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

633 Damage Combo

Just got back from work and i figure i jump into training mode to try and get more acquainted with makoto.
Anyways biggest combo i was able to pull off was 633 damage.
It also seem that with practice it could be pretty hit confirmable.

Jumping :hp: Standing:hp: :qcf::hp: Super into Ultra 1 (seichusen godanzuki)

Holy shit. I know this was said earlier but the frame advantage on a blocked level 2 FA is AWESOME for landing a lk karakusa.

I abuse this shit way too much, goddamn.

Just wondering can you cancel the back dash into a hayate charge/feint?

messing around yesterday trying to get kara karakusa consistently I was getting it by doing :r: :lk: :l: :ub: :hk:

Yes you can. It seems you can cancel the backdash with any special you want. The cancel occurs after her invulnerability is over though (unless I’m just doing this wrong), but it should be helpful in changing her direction faster. She can backdash, then cancel the recovery into a lp, mp, or EX Hayate. Or, if someone is rushing her, she can cancel her backdash into an EX oroshi or EX Karakusa. I actually pulled this off online (He was using Ibuki and tried to punish my backdash with her slide, but I canceled the recovery into a karakusa and choked that bitch).

DAMN! Is there NO button combination that doesn’t get you a kara kara in SFIV!? I’m surprised we can’t just sneeze or cough to get it. LOL.

My execution is so damn shitty, it’s ridiculous. I can get the f+lk, df,d,db,d+K motion down packed. Then, all of a sudden, I miss it. At this point, the QCF+lk~b+k becomes solid for me. I don’t know what my deal is!

This is a nice visual guide for the hands part of kara kara.

[media=youtube]SChDzdBsprs[/media]

Dood made it look like child’s play.

How do you input an instant axe kick? Im having problems figuring it out.

Really, there’s no trick to it. You have to do the qcb+k right when your get into the air. If you do it too early, it won’t come out.

Ok, are we sure about this? I tried this last night and it didn’t seem like I was able to cut into the animation.

If you listen carefully, there is a “woosh” sound at the end of both her backward and forward dashes. This woosh signifies the end of the animation where she resets her stance after the dash. No matter what I tried, I heard this sound every time. And looking carefully, I was able to visually verify the stance reset as well. No matter what I tried.

Am I just missing something?

I noticed the “woosh,” too. There’s also a part where she crosses her hands and does a little pose back into her neutral stance. I couldn’t cancel this with normals, however I could cancel this with focus or specials. Like I said before, it’s hardly noticeable to me, but it’s there, and using a move with armor or invincibility could be useful.

I’m not sure you want to ALWAYS use it. But it’s there, in case someone is rushing your shit down. I couldn’t really tell if I was able to cancel the forward dash. Maybe Sprint can post a vid? Or maybe give us a little more detail as to what it’s suppose to look like when done correctly.

I’ve been using her U2 pretty much exclusively, since it catches people unaware pretty frequently (for the time being) and it’s a good escape method if you’re int the corner waking up. Anyways I think the OP needs a small update on the follow-ups to U2.

Currently:

  1. Ultra 2 > dash LP Fukiage > EX tsurugi (582)
  2. Ultra 2, EX Fukiage, EX Tsurugi (corner only) (609/314)

Slightly modified:

  1. (midscreen) U2 > dash LP Fukiage (reverse input) > JC> EX tsurugi
    1.1) (corner) U2 > dash Lp Fukiage (normal) > JC > Ex tsurugi

  2. U2 >* dash *EX Fukiage > JC > Ex Tsurugi (corner) [ I couldn’t get EX Fukiage to come out without the dash. ]

i’m not sure about the numbers, but I remember them being pretty accurate. Please correct me if I’m wrong on something.

Sorry if this has already been mentioned, but I didn’t see it at the top.

You can IAT->c.HP. Easy link for untechable knockdown. IAT->HP->EX Oroshi seems to have pretty wonky spacing (and it burns meter). Not sure this IAT Sweep fantastically useful or anything, but it does work.

I find tsurugi into c.hp very useful if you happen to connect the tsurugi from pretty far away. Same timing as you would need for tsurugi into c.mp, but for some reason it seems easier for me. And I suppose slightly less dangerous on block than if they block a follow-up mp hayate due to range. (Other than far reaching and fast supers and ultras of course. -7 in your face tends to be easier to punish than -9 from a distance.)

