Updated 25.07.2010
Karaage, Fukikusa…call it as you want xD Karakusa OPTION SELECT fukiage. See option select section
Moves to use on wakup
Meaty st.MP:
*has lot of active frame. It’s a perfect move for meaty on opponent’s wakeup
*if hits on wakup, cr.HP / ultra1 / st.HP ->… , will combo
*if guarded, you have lot of frames advantage. (about 8-10, depending on your timing on the meaty)
note: Meaty st.HK can be used too => [media=youtube]ZX4sqzg2-Qs[/media]
Karakusa
*will be very damaging if you land it
*be sure to land it before using it. Try to understand how react your opponent on your moves before using it. (that’s why makoto is not always useful on her first matches. You have to read your opponent before…)
Meaty Oroshi (LP, MP)
[media=youtube]3RifmhOST2M[/media]
*is overhead
*same possibilities as meaty st.MP
*not punishable on guard
*some setup will make whiff the LP version (ex: crHP -> dash -> LP oroshi). Can be useful to feint a stand-guarding opponent
Meaty cr.LK
*hits low
*st.LP (3frames), st.MP (2frames) or st.HP (just frame) will combo after it
Guard or Backdash
*don’t always attack, and try to read random reversal shoryuken
*makoto’s backdash goes far enough to make whiff reversal shoryuken (so no FADC)
*delay throw while guarding to techthrow/throw your opponent, and not get hit by a reversal shoryuken.
Crossup (or not) j.MK
*different timing will make you crossup (or not) the opponent on his wakeup.
Forward+HK (hold)
*will go through opponent’s body when he’s knocked down. Particulary useful in the corner.
Followup, depending on the moves
One of the main point of makoto is to stun the opponent. Of course, you can use some feint (ex: karakusa -> st.MP -> karakusa) to add some damage/stun, but it’s sometimes so difficult to land a karakusa that you HAVE to do the max damage/stun when you can, without feinting. Here is what to use:
*Meaty st.MP -> cr.HP:
-Option select to beat opponent’s backdash on st.MP.
*Meaty st.MP -> st.HP -> EX oroshi:
-460 stun
*Meaty st.MP -> ultra1:
-Best damage, but no stun. You have to have good reactions to use it.
*Meaty cr.LK -> st.HP -> EX oroshi
-start from a meaty low attack. Very useful
*Karakusa -> st.HP -> hayate cancel -> st.MP -> EX oroshi:
-500 stun. Do it twice and 80% of the cast will be stun.
*Karakusa -> ultra1:
- Again, no stun, but best damage.
*Meaty oroshi (LP, MP) -> cr.HP:
- start from a meaty overhead attack. You can use ultra1 instead of cr.HP too
Mixup on wakeup
(tested on ryu. Some characters have different wakeup frames (adon, sagat, etc etc).
Check above section to see what to do if your move hits.
Backthrow
wakeup frames:
61F Blanka, Dhalsim, Claw, Sagat
62F Adon
65F Hakan
60F The rest
*walk back a bit, then forward j.MK:
- it’s a meaty crossup.
dash3 -> meaty st.MP~ or Karakusa~
dash2 -> LP oroshi~
*whiff MP fukiage -> meaty st.MP~ or Karakusa~:
- will fill a little bit the EX gauge.
*forward+HK (hold) -> meaty st.MP~ or Karakusa~:
- will crossup opponent’s knocked down body
- makoto will be in corner, so watch out (it’s not her place usually^^)
Crouch HP
wakeup frames:
38F Adon
44F Ibuki
46F Sagat, Cammy
47F Blanka
45F The rest
dash2 -> meaty st.MP~ or Karakusa~
*dash -> meaty MP oroshi~
*forward jump -> meaty cr.LK~
EX oroshi
wakeup frames:
61F Adon
67F Ibuki
69F Sagat, Cammy
70F Blanka
68F The rest
*dash -> straight jump -> (land) meaty st.MP~
*dash -> straight jump any move (whiff) -> (land) meaty cr.LK~
*dash -> straight jump any move (whiff) -> (land) MK karakusa~
*dash -> forward+MP -> meaty MP oroshi~
*jump forward -> (land) meaty MP oroshi~
*kara(f+LK) LP hayate -> meaty MP oroshi~
*HP fukiage (whiff) -> meaty st.MP~
-will fill a little bit the EX gauge.
*backdash -> jump+normal move
- safe jump against 5frames+ reversal (tiger uppercut, cannon spike, fei’s shoryu).
*walk a bit -> FAlvl3
*st.HK (whiff) -> straight jump MK
- safe jump against 3F reversal moves
[media=youtube]deQQyHHCtNQ[/media]
Ultra 1
wakeup frames:
82F Adon
88F Ibuki
90F Sagat, Cammy
91F Blanka
89F The rest
- walk backward a bit, then jump forward MK
- meaty crossup j.MK
*jump forward -> (land) dash -> meaty MP oroshi~
EX hayate (opponent quick recovery)
dash2 -> karakusa~
*straight jump any move:
- safe jump against 4F+ reversal move.
*cancel FA lvl3:
- in corner, opponent cannot mash lights or jump (he gets hit in the air)
*forward+HK (hold) -> meaty st.MP~ or karakusa
- crossup the opponent while he’s quick recovering.
Forward+HK (not hold)
wakeup frames:
39F Adon
45F Ibuki
47F Sagat, Cammy
48F Blanka
46F The rest
*dash -> meaty HP oroshi
HP oroshi
wakeup frames:
66F Adon
72F Ibuki
74F Sagat, Cammy
75F Blanka
73F The rest
dash2 -> straight jump any move:
- safe jump against 6F+ reversal moves.