I wrote this a while ago in the main thread…
makoto has a ton of options against someone who jumps all day to avoid karakusa.
AA with normals, such as s.hp, c.mk, c.rh, s.mk
and in some cases you s.mp or s.lk will stuff jumps/jump attacks
meet them in the air. makoto has got some good priority in the air, especially if you manage to bust out a tsurugi. jumping mk and jumping hk have some sick extension, and if you manage to get it out a jumping fp isnt bad either…
if you manage to land the tsurugi, you get free combo or mixup afterwards
if you land mk hk or fp, you can land and dash in before they hit the floor for tons of options.
- keep them grounded. oroshis are AMAZING for stuffing jumpers, especially if you kara them. so are EX tsurugis. combine your rushdown and meatys with these two for people who like the jump, and theyll eat oroshis, ex oroshis, and ex tsurugis all day.
c.rh, c.mk, s.mk, and c.mp are pretty good at keeping your opponent on the ground too.
kara’d fukiages are actually pretty decent as a “shoryuken” and allows for followups on hits, in situations where you don’t have enough time to kara one, an ex fukiage works well, with that little “dash” she does before performing it. if you manage to land 3 of these, u should win, since they should either be stunned, or close to it ^^
utilize your dash to cross them up. with makotos disgusting dash, you can dash under your opponent from almost anywhere on the screen. i like to dash under and do c.lk > jab hayate to set me up for post hayate mixups.
wait for them to jump in, empty or not, and reset them with s.jab or s.fp. you may have to be decent at parrying to do this, but if you can manage to utilize this option, your opponent will stop jumping at you in a hurry.
a reset with a jab allows for 3 basic resets. (at least from what i’ve used/seen)
-you can either dash under them to get on the other side for whatever it is you want to do from there. (usually you can hit them with s.fp > SAII, or c.lk > SAI, maybe even try to hit confirm a c.mk to SAI). even aside from supers, the options are plentiful.
-you can stand still and c.fp to get them on the ground. which results in possibly the most favorable position for a makoto.
-you can try for a kara-karakusa
a s.fp reset is a little trickier, and requires a little more dexterity. since you should buffer the s.fp to a hayate and immediately cancel it for a quicker recovery time from the s.fp. if you can manage this, you have the same options as a jab reset, but you hit them a little harder
- throw out another quick jab hayate in a post hayate game. if this connects, you get another free hayate. (This is risky as HELL)
the idea here is that if your opponent is not dumb, he/she will realize the “riskyness” of that 2nd hayate, and begin to block it in order to punish you. yea you’ll eat a super or 2, but you’ve trained your opponent to sit still after a connected hayate ^^. if this is the case, karakusa them after that first connected hayate all day