I play Makoto myself, as well as hate playing against Makoto when I’m Makoto. When your Ken, to be really successful against Makoto, you really have to mostly base your game on punishing whatever Makoto does. This meaning you got to turtle and turtle hardcore. You want to anticipate dashes and punish with cr. strong, jump attacks, etc. Her pokes are good and all, but she can’t be effective unless you get close. Now if you’re playing Ken, lets say you get knockdown and have to guess your specific defense. Just know Ken has the most options out of all the cast against Makoto. He can BLOCK, JUMP, DP, BACKDASH, MASH, PARRY. The dp and backdash is what makes him more effective than other characters against wakeup options. DP is your best defense, but obviously it’s not spammable, so you’re going to have to use it as a psychological defense against your opponent. If you can guess your DP, your makoto opponents will back off and they will hesisitate at the wrong times you do block or what not. With your turtling, you should aim to keep makoto away or land her in the corner (avoid random command grabs). This is where makoto is actually really weak. There’s really nothing she can do defensely besides block, mash, jump, parry, tech throw. Any wrong guess could lead to double dp’s in the corner. So if you have Makoto in the corner you should be happy to go on an all out attack.