astreet71090, post: 4924591 wrote:how do you do this ive looked it up but couldnt find anything anyone mind helping me or pointing me in the rightdirection
Answer 2:Blaughable, post: 4924592 wrote:In Super
If you do it too low it will not come out. It can't be "tiger kneed" like cammy's canon strike or akuma's air fireball
// - Does not work
Because of the change to Tsurugi, TK motions now do work.
EX- Does work. Its use is still not known very well.
// - Works but the timing is very difficult. I do not recommend.
mr. tibbs, post: 5406434 wrote:It's a tough move, but hopping over a fireball with it always makes me feel gdlk. I have trouble pulling it off (and sometimes I make it TOO instant, so I land in the fireball), but find the most success with a reallyreally fast 270 on the stick and then MK:
I find if I try to do just the required inputs :)uf: or and ), I either don't hit the and end up with a jumping kick, or I miss the initial or input and just try to choke a Hadouken. Which isn't good.
I know it seems counter-intuitive to increase the inputs, but it seems to work for me. I know some very good Mak players do this with other moves, too, like the Karakusa, , Hayate combo. Instead of doing a QCF for the Hayate, they'll do a HCF. I find that it helped my execution of this tricky combo, too.
Good luck with Makoto!
Kahmos, post: 5417782 wrote:Did Makoto really lose FA2(blocked) > Dash > Lk Karakusa (unstoppable) ? I keep getting shoryukened or dashed out of.... is this really gone!?
I mean I dont believe my eyes, I loved this
Robot Makoto, post: 5418607 wrote:You can always jump or backdash or do an invincible move to get out of command grabs when leaving block or hit stun. With perfect timing, LK Karakusa whiffs, but you're just fighting people trying to stop it regardless. Hit them low with c.LK or block to bait it.
Actually, if you do LK Karakusa with perfect timing, it will whiff. MK Karakusa works every time
Answer:Diend, post: 5440882 wrote:To all the top Makoto players that currently view the board, what would you say are some of the top things to learn for Makoto if one is just starting out?
I have been practicing a sense of footsies with her normal and dash, as I usually only dash in on whiffed moves and play a pretty patient game. I've been using some of the standard oki setups such as meaty mp or meaty hp.oroshi and just getting in the habit of anti-airing properly with fukiage and her other normals. Is Karakarakusa a staple to her gameplay? Or can I bypass learning that until later on after I go through learning various option selects and just a solid ground game?
Robot Makoto, post: 5442995 wrote:Learn Tsurugi pressure and practice applicable follow-ups on hit (U1, s.HP, s.MP, c.MP, in that order of range and relevance) and on block (another Tsurugi, FA, backdash, blocking, Kara-EX Karakusa, s.MP, c.LK).
Learn her frame traps, mainly s.MP, s.MP and s.MP, IA MK Tsurugi. There are lots of other strings and variations, but those two are your most consistent ways of opening people up who crouch tech and throw spam. Try not to do a random Hayate when frame trapping, generally use EX Hayate or EX Oroshi to cancel if anything. If your opponent isn't opening up to those two things, they're either crouch teching very late or not pressing buttons at all. Now we've got s.LK Blockakusa for that, or you can go old-fashioned and work the Hayate Cancels into Karakusa. s.MP/s.LP, s.HP xx MP Oroshi is really good for targeting late crouch techs, because it combos on counter hit.
Learn her buffer poking. You know, throwing out a poke with a Hayate buffered inside it so that it option select Hayates on hit and merely does a simple poke on whiff. c.LK xx EX Hayate, s.MP xx MP/EX Hayate, and c.MP/s.MK xx MP/EX Hayate are your go-to buffer pokes, in that specific order. The key is to watch for people who see you poking and decide to jump.
Learn her multitude of ways in Karakusa. I'm landing it more than ever in AE.
j.LP, LK Karakusa tick throw.
(j.HP, meaty s.MP, or any pressure with a good read that they won't press buttons afterwards), s.LK (block-confirm) xx HK Karakusa.
f+MK, EX Karakusa.
Dash up, Fukikusa (63214+HP+HK).
HK Karakusa on opponent's wakeup after you've trained them to sit still ... which is fucking impossible against scrubs.
c.LP, s.LP, c.LK xx HC, s.LK Kara-Karakusa.
Blocked FA2, MK Karakusa.