Yeah. And after a c.HP, entering an immediate dash into MP Oroshi gives the perfect meaty timing. I was testing what could beat that out, and it basically breaks everything except invincible wakeup reversals*. It’s also almost safe on block with meaty timing. Chun’s super can punish it, but she’s too far for 360s (except maybe oily Hakan’s).

*Which, of course, means it’s still risky. Wakeup Ultras, EX DPs and all that will still ruin your day.

Alright. Sorry for the double post, but let’s talk saving for Super.

I am having serious trouble incorporating EX into my game. Part of it is that I a) suck at Makoto; b) suck at games in general. So, y’know, grain of salt and all that. But:

  1. EX Karakusa’s range is so bad without the kara that I pretty much only land it off empty jumps when I’m feeling jabs or whatever coming on. Its use as an anti-air seems flaky. If I don’t want to block, I feel like straight focusing or dash-unders work better.

  2. EX Tsurugi seems fine, but not really needed.

  3. EX Hayate is a good random poke to throw out from time to time if somebody’s pacing or whatever. Not safe, but I catch people with it.

  4. EX Oroshi… I dunno about these mythical invincible frames. Against characters with good jabs, who like to just stick them out, I find Oroshi is beaten pre-emptively really, really frequently. Might be nice for bigger stuff, but I’d rather not rely on attacking out of disadvantage anyway. It’s good in combos for an untechable KD, though.

It’s totally possible that I’m just using these wrong, but right now I feel like her EX moves are in the handy-but-unnecessary column, which leads me to believe saving for Super->U1 is very viable. Thoughts?

Super is really tempting. It allows huge, hit confirmable damage from nearly all of Makoto’s hit situation, including overhead, neutral jump and low short…

EX Karakusa only in the opponent’s face. You don’t need the armor if you’re doing it out of range of their jabs. If you need armor and need to move in, kara EX kara. Stop using it out of it’s normal range without kara and stop using it to try to grab limbs, as it’s unreliable against most pokes that pull the limb back quickly

EX Tsurugi really only comes into play when the opponent get’s in the habit of focusing your IA regular Tsurugis. You have the EX version to keep them honest. Also, it hits some things that the others can’t, since it moves her a bit more forward.

EX Hayate is only good in combos. It’s still free focus bait. Unless you see someone building meter full screen with a laggy special (Honda Ochio, Gief Lariat, Makoto Fukiage, etc), I wouldn’t waste meter for a chance to hit, unless the chip would kill them, too.

EX Oroshi shouldn’t be done in the in the opponent’s face. You really don’t ever want to be right in the opponent’s face at all with Makoto, until they’re scared of her pokes and you go in for the EX karakusa kill.

All of Makoto’s EX specials serve a purpose. The only time I ever have Super is when I’m playing someone I’m way better than. Aside from that, I never have it. Honestly, I think her super is useless. If you have it, and using it will finish the match (something into super into either U1 or Fierce xx Hayate) use it. Otherwise, I think Makoto can be zoned out too easily to make it worth while. It would suck to activate it and just get randomed out so you don’t get to make use of it at all.

IMO, EX oroshi is too godly to not have. I try to keep one bar stocked up at all times to use it.

Saving up for Super just doesn’t really make sense to me. If you happen to have the meter, go for it. But don’t NOT use your EX moves when the opportunity presents itself just to save up for super.

EX Tsurugi is also the only tsurugi that is actually an overhead, iirc.

I couldn’t disagree more with the value of the super. When I’m on a successful rushdown I’m earning super meter like crazy. I don’t EX Tsurugi for the most part unless it’s going to be the final nail in the opponents coffin after an Abare. Ex Oroshi is obviously solid for dealing with jump in pressure and things like dive kicks (ALL of juri’s area beaten by it clean). Ex hayate is good for followups to air to air tsurugi…

But, seriously… The amount of damage / stun you can do with combo into hayate -> super -> s.FP -> FP hayate is fantastic especially when you consider that your super is still activated, the opponent is feeling the pressure of that super, and at this point they’re probably also backed into the corner due to the pushback of the hayate.

I’ve made many a comeback with super -> s.FP -> Hayate. I also find myself using abare a lot more than godanzuki lately due to the matchups i’ve been playing. Viper, Sagat, Akuma, etc.