Makoto Wake-up and Post-Hayate Mix-ups

thanks for this

This is probably old news for you guys but i did the sickest ultra setup today with mak.
Seriously, if you do this shit, you feel like god has spoken to you and sent you on a mission to spread rindoukan.

Basically: Enemy in corner, you somehow manage to hit him with EX Hayate (combo´d or not) while he´s flying in the corner, do a f+HK ground corpse hop.
Now this only works when the enemy does a quickrise.
So, he´s in the air. You execute your corpse hop and after it´s finished you immediately hit s.MP on his other side (since you crossed him up). He did a quickrise, and didn´t see your crossup so chances are very good he´s still blocking the wrong direction.
Now the mentioned s.MP hits him on the last frame (very meaty) since he was shortly on the ground and you just link this meaty s.MP into U1.

Looks fucking badass.

EDIT: If you time the MP too early, it will not hit, since all active frames will have passed by the time the opponent wakes up. But that is hard to do.

Hey guys, I’ve been playing makoto for a while and have finally gotten to a decent level with her to the point where I need to start utilizing option selects in order to improve my game. I have been trying to work on option selects in training mode but have a difficult time getting them to come out. For example

I will practice with a meaty setup on wakeup against a dummy with a reversal that I know will lose to U1 and try to option select it but no matter what I do I can’t get it to get U1 to come out. Any thoughts on what I might be doing wrong? Tips for practicing my option selects?

FYI, questions asked in the AE Makoto guide and Q&A tend to get more attention, so try asking in that thread too.

The only OS that beats out reversals with ultra 1 that I know of is from vryu sensei. And it only works against Honda; I don’t know if there are any that beats out shoryu-type moves. So against Honda: ex-oroshi, dash, s.LP whiff, neutral jump HK OS U1. Beats out headbutts and buttslams (I think it beats out his U1 too).

On a sidenote, if you expect your opponent to reversal on his wakeup, I think a more practical and universal way to handle it is to use safe-jumps instead.

Most reversals can’t be OS U1’d from a meaty normal, specifically c.LP or c.MK (the two most common due to c.LP’s chain factor and c.MK’s lowering of the hit-box and acceptable recovery). For c.LP, it would have to be an 8+ frame reversal and you’d have to be pretty frame-tight with your meaty.

To do c.LP OS U1, 3+LP, 6236+PPP, very fast. For c.MK, the only thing to it is basically doing c.MK xx U1.

Use a meaty setup from the AEMAKOTO guide for whatever normal you want to OS, this will help keep your active + recovery frames to a minimum and keep the error to execution and not from just being impossible.

i have the AEMAKOTO guide and have used it for sure. I know a lot of meaty setups and wake up mixups and have been trying to figure out ways to option select for when my meaties dont connect but i guess thats just due to the invincibility frames on the reversals and there obviously is no way to option select that. maybe i should focus on post hayate option select?

Example:
s.mpxx[SIZE=4]mp hayate followed by s.mp os dash[/SIZE]

Hey hey, been trying to learn the fukikusa OS and I can’t seem to find a single video of it in action. If anyone has a link to one, or wouldn’t mind making one, I would be super grateful!

You didn’t look hard enough at the first posts. :slight_smile:

[media=youtube]MQEbMzYar2Y[/media]

Hey guys, are all of the setups listed in the 1st post of this thread still relevant in AE 2012?

Nope, check out the setups in the AEMAKOTO guide for 2012 information.

for the ex oroshi set up… dash -> straight jump any move (whiff) -> (land) meaty cr.LK~… why do u have to whiff a move in the air instead of just doing an empty jump

Those meaty c.LK setups don’t work anymore. But to answer your question, whiffed air moves are used since they have 2 more frames of recovery than an empty jump, allowing for a more frame-tight setup.

Anybody got some decent set-ups for after U1?

What I’ve been doing is dash, f.lk - f.lp - f.lk - lk.karasura. It seems to work a fair bit of the time if the character is afraid of doing a reversal.

I’m looking for at least 1 good meaty set-up, 1 good safe jump, maybe an OS to beat back dash, and a more reliable karasura one too if anyone’s got any tips?

after U1 :
dash > stHP > neutral jump MK
MP fukiage > jump MK (4f safe jump (does not work against cody))
dash > dash > stMP > neutral jump MK

This are the setup I use all the time =) Hope this help

delete me please<br>

delete me please

delete me please

delete me please

Regular U1 KD = 89<br><br><ul><li>c.LK    hayate lp    j.MK    14    35    44  - safe jump<br></li><li>dash    f.MK    nj.MK    16    33    44 (safe jump) (this setup also works for a meaty cLK after a backthrow)<br></li><li>c.LP/f.LP    dash    dash    nj.MK    13    16    16    44 (safe jump)<br></li><li>c.MP/s.MK    empty jump    MP oroshi    21    40    28 - meaty perfect<br></li><li>s.MP    dash    atk jump    s.MP    18    16    44        11 - meaty perfect</li><li>f.MK    atk jump    c.MK/f.MP    33    44    12 - meaty perfect</li><li>c.LK    dash    atk jump    s.HK    14    16    44    15 - meaty perfect</li><li>s.LK    f.HK feint    empty jump    c.LK    15    27    40    7 - meaty perfect</li></ul><p>You can do a HP fukiage, then j.MK for a crossup (it’s not a safe jump)</p><p>On a safe jump you cant push MK to activate the j.MK, and just before it hits, push cHP, then do your regular hit confirm. This OS beats backdash.<br></p>

Against Abel

Karakusa -> walk forward a fraction -> s.hp xx hayate cancel -> s.mp -> s.mp xx EX oroshi -> whiff cr.lp -> whiff jf.attack -> s.mp (last frame meaty)

It will look like Mak will land on the same side but when Abel gets up off the ground his hit box will push Makoto behind him. If you do the same setup but without walking forward between the karakusa and the s.hp you will land on the same side.

I’m trying to find similar ambiguous meaty setups against other characters. It is a harder setup to perform though especially with the walk forward part which done incorrectly can lead to yamese or s.hp xx fukiage.