Eh, there's a ton more I could write but I already did that a while ago and the write up is 50% obsolete in AE.
Answer:AlphaCat, post: 5422479 wrote:I'm totally new to being a Makoto player, and I was wondering if there are any techniques to use to FADC into Ultra with her.
FADCing into any Ultra with Makoto is a waste, really. Especially with U2... you don't even get the full animation so the damage won't be much. I'm assuming you would be fadcing from a special, not a normal, so it really is a waste of meter given what she can do off of connecting just about any of her specials. Here's some better options:
>For Hayate, I'm asssuming you'd be trying to FADC from HP Hayate. You really should go for Oki here (t.LP, t.MP, st.MP, IA Tsurugi, or another HP>HP Hayate to counter mashing lights or throwing, or Dash in and normal throw/Karakusa/Fukikusa to prevent defensive measures). BUT, if you must waste your meter on an FADC, it is much better to FADC into Karakusa>U1 or IA Tsurugi>U1 due to the reset of damage scaling.
>For Oroshi, You don't need to FADC anything. Seriously, Oroshi FADC>U1 is kind of weird, and if you hit it meaty, you dont' need to FADC it at all. it combos by itself. In fact, a better option after hitting Oroshi is just doing c.LK>EX Hayate to drive them to the corner. And if you are already in the corner, finish them off.
>For Fukiage, obviously we're talking about U2, NO ANIMATION. So seriously? Normal combos off of fuki do similar damage. I say save that ultra for a fireball or a focus attack. The Oki potential after landing a fukiage is HUGE. Seriously you've got:
-Fuki, Fuki, EX Tsurgi (ton of damage)
-Fuki, nj.HP, (land), Meaty Oroshi (ton of stun and continue the combo if it hits)
-Fuki, nj.HP, Dash (crossover) and mix up
-Fuki, nj.HP, Dash, Karakusa
Note: all nj.HPs can be substituted for f.LK for mixup purposes.
So yeah. No Herp Derp for Makoto. Its not as simple as FADC ultra like it is with some other characters. That is the WRONG ATTITUDE and it will net you a lot of losses. Most of her damage doesn't come from Ultras. Although they do hurt, most of it comes from 50/50 mixups and corner combos. That's why she needs so much skill to play.
Another thing is, after the U2, the subsequent hits continue to add to the stun. So if you know your opponent is close to stun, you can continue and stun them for even more damage/meter gain. I'm not sure exactly what the values are, but I used to do it all the time like at the end of round 1 of this video: www.youtube.com/watch?v=HszPJyRIPy0 . Its actually super, not AE, but the same properties apply. You get some really good stun from 2x Fuki +EX Tsurugi after U2, too.
miken07, post: 5458138 wrote:cr mp OS hayate? I saw it posted somewhere it didn't say how to do it.I browsed through the stickies and couldn't find it. How do you do it? I think it was mentioned as normal OS hayate.
Godly-Effect, post: 5458261 wrote:I think I know.
Do the C.MP just far away enough so that it doesn't hit them UNLESS they move their hit boxes into it. This means that you will not make contact with them if they are blocking. While C.MP is starting up input the Hayate like you would normally so that it would combo.
This will make it so that if the C.MP hits, it'll combo into Hayate, but if the opponent doesn't move into your attack, the C.MP will whiff and go into recovery frames instead of canceling into a Hayate.
Not sure if right or explained properly.
Do a C.MP so it whiffs, input Hayate anyway. If C.MP hits body parts they stick out it'll combo into Hayate, if not, no problem.
Robot Makoto, post: 5458792 wrote:Exactly. With the same timing, you will hit the cancel period on hit and go into a Hayate, and go into the active frames without any ability to cancel on whiff. Generally you do this outside of your opponent's range, and often within your opponent's poke range.
It's a very valuable tool for Makoto, all considering. Her c.LK, c.MP, s.MP, and s.MK all have fantastic hit-boxes, beating the majority of pokes out there if you use the right one for the range. Her Hayates are wildly unsafe on block and make you lose all momentum even if you're not punished. Her pokes don't lead into any good frame advantage or damage by themselves, yet can turn the tides of a round if she lands an MP or better Hayate. Her pokes are generally slow and wall-ish, not really meant to be used in typical footsies with weaving and bobbing but meant to stop attacks.
If you combine all this, you'll realize her grounded pokes don't have very much purpose otherwise.