The Rindoukan Bible — Printed Makoto Guidebook

New backthrow setups in 2012:

Dash, neutral jump 4 frame safe jump
Dash, c.HK whiff, perfectly meaty s.MP
Dash, s.LP whiff, perfectly meaty MP Oroshi
Forward jump attack whiff, perfectly meaty c.MK
Empty jump, delayed a frame s.HK.
Dash, f+MK whiff, as perfectly meaty LK Karakusa as possible.

Haven’t got around to testing all of these yet but s.hk will whiff after an empty jump if done frame perfect, but against those pesky characters who wake up 1f later than everyone else jump attack whiff s.hk will hit perfectly meaty.

Also with the dash > c.hk whiff > meaty s.mp setup be aware that cr.hk will push Makoto away from the opponent on the ground so followups will be limited to st.mk, c.mp, sweep or hayate.

With the jump attack whiff c.mk setup, c.mk can also be replaced by f.mp for more damage and a closer position to the opponent, although you will definitely want to use c.mk against DeeJay (c.mk makes all reversal upkicks whiff and you can os lp fukiage to catch all versions of upkicks when they go above you) and Honda (it makes all buttslams whiff on the way up, you can os forward dash and then punish the buttslam on the way down or os lp fukiage to catch lk, mk and hk buttslams, you’ll miss EX buttslam but the fukiage should recover in time for him to not be able to punish).

Hmm, the s.HK meaty should work based on frame data (41 for empty jump + 15 frames until final active frame of s.HK). Maybe they changed its startup and/or active frames between AE and 2012?

It’s tough getting to 42 frames based on her moves, as she doesn’t have a 26 frame normal or special to compliment her dash. The most practical I can personally formulate is HP Hayate whiff (43 frames) to get a +8 on hit s.HK.

I thought empty jumps were 40 frames (+4 for an attack). If it is, then 40f off an empty jump + (according to srk wiki) s.hk has 8 start up frames and 8 active frames so the last active frame on s.hk is the 16th.

Thus 40f + 16f = 56f and after a back throw there is 56f til the opponent gets up (as per V-Ryu) so the last active frame occurs on the last frame of the last frame of recovery, for the s.hk to hit it would have to hit on frame 57.

For eg:
Backthrow = 56f
Jump attack whiff = 44f and cr.mk = 13f (startup to active, disregarding recovery)
so the setup will hit on the 57th frame and is perfectly meaty.

But then again I may be completely wrong and they changed the active frames of out s.hk.

Normals don’t work like that, IE s.HK has 15 frames before recovery (in AE, unknown in 2012). The last frame of startup is the first active frame, so ultimately to see the duration of the attack you subtract one from the sum of startup and active frames to get meaty timings. This makes sense because otherwise being able to punish a -4 move with c.LK (4 frame startup) would not be possible because it would hit on frame 5.

To attack opponents on wakeup, you should hit them on the frame they wake up. For instance, Backthrow, f+MP (20 frames), neutral j.HK (40 frames) worked off of Backthrow’s 60 frames of knockdown. You don’t wait a frame after they get up.

Ninja Edit: Okay, I believe I’ve had the wrong notion on how empty jumps work. It seems as if you CAN attack on the first frame of recovery, unlike what I thought. Fuck! Wrong all this time, it seems. I will have to rectify every setup I’ve made that relies on empty jump = 41 frames. Thanks for opening my eyes, V.I.T.R.I.O.L.

Thanks for clarifying, I was just counting numbers and not seeing what the numbers represent. Usually I just go by feeling out or experimenting without looking at frame data.

Nah, dude, it very much seems as if I was wrong about the empty jump taking 41 frames, which fucks with a LOT of setups. Sorry!

It’s all good, we both learned something here. You discovered that you can attack with no delay after an empty jump…and I learned how to count :stuck_out_tongue:

newb question is newb…
c.HK like robot makoto is saying on his post (besides others c.XX) is close or crouch?

For Makoto you can always be safe to assume it means crouching since her normals don’t change with distance (unlike the shotos and others). I’m not exactly sure what c.XX usually means tho. I’ve seen both cr.XX and cl.XX before.

Noticed that the pages of the bible that should show the full animation of normals for illustrating what its looks like when it is active and when it is complete, still isn’t posted. I could do that portion as in I could provide the images but i need advice on how to do that. I can record in fraps or this other program I have, but how do I then break the animation out into individual screen shots?

this is seriously, one of the best fan projects i’ve seen. Looks pro, keep up the good work!

Just wanted to say thanks, lots of great info in the file. HOWEVER I found a mistake you said Tanden Renki gives a 25% buff to damage AND stun. It doesn’t buff stun (heaven forbid it might be useful then lol)

i saw that to, but i really wish it did!

okay — seems like 2012 will finally hit PC soon enough! i’ll get back on this once that drops.

sorry for the wait guys. between all the personal hell i’ve been through lately and makoto’s backthrow change i’ve been too busy/discouraged to work on this. haha.

i’ll need some help from you guys compiling all the new setups for 2012 in one place so i can just lay it out. if anyone wants to help out, please post below.

I don’t think I could help a lot, but I’m glad you’re back on board on this. It’s one of the best looking fan made guides I’ve ever seen. Well, if it helps, I could translate to portuguese, and spread it over to our Makoto community here in Brasil.

Dash, neutral jump HK 4 frame safe jump
Dash, c.HK whiff, perfectly meaty s.MP
Dash, s.LP whiff, perfectly meaty MP Oroshi
Forward jump attack whiff, perfectly meaty c.MK
Dash, f+MK whiff, as perfectly meaty LK Karakusa as possible.
Backthrow into corner, dash, s.LP whiff, MK Tsurugi

V-Ryu:
other instant overhead vs big character (gief, seth, etc):
backthrow -> backdash -> dash -> backjump HP

Is it possible to host the pdf file on another server ? a mirror.
I keep on having problems downloading with the link written in the first post.

Just wanted to say this project is amazing. Where did you get the screenshots for the hitboxes, and what are you laying all of this out in? This is so cool I want to go and make a guide for the other characters I play now :slight_smile:

After a long break playing Marvel, I’m hoping to get back to Makoto. The bible is amazing! Just wondering if this thing has totally stalled? Is the November update the final version?