We already have a combo and movelist combo thread. But i think we can put makoto’s tips and tricks together.
Abare Tosanami (Ultra2) 3 versions
You can choose the range of your ultra2 by holding any kick button before she hits the wall (LK = short range, MK = mid-range, HK (or no buttons) = full screen range). But you can use another method, maybe “finger-friendly” for some people:
short range: hold LK+MK+HK
mid-range: hold MK+HK
long range: hold HK (or no buttons)
Fast Hayate cancel:
QCF+LK*+LP: it cancel your hayate. You don’t need to do QCF+LK~**LP. If you use it in combo, note that you have to hold LK+LP for a millisecond, or it won’t cancel
Midscreen Focus Attack Crumple -> Abare Tosanami
Just wait a bit, and use MK version of Abare Tosanami (not full animation)
Increase range of Karakusa, without kara-karakusa
You can increase the range of your karakusa by a pixel, just by doing HCB F+HK.
kara-karakusa section is here: http://www.shoryuken.com/showthread.php?t=233829
Makoto can go through a knocked-down opponent with f+HK feint.
Focus Attack lvl2 (guarded) -> dash -> karakusa+LK
FA lvl2 -> dash, gives you +5 frames.
karakusa+LK has 7 frames startup. So, opponent has 2 frames to react. Most of the quickest move of the game has 3 frame startup. So, makoto will grab before mashing lights or throw, but not shoryuken, because it has throw-invulnerability frames.
Pre-jump Frame cancels (PJFC)
When you jump, before leaving the ground, you have 4 frame considered “in the air” (you can be hit, but not be thrown). EX oroshi and EX karakusa have invincibility (or armor) BUT can be thrown. Using PFJC for those moves if useful to avoid throw.
*PJFC EX oroshi: QCB U/B+PP
*PJFC EX karakusa: HCB U/B+KK
Backdash recovery cancel
You can cancel the recovery of makoto’s backdash with any special move. It’s useful when you avoid an attack and want to attack earlier.
discussion here: http://www.shoryuken.com/showthread.php?t=228987&page=15
Mixup on wakup and post-Hayate mixup
refer to this thread: http://shoryuken.com/showthread.php?t=236013
This move is considered as airborn during the very first frames. You can use it to avoid some wakeup pressure. Ok, you get hit once, but, at least, you fly and can take distance with a backdash after it.
MK tsurugi crossup
With good timing, MK tsurugi can crossup. (I did the video in corner, but there are many setups).
Oh, in the video, I just show that it misses on crouching opponent, and makes whiff reversal
See this post:
Abare Tosanami (ultra2) crossup
Ultra2 can crossup. I wont search any more setup in detail, because that’s not that useful, compared to ultra1, but its funny.
- makoto in corner: backthrow -> forwardjump -> MK abare (works on standing opponent, and some crouched opponents)
- opponent in corner: backthrow -> straight jump -> MK abare (works on standing opponent, and some crouched opponents)
- midscreen: backthrow -> dash*2 -> HK abare (hits some crouched opponent)
- midscreen: backthrow -> dash*2 -> stLK (whiff) -> HK abare (hits crouched big characters)