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

Testing has shown to me that if you just press 3k, it seems to do a homing ultra. But if you HOLD 3k, even for just a little while on ultra initiation, you will get a short U2 that just drops down low near your jump-off corner. It does not appear that you can change which you do once the U2 animation is underway. You have to decide when you first enter the input.

I tried just pressing and holding individual buttons at different times during the ultra. Maybe I just didn’t do it the right way. But it didn’t appear to make a difference. Next time I’m in front of it, I’ll do some more testing.

I don’t know about the “homing” aspect, but I do know you can’t just casually change where you wanna go. The instant you hit 3k for the ultra, you need to push the button to determine where you’re gonna go. You can’t survey the land while you’re on the wall, and try to decide what you want to do from there.

When I didn’t push buttons, I got the far version, however, I only messed around with my opponent at max range from me, so it may have been homing in.

Right. But all the pressing and holding or not holding didn’t seem to make a difference unless you held all the kicks from the ultra initiation for at least a little bit. Then you go short. Maybe when you do that it triggers the lk. I don’t know.

Can anybody confirm exactly how this is done? To me, the OP description of U2 is still rumor status as I couldn’t personally verify.

Sorry guys but new Mak player here. I was playing last night against a friend of mine and I could not do anything (well he is ridiculous good in the game). I was curious as to how to play Mak. Is she more of a defense character? Offense? do i rush with her or do I play counter style. I am coming from a Balrog background.

Excuse me for the n00bness. I was reading the entire thread just reading execution and timing if anything.

Thanks guys

EDIT: Also, I’ve found that Hayate leaves her wide open…any reason why? I think lp hayate may be the only safe one but thats at max range…or i could be just a retarded n00b

Will test U2 in a few minutes when I get my next go.

Also MP > Honda

Basic makoto strategy: RTSD.

You don’t use hayate straight. You combo into it. The BnB is karakusa(choke grab)> st HP> HP hayate. Hayate itself is unsafe on block except for the EX version, though it looks safer compared to 3S. Don’t do it unless you combo into it.

Her basic style is to get in and mix it up with her karakusa and normals. Karakusa is an important move, learn the ins and outs of it. After you land a hayate combo, this is your time for mixup after the hayate, though I’m not too sure what her mixup options are in this game. The one I know that works is cr LK for low mixups, HK karakusa apparently still works afterwards, st. MP/ cr LP to beat most pokes, cr MP for back dashers though I’m still not sure if that works, cr MK/ st MK for jumpers and block for reversals.

Great moves to use are st MK for AA, st MP which beats alot of things, karakusa which is very important for her mixup, cr HP is her sweep which is pretty good, cr MP has great reach, and oroshi for that overhead mixup. Tsurugi is also good for pressure i think? Also, dash, don’t walk. She has one of the best dashes in the game and the worst walk in the game.

For Ultras, ultra 1 should be picked mostly because it’s easy as hell to land after karakusa. U2 is used mostly against fireball characters.

Go to the combo thread to learn her combos.

Should cover the basic gist of her I guess?

Well… We’re all working on what to do with Makoto right now. For the time being, you’re just going to have to take bits and pieces from what you’re reading, and learn from trial and error. I think it’s really hard to play Makoto in matches without getting some practice in, since she’s really execution dependent so far.

Makoto, to me, is all offense all the time. If you’re not in your opponents face and smashing it, you’re in a bad place. Makoto’s wake up options are terrible, her dash is great, but that’s really her only good defensive tool. Makoto is definetly offensively oriented. Hayate is one of those moves that probably shouldn’t be done too often outside of combos to be honest. Like Cammy’s Cannon Drill… its just too easily punishable in most situations.

My suggestion, get in someone’s face, karakusa, st. hp xx HP hayate XX super XX U1, you’ll be fine.

Just tested out U2.

It goes by whatever’s being held at the moment you touch the wall.

If any buttons are held, the shortest takes priority. (i.e. LK > MK > HK)
If no buttons are held, far is assumed.

Damn that’s massive. I was screwing around with FA3 in the corner and got FA3>EX.Fuki>EX.Fuki and Oroshi. Fuki x2 was 350/500 Oroshi was 336/500 (lp/mp/hp Oroshi doesn’t work it seems) on Makoto.

I was testing a bit more on Arrows and Balls today, Arrow doesn’t seem punishable on block. Ball could be, I think I landed U2 whenever the Blanka was close and used a HP Ball

So far I haven’t been able to FA > Fukiage Cammy nor Blanka.
Anyone able to? or the hit box is just too small?

When I tested with myself in the corner and dummy a sweep away, U2 hit him even though I immediately let go of all buttons on ultra activation. Are you sure this doesn’t happen? Was I seeing things?

The far kick CAN hit opponents closer than full screen. I know I’ve hit Sagat pretty close up with a full screen aimed U2. I also know I hit Ryu around mid screen with a full screen aimed U2.

Makoto isn’t a beginner character. You really have to know what you’re doing with her specifically (not just the game in general.)

It’s easy to say Makoto is an offensive character because of her mixup and quesitonable reversals, but rather than that I would say “momentum” is a better word. She can’t just rush people down with safe specials that do the work for her. It’s not that kind of offense.

And compared to rushing into a bad situation that could make her eat a blockstring or get knocked down, she would much rather play a neutral poking game even if it means taking some random hits. Her normals have extremely high priority but her walk speed is slow, so she has to make good use of the momement on her dashes, jumps, and attacks to keep the enemy at arm’s length until she finds a way in. So in that way, she can be played defensively to an extent if she has stronger pokes than the other character, but you mustn’t lose momentum and let them get close.

Once you get in you want to make sure the enemy can’t get away. You want to avoid getting pushed away or backing off, so you want to set up one of your mixup options into further offense. In that sense you have to find ways to get around certain characters’ reversals, possible options include crossups, kara specials, or using EX oroshi invincibility to avoid SRKs.

EX hayate is safe on block. The other versions are not. The main purpose of Hayate is as a combo finisher that gives you a slight advantage afterwards. You’re not meant to randomly throw it out, so it doesn’t have any invincibility and it’s unsafe on block. However, it does have a secondary purpose as a whiff punish and a risky counterhit tool. Occasionally you can throw it out (not randomly) if you expect it to hit, and in the worst case you can FADC it if they block. Not supposed to be worth it if you’re not sure when to use it.

Juggle potential of all moves:

Hayate: 1 - EX: 2
Oroshi: 0 - EX: 1
Fukiage: 1
Tsurugi: 1 - EX: 2+ (2 hits tells me it might be 3, but that has yet to be confirmed
Seichusen Godanzuki: 0
Abare Tosanami: 1 (after the first hit the rest are free)
f+LK: 1
j.HP: 1

Not sure if anyone posted their findings on FA>Fukiage on the whole cast but this is my findings on some quick testing in training mode.
Ryu, Ken, Dudley, Gen, Dan, Juri, Chun, Sim, Viper, Cammy, Guy, Blanka, Fei Long and Rose. I can’t seem to land the fukiage at all.
Everyone else you can land it quite easily, I’ll try the characters that I named that I couldn’t a bit more later on when I have some time.

Makoto can double crumple stun
[media=youtube]nmCN8wT_nqY[/media]

?

You mean like lvl 3 focus crumple, then hit em with a lvl 2 crumple before they fall?

Citiofbrass posted this incredibly interesting vid.

[media=youtube]nZUHK7RNmtw[/media]

This could be very useful, or at the very least annoy the hell out of the other guy.

Yeah, added a video.

DETAILS Meineikage! i can’t watch youtube at work

also when you score a FA can you dash back then dash forward and land a fukiage?