"You wanna get choked?!" Movelist/Combo Thread (Updated: AE changes)

Makoto is all about reading the opponent. If you suck at reading people then you will suck with Makoto. No exceptions.

I disagree with some things in there but I want to point this out specifically. That move is a lot better than you’re giving it credit for.

It does the same damage as your best jump-ins and similar stun damage. It combos directly into ultra, and in that aspect it is surprisingly not too difficult to confirm. Other combos with it are also good, it’s jump-in combo damage but more practical.

Like, you mention people jumping out of karakusa. That neutral jump option does a lot of damage but it’s heavily punishable on reaction if you’re looking for it (raw ultra for example.) You can use Tsurugi in exactly the same situations but it’s harder to react to. It can be treated like a short jump/hop attack in other games, people can throw out anticipatory quick anti-airs to beat it, but that creates a mixup between those and your low pokes which beat the high ones. It doesn’t have to actually hit to have an effect on the match. Take how dangerous you feel it is to throw out a karakusa, and you can get the same effect from an opponent when they just throw out a regular throw or cr.MK.

If it gets focused you did something wrong. It’s also interesting in that you can use it on an enemy’s wakeup in an ambiguous setup where if you go behind them with the axe kick you will dodge enemy reversals and catch backdashes into a knockdown or a juggle combo. Not sure what you’re talking about when you say it loses to backdashes. I know it’s possible to hit them before you go behind them too, probably character specific.

You guys are fucking up the thread! Take that Makoto is trash/ Makoto is awesome talk to one of our two general discussion threads.

So, I don’t know if this has been posted, but I did some crap.

Post LVL 3 focus IA MK Tsurugi, FPxxFP Hayate only does 10 more damage and equal stun to post LVL 3 focus karakusa, FP, Hayate Cancel, MP xx MP Hayate. I was worried about distance after the IA MK Tsurugi, so I didn’t try the Fierce feint Strong combo. Also, I think the Karakusa combo is a bit more reliable, since when I was testing against Viper (probably happens against others too), sometimes my IA Tsurugi would go over cross up, which still allowed the combo, but it could throw you off if you’re not ready for it.

Since you can get IATsurugi, s.FP feint s.MP xx hayate, I think you can get it off a focus attack. Timing on karakusa after focus is obviously more lenient though it’s not terrible.

I could only get Fierce xx Feint Strong xx Hayate on big guys… But my execution is ass anyway…

Sephiroth, if you think Makoto is that bad then feel free to switch to another character.

Wow, I feel stupid for trying to do IA tsurugi after level-2 focus, now. Karakusa fierce feint strong is probably going to be easier to combo than timing the IA Tsurugi correctly, and I’m assuming it’ll do about the same damage, just like with level-3. Hell, I should probably just stick with karakusa s.mp x2 or x3… and after testing, compared to lk tsurugi (about 270/450), mp x2 gives you about -30/-50 damage/stun (about 240/400), while mp x3 is basically the same.

I wish I’d checked the damage sooner. >_<

Arguably, s.mp > s.mp is the 2nd most useful link to learn, after karakusa > anything. It’s the link I’ve put the most training time into and it’s really paying off.

I don’t know if this has been mentioned yet, but the frame advantage off a blocked level-2 focus is insane: it’s like scoring a knockdown, or arguably even better (more consistent timing). To give you an idea, after a blocked level-2 focus:

  • s.lp and s.mp are solid blockstrings (opponent cannot DP or backdash out)
  • s.hp and lk karakusa beat both jabs and throws (so does EX karakusa, but it’s pointless here)

Level-1 focus attack is pants, though.

Good shit, Bill.

As far as what you do after a lvl 2 crumple, it’s just a matter of what you’re most familiar with. IA Tsurugi is a little harder for me than HayatexxFeint, Strong, and sometimes, if you’re too close, it can cross over some folks (still hits though). However, I think everyone should just do the biggest combo that they can consistently do in a match.

strong link strong is probably the most crucial link to learn. Strong is just TOO godlike. It pretty much owns everything, and, on counter hit, you can link U1, if you guys are using that one.

And thanks for that info on blocked lvl2. Really guys, we need to be spamming her lvl 2 against everyone who doesn’t have an amazing focus breaker. It gets to lvl 2 so fast, travels a good distance, and goes OVER LOWS. AND she does her parry stance for the charge up, so it’s so nostalgic as well. :stuck_out_tongue:

c.LP -> s.LP -> s.MP -> MP Hayate is seriously useful.

In general I don’t see people doing many s.FP -> FP hayate unless they’re at some distance from the opponent. It’s just too easy to do s.FP -> Hayate Cancel -> s.MP -> MP Hayate. If your execution isn’t up to snuff then either train or quit makoto because she needs every ounce of stun in order to be able to compete.

It’s REALLY easy to keep makoto out so you have to do some aggressive turtling until you get an opponent. If you’re not getting the maximum amount of damage out of every opening then you’re going to lose.

Im new to using makoto so this may be a stupid question but what is the purpose of the hayate cancel in this combo ?

s.FP cancel into hayate is a special move cancel: the s.FP recovery frames are replaced by the startup of the Hayate. Then you cancel the Hayate during its startup, so you have gained frames, compared to just waiting until s.FP recovers. It’s the same with Viper’s FFF combo (fierce feint fierce, which allows her to link two fierces together)
As s.FP hitstun is long enough, you can then link with s.mp :slight_smile:

s.mp seems like a solid way to hit seth’s hand if he tries to jump back hp as you are moving forward

makoto say “get cho hands off me seth”

fixed that for you

Real talk, St.Mp footsies are going to save our asses

Oh i get it, thanks

Strong is epic. Just spam that shit til you get in. Between standing strong and her fast charging lvl 2, things won’t be TOO hard for Makoto. All us 3s whores just need to get off Karakusa’s nuts. :stuck_out_tongue:

Also, we need to learn c.lp, c.lp, c.lp xx lp hayate, or c.lp, c.lp, c.lk hayate, or c.lk, c.lp xx lp hayate. It’s pretty good for hit confirming hayate.

oh mk and f.mk seem beast for that shit too though

edit: can reset after a focus with c.lk then dash under

Hit confirming hayate is integral. If a hayate becomes blocked then you are BONED. You should never allow a hayate to just be blocked.

I’ve been making a point to do this after I go for cross ups on after knockdown. If they block the entire string then I normally tag a c.mp at the end looking for a counter hit.

And yes, blocked Hayate = boned. It’s about as bad as a blocked FP DP only, you remain grounded making it easier to punish.

To add some more precision to earlier posts regarding focus:

Focus L1 -> Dash : -1
Focus L2 -> Dash : +5 on block (calculated based on known framedata; not yet tested on its own)
So yeah, it’s really easy to make an airtight string out of it.

Also, if the above is correct, it’s possible that LK Karakusa could completely whiff after L2 Focus Dash due to running out of active frames before the opponent can be thrown. I’ll try it out next time I’m in front of the game. If this turns out to be the case then the simple solution is to just use MK Karakusa instead.

Edit: Measured it wrong. Subtracted 1 from advantages.

That is fucking huge on block. Are you sure it’s accurate? Isn’t chun the best in vanilla with +2 on FA block or something? Don’t quote me on that because I’m not too sure.

edit: oh wait, seems like we’re on par with abel and chun’s is better. Huh. Looks like I confused lvl 1 FA data with Lvl 2.

I guess it pays to have a fast dash. 6+ on focus attack? DAMN. That’s awesome. I guess doing a focus attack from a hayate is probably the best way to go then. If it IS 6+ frames FADCing seems a bit pointless.