The Rindoukan Bible — Printed Makoto Guidebook

my concern is toward the setups,should I bother learning them or just wait until usf4 hits.

Practicing Mak is always good. As far as Ultra goes, they are only changing properties not frame data. Like Ultra 2 is fully projectile invulnerable, EX Oroshi is fully throw invulnerable, The crossup hitbox on jump MK got buffed, etc. The setups will all work.

also FYI, I heard a rumor from a reliable source that said every character will have the ability to use both ultras. Yeah, you read that right.

I hope not. Imagine Gief with 2 ultras. No easy offense on ground not even on air.

I have not seen any changes for her yet been looking. All.i know is she is getting buffed lol

T.hawk too lol. Idk man if we can use both ultra’s in a match its gonna make this game pretty crazy lol

I am fairly new to the game and found that I want to learn Makoto more than any other character. I used to play C. Viper a little but I discoverd Makoto and switched. I also play a little Sakura as well. With all that said though, I feel like learning Makoto would be the most rewarding thing to learn.

I’ve done trials 1-20 as Makoto and only really know of 2 combos to do. I can practice those to to them consistently but, I want some other combos to help me do damage to the enemy when either they get close or I get close. I’ve read the guide and I know I have a lot to learn and understand. I did find the combo section of the guide and I’m not sure what combos I should try picking up first. Should I just go down the list? pick a few at random? or are there other one I should learn before other ones.

I don’t understand on how to utilize training mode. Heh, I feel like I need to learn how to learn. Anyway, off to work I go. I’ll either check tis throughout the day on my phone or I’ll check it when I get back.

for combos start off with the easy ones like, cr.lp, st.lp, cr.lkxx lp hayate
cr.lp, st.lp, st.mpxx mp hayate
St.mp, st.mpxx mp hayate
St.hpxx hp hayate.

in training mode put the dummy on auto block when you do combos. there is alot you can do in training mode , try those combos first then move on to the.harder ones and you can end all those combos with ex hayate instead if you have meter.

It would be better for some characters than others. I mean, it would really change quite a bit. I’m not exaggerating, lying, or anything in between when I say I have this on really good confidence.

if we can use both our match ups will be better if we have u1 and u2. When I play ryu’s online and have u2 stocked they try and bait me by whiffed normals so I dash up and karakusa, but no u1 lol mak will be alot better with both

I knew about the autoblock thing. Thanks for those combos. I’ve been practicing them a little. I also just messed with the fa3 crumble into fukiage thing.

I’m sorry, I just had to post about my amazement at the quality and apparent thoroughness of this guide. Incredible! Brings me back to being a kid and flipping through various strategy guides, scouring every nook and cranny for info. Was this a community effort? What was the story behind its development? What program was used?

Everyone involved should get a some type of reward or something. How was this not on the front page? Or was it and I missed it?

In terms of tech, this was a community effort (led by V-Ryu), but the actual production of the guide goes to 1 person, who is a professional designer in Calgary. I’m pretty sure this was on the front page, but I couldn’t tell you when. Thankfully, the information included the guide was so solid that none of it is outdated.

Question regarding the Level 2 Focus -> KaraKara Frame Trap: if Makoto’s Dash is 16 frames (SRK wiki) and Makoto is -15 after LVL 2 Focus… wouldn’t that put Mak at -1 and not +6 after a Forward Dash?

You’re cancelling the focus into a dash so it removes a portion of the recovery. You’re only -15 if you let the entire animation end.

Focus Attack Level 2: 22 Frames of block stun. Subtract 16 frames for the dash and you’re at +6.

LK Karakusa has 7 frames of startup. The last frame of startup is actually the first active frame. That means they have one frame to react.

Plus those 2 throw-invincible frames added to every hitstun/blockstun/wakeup. So opp is throwable at frame 9 and mk karakusa is the right choice.
This kind of karakusa traps beats block/jab/throw (result can be random). They’re still very useful.
Mak’s blocked FA2 DC frame advantage was changed in AE iirc.

There were some posts a few weeks ago about the sweep to karakusa frame trap (c.HP, empty jump, lk karakusa) and I posted about the counter-hit sweep case (just do non-empty jump instead).
An input trick I use for the usual, empty jump case is negative edgeing the karakusa. If you don’t, and if your lk press comes even one frame before landing, the jump becomes a jumping normal: 4 landing frames are lost and the frame trap is gone. Negative edgeing the lk cannot start an air normal, and you’re under tsurugi height restriction. So the jump will stay empty.

Yeah there are those two frames. I was more focused on explaining that you can figure out exactly how much block stun or hitstun anything has just by looking at the frame data and you can figure out whats possible as well, even if it has to do with something a little more complicated like a jumping attack that deals with landing frames etc (in that case its more of a range of frame data versus something specific).

I promise I’ll contribute when I actually play AE … haven’t played it in two months.

Just wanted to mention that The Rindoukan Bible got a shout out by Gootecks on Excellent Adventures, ep. 17. It happens around the 3:50 mark.

Will the guide be updated with Ultra tweaks?

Just wanted to say that this guide is amazing. Great effort. Will it be updated indeed? Still very, very useful though