Makoto Video Thread/Match Critiques

you can get thrown, jabbed or dped! it’s not safe.

That setup was never safe against balrog’s jab anyway, the axekick hits very high.
Also, this wasn’t even a punish in this match, Bloothy got counterhit, but the balrog pressed jab pretty late.

Guys. Thanks for watching the match and i appreciate the tips. Tell me whats your opinion on the choice of ultras VS fireball characters cuz after the akuma match, i’m not so sure anymore.

Depends how you feel comfortable with. Personally I use U2 against Sagat,Juri, Seth and Gouken, sometimes against Zanku happy Akumas,U1 for the rest of the fireballers. I’m not to sure about Poison, against her can be useful just for the stupid ones.

Talking about Akuma: U2 now can avoid the zanku barrage,beat fireballs and catch backdashes and teleports,but Akuma can bait it or beat it with his U2. Stay far from him is useless, he can bait U2 with ease,better stay at max half screen from him. You can hit Akuma if he try to stay away with the zanku hadokens and hit him during his ground recovery for the max damage. U1 can kill him… If you catch him. Since he has low health, when Makoto get closer Akuma’s goal is just one, leave from there ASAP, so grab him with karakusa is pretty hard. For me,U1 against aggressive Akumas,U2 against the keep away ones. After EX Fuki mixup the fake crossdown with the double crossdown to avoid reversal can help,if he has U1 stocked jump back when you touched the ground, with this you can avoid reversal and hit him with a jumpin if he does U1 (and from there our U1 is guaranteed).

Ultra 2 is fine against fireball characters like Akuma it’s just your use of it was kinda rough. Your obvious buffering can be used against you especially as ultra 2 isn’t strike invincible on the way up. The mk variant of your ultra was just the wrong distance which is unlucky and I’ve made this mistake also, the full screen U2 will always catch Akuma on the air fireball recovery just make sure to time it so it doesn’t whiff. The most powerful aspect of the U2 is that it makes fireball characters hesitant on whether to throw a fireball, this forces them to lose an option therefore making them more predictable.

Against characters like Poison and Charge characters I switch to U1 as there’s no sense in attempting to catch their fireballs.

you’re right, counter hit both times! I stand corrected.

I personally been using U2 exclusively against Dhalsim, Vega and Akuma.
Sometimes W Ultra aginst Rose, but that’s it. She navigate fireballs okay enough against other, and the Ultra is also so fucking slow for an anti fireball ultra.
Takes 20 frames at times to reach the opponent after activating it. Compare that with Adon or Dudley U1 that reach in less than 10 frames from full screen…

imagine that, and they’ve pretty much restricted it to an anti-fireball ultra… but yeah, u2 for gouki for sure, u can not only punish air fireballs but also use it to escape the corner air fireball mix up that he has going on. I’ve found that when u2 is stocked, gouki players tend to empty jump to bait the ultra, that’s when I punish the jump and not the air fireball. full screen hk u2 with follow ups does good damage on gouki.

Good?! It’s dead bro :smiley:

That game looked really laggy :frowning:

I don’t care if he landed that karakusa/fukiage option select, it’s still stupid.

I didn’t know that you could do some of those things with makoto wow. Also lol at Yun not ex kicking every single time makoto meatied an oroshi on wakeup.

can someone explain what just happened at 0:41 secs in that yun vs makoto match?

0:41 is when the draw game happens. Not sure what is there to understand.

I meant 0:49 secs

Yun goes for a crossup divekick, times it incredibly poorly, and makoto punishes with m fukiage.

kara mp fukiage.