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Geese Oz
01-18-2006, 09:22 AM
Hi,

Can some one help me with Makato's SA 2 special:

Basically when I do half circle back grab (don't know the name of it) followed by fierce punch, I can't seem to get up in to the air fast enough before they can block.

Then I’ve seen people dash and dragon uppercut or even jump up in the air and kick.

Either way I need some detailed help.

Is there a kara throw as well?

SaBrE
01-18-2006, 09:37 AM
the only way you can combo sa2 is if you s.fierce xx sa2 near the the side of the screen. doesnt neccessarily need to be in the corner, your back just needs to be close to the border of the screen so she doesnt have to travel as far. this is a big reason why a lot of people have 2nd thoughts of rushing her down hard, one hole and she lands karakusa, game over for you

Yeah Dood 120%
01-18-2006, 09:38 AM
If they are able to block it then one possibility is you're doing it from too far away, it does'nt connect from a full screen. As for comboing after SAII, one that I like to do is right after the final hit super jump at them and do a MK Tsurugi then wait a sec and do a crouching HK to juggle one more time then dash and grab'em with a karakusa then end it how ever you want to. You just got to make sure that after the crouching HK they need to be close to a corner but the combo sends them so far across the screen that 9 times out of 10 they are going to end up being cornered anyways. Look me up on live sometimes if you want to battle with Makoto... dood. As for a kara her LK works really good.

ReKo
01-18-2006, 10:01 AM
I'm no Makoto user but I think you've gotta super-jump cancel off the last hit of her SA in order to follow up.

Yeah Dood 120%
01-18-2006, 10:21 AM
Another fun mix up with SAII is after it's finish pause for just a second then do a ->Mk to just nick them back in the air, dash under them, grab with a karakusa, then FP comboed into SAII then end it with that last combo I mention. If they don't end up dead then they'll more than likely be stunned... dood. And also, if you hit them with her LP or MP Oroshi (the chop) it can be cancelled into her SAII but only from like a half screen range at the most... dood.

If it helps I got AIM and MSN... well actually... :rofl: it won't help considering I'm never on them... dood.

Oo 3s masta oO
01-18-2006, 10:32 AM
aim....<----

Yeah Dood 120%
01-18-2006, 10:39 AM
Yeah, listen to this guy -----> oO3rd Strike MastaOo. He's a really great fighter. Although I've never been trained, I've heard he's a very great teacher... Geese Oz dood!

Legendary Gokou
01-18-2006, 12:03 PM
I think the more annoying thing is determining which strength of super to use. I can almost swear that there's a spot that if you use the lk super it'll hit awkwardly enough for them to block after the first hit of the super, or if you use the mk version the first hit of the super connects but she continues the super in back of them.

Geese Oz
01-20-2006, 04:11 AM
Thanks for everyone's input. I'm still practicing and i'm yet to land one in a real game.

Yeah Dood 120%
01-20-2006, 07:06 AM
Hey Geese Oz, when do you usually play? I can battle you and show you some stuff. It may not seem like it online but my Makoto is actually more dominate than my Ibuki. I'm just not able to adjust to Makoto right now because I can pull off EX attacks to well with my broken hand... dood.