take time to adapt)

Input mistake, I tried to st.mp x ex fukiage there. (Since we are talking about Tsurugi follow ups) I found in training mode that at some longer ranges m.tsurugi can’t be followed with cr.mp If Rose is crouched … for some reason her hurtbox lays back after the hit and makes it almost impossible to land the cr.mp.

cr.lp cr.lp was so awkward eheh … Makoto cross up mid screen is so trash (even though capcom supposably buffed it coff coff) that I was caught off guard and forgot to st.HP feint into f.lp x ex Kara xD derp

Happened twice, I miss calculated the meter for red focus and, since I had only 2 bars, the regular focus came out.

On a side-note, Rose’s had a lot of success by using close MK on wakeup … it destroys a lot of makoto tools, it beats grabs,lows,karakusas and tsurugis … she then mix it up with a backdash or ex soul spiral to bait a meaty … I realized how hard is to mantain pressure mid-screen agaisnt Rose because of that one button.

That Misse vs Yossan match was so crazy lol

Misse takes gambles like nobody’s business in that Juri match up I see. Just balls out, do or die, lets go.

What can’t Makoto dash & EX Kara through?

Found a FT15 between Keoma (Abel) and Kusanagi (Makoto).

Misse making us proud there, nice matches.

The one with Michael tan, god.
I think he might have gotten stun if he went with njHP after the second ex fukiage combo instead of HK axekick too. Would have been a lot cleaner.

i saw that dec one, mago holding the team back

I dont remember this video. Some things are cute.

The crMK / crHK for the cross under into karakusa always seem so slow… I don’t see many people getting caught by that.

And you can already double cross down by just holding back and doing the MasterBloothy Karakusa input to get it after the second cross down ( DP back kick )

Hey Makoto’goers. I’m not sure how active this forum is for Makoto users, but I’ll post here anyway in hopes you guys can help me out a bit.
I just finished this video pertaining to the Makoto/Dudley Matchup, and I was wondering if there’s anything you Makoto’goers would want to point out to me in the case I do another series video with Makoto in it.


Thanks, guys :smile: Love you.

Some violence.

It was great, I have no complaints. Maybe going over some part a bit too fast, but nothing a rewatch doesn’t cover.

Great match from MasterBloothy against a Guy player.
This is the kind of match that makes me think Makoto is just really good and not as gimmicky as people want to believe.
Just great spacing, great control. Good anti air into corner push, frametraps, safe setups that blow up crouch tech. He blocked after the EX Fuki in the second round and still applied pressure from it. No extra crazyness.
I really like that kind of play with her.