I dont know if someone posted this in here but I’ll post it anyway. I learned a combo that deals a great deal of damage on a Makoto (Super or AE). You can do this Jp.Mk Crossup or Jp. HP. This combo is very useful but it will take sometime to learn. If you score a knockdown on Makoto, you have a chance to do 40-50% depending on your meter. A Makoto cannot afford to make a mistake or they will be playing catchup for the rest of the round.
Jump in Without Meter: Jp.Hp-> S.Mk -> L.tatsu->Cr.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Hp. Shoryu
Jump in Crossup Without Meter: Jp.Mk (Crossup)-> S.Mk -> L.tatsu->S.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Hp. Shoryu
Next comes with meter. Now I’m going to break it into several parts. The first with one bar, the next with three bars.
Jump in with one Meter Bar:Jp.Hp-> S.Mk -> L.tatsu->Cr.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Ex tatsu
Note: When you do the ex.tatsu, you have four options: Reset, Hp. DP, Untechable Knockdown, Otoshi. Whichever you choice is up to your playstyle.
Jump in Crossup with one Meter Bar:Jp.Mk (Crossup)-> S.Mk -> L.tatsu->S.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Ex. Tatsu
Note: When you do the ex.tatsu, you have four options: Reset, Hp. DP, Untechable Knockdown, Otoshi. Whichever you choice is up to your playstyle.
The next combos do from what I remember 440+ with three bars. This will take some time to master, but from personal experience, they are well worth it. As I said before it’s up to your playstyle. DO NOT END THESE WITH ULTRA DUE TO DAMAGE SCALING. I would use these combos if I had the meter to do so. Not only do they do MASSIVE damage, **they drag Makoto into the corner every…single…time. **
Jump in with three Meter bars: Jp.Hp-> S.Mk -> L.tatsu->Cr.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk->Ex. Dp-> FADC->S.Mk -> L.tatsu->Cr.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Hp.Dp
Jump in Cross upwith three Meter Bars:Jp.Mk (Crossup)-> S.Mk -> L.tatsu->S.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk->Ex. Dp-> FADC->S.Mk -> L.tatsu->S.Hp-> l.tatsu->Cr.Hp-> l.tatsu-> S.lk-> Hp.Dp
These combos do just about 50% worth of damage. The reason that these combos work is do to the fact that when Makoto is hit, she slides back very slowly, allowing you to add more hits to your combo, that Sakura wouldn’t be able to do to others characters. Not only that but her hitbox is fat, making it even wrose for her.
Just found out combo’s similar to these do also work on Chun Li, Cammy (If I remember correctly), and Juri.
Juri: You cannot add the last part of the combo that goes **l. tatsu-> st.lk **cross up or not. It wont work on her at all. However, the Cr.Hp part will connect for the Crossup and normal Jump in Combo. So you can cancel that part, with a special move of your liking. Chose the best option.
**Example: Jump in and Cross up Combo: Jp.Hp or Jp. Mk-> St.Mk-> l.tatsu-> St.Hp->L. tatsu->Cr.Hp-> Special of you Choice (Ex. Dp, Ex. Tatsu, etc.)
Chun Li: Chun is a little harder understand. You can do the same **Crossup combos **I showed with Makoto but theres a catch. You have to do the cross up correctly and it only works with Jp.Mk from what I know. I’ll try my best to explain. When you do the cross up, you have to make sure that you hit her On top of the head. For some god awful reason, anything behind the her head and the combo will not work. If you do the crossup and combo correct, you are looking at huge damage, and when fighting Chun, you will need all the damage you can get when you can.
As for Cammy, she may not be one of the Characters it works on. I’ve tried it on all characters and I believe she was one of them. Sorry if I’m wrong. Please try this out. In AE, Makoto is much more of a danger, and with this you can make her fear a knockdown. Reply when you have tried it. I’ll make a vid, on this showing that it does indeed work.
Note: It does work on Cammy just tried it this morning. Its similar to Chun situation, but you have to hit her in the back with JP.Mk crossup. Then you will be able to pull off the same combos as Makoto.