This is a thread for those of us who presently are transitioning from AE Makoto to 3S.
I don’t know about you guys, but it’s been quite a change for me going from footsie based Makoto with a good knockdown game in AE to a dash and grab Makoto who primarily makes you guess high or grab in 3S. Gone are the days of buffer poking all day and solid play; now it’s balls to the wall, try your best to land that SA2 rushdown!
My current experiences, continued on from http://forums.shoryuken.com/t/ssf4-makoto-thread-return-of-the-mak/92732page-116#post-5771566:
Scrub Robot Makoto
It turns out SA2 can only be done seldomly, if what I’m seeing is correct. You have to be between 1/10 of the stage and 3.5/10 of the stage with Makoto’s back to the corner, and have Super, and land the Karakusa. Most matches I don’t even get the opportunity to SA2.
I don’t really like post-Hayate mix-ups. I feel jumping or poking is too good of a risk vs. reward option against Makoto, especially because of push-back. I use c.LK xx LP Hayate plenty here, but it sure does suck when I guess wrong.
I’m still having a hard time with people poking too much on the ground. I jump and play a “parry AA” or just a regular jump in and guess, but I do better against those who don’t press buttons and just let me come at them.
Feel free to share your experiences! Actually, does anyone know the absolute best Hayate mix-ups and hit-confirms? If only s.MP, c.LK xx LP Hayate worked at most ranges