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Makoto Q&A

ragvalodoreragvalodore so crispyJoined: Posts: 203Registered
Hey, I didn't see a Q&A thread so I thought i'd just make one. Anyway, i'll start up by asking a few questions.

- Any tips for her hayate link into SA1? I have practiced quite a bit and i even piano my super input and i still have trouble. anyone got any tips for this, like what point in the animation it is, how late the link is, etc?

- what close range combos are worth my time? Right now i pretty much just poke with st. mp or cr. lk and fish for hayates. are there any specific block strings or close range combos or frametraps that i need to be using?
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Comments

  • JAK..JAK.. Joined: Posts: 431Registered
    1)hayate link tips: try 540'ing the stick starting from back spin the stick so numerical notation assuming maks on the left start from 4123698741236 then piano.

    2)ehh i'll answer later
  • ragvalodoreragvalodore so crispy Joined: Posts: 203Registered
    I'll give it a shot, but out of curiosity why do you reccommend that method? is it because there is an sjc that gives more time to link or is it just a smoother motion?
  • JAK..JAK.. Joined: Posts: 431Registered
    Prevents you from rushing messing up the input of the qcfx2
  • KirbyMorphKirbyMorph Joined: Posts: 77Registered
    1) its a link, not a cancel, so make sure you arent just mashing out qcfx2 as quick as possible or anything. pianoing the punch buttons makes a huge difference for negative edge, so probably a little harder if you use a pad. i just watch the animation usually. i assume you were trying to do the 3rd trial where they combo/link this. its like how you get timing on the j.hk, s.mp, s.lk. watch the animation. soon as her feet touch ground off drop kick is when you mp, soon as she pulls back the mp you lk. practice lp hayate to super and watch the animation to get your timing down. piano just as the hayate is ending and you should link it. at least thats how i get the timing for these things. others may do it differently.

    2) go to the makoto sticky that is marked READ FIRST and read it. its quite useful and lists strategy adn all the combos you need. typically anything upclose will combo to a lp or ex hayate. you can kara-karakusa off blockstrings. tick throw/tick kara will likely work against new people as well, but many are expecting and have seen it from makotos for 10 years now, so might not work as easily as you think. just try tog et them on the ground and go to work with throws, c.lk to ex oroshis and so on.
  • DankahDankah Danisen Rank 10 Makoto Joined: Posts: 446Registered
    Hey, I didn't see a Q&A thread so I thought i'd just make one. Anyway, i'll start up by asking a few questions.

    - Any tips for her hayate link into SA1? I have practiced quite a bit and i even piano my super input and i still have trouble. anyone got any tips for this, like what point in the animation it is, how late the link is, etc?

    - what close range combos are worth my time? Right now i pretty much just poke with st. mp or cr. lk and fish for hayates. are there any specific block strings or close range combos or frametraps that i need to be using?

    As for the SA1 link, do it way later than you think you have to. Wait for makoto to bring her arms back from the end of the hayate motion and then piano those inputs during the frames between the two. I buffer my 2xqcf really early on during the hayate and do the motion fairly slowly to make sure I'm done by the time the hayate ends and I'm ready to link. It's a 1-2 frame link so its not a walk in the park, but once you learn the timing its not that bad. Also practice her UOH linked to SA1, that should help with linking as well.
  • makiatomakiato Joined: Posts: 33Registered
    - Any tips for her hayate link into SA1?
    You know what helped me out? By practicing the HP xx SA2 over and over. It helped me with getting out a clean super motion. You get a good visual feedback right away in Training Mode. I know the HP xx SA2 is a cancel and the Hayate to SA1 is a link but, for me, I treat the super motion the same.

    Also practice her UOH linked to SA1, that should help with linking as well.
    For the UOH, if doing this in Training Mode ... is there a way you know you're doing it right (visual feedback)? Will the character be in a "crumpled/bent over" state when the SA1 is activating?

    I can do the Hayate linked to SA1 and know I'm doing it right since Ryu (for example) has his neck down when the SA1 is activated. Would Ryu's neck be down when the SA1 is activated after the UOH? I should have mention that this is up close to Ryu when I'm trying this out.
  • DankahDankah Danisen Rank 10 Makoto Joined: Posts: 446Registered
    If you do UOH against chun you shud see her wince while the super flash is happening i think. You can easily space it by having her block 2x st.mp; that's the correct distance, not for every character though.
  • R_PandaR_Panda Battle is Bliss Joined: Posts: 1,085Registered
    According to this, Makoto's SA1 has one frame of start up. Is this correct?
    I have suplexed a deer, your argument is invalid.

    lolbracket4
  • JAK..JAK.. Joined: Posts: 431Registered
    According to this, Makoto's SA1 has one frame of start up. Is this correct?
    yep
  • R_PandaR_Panda Battle is Bliss Joined: Posts: 1,085Registered
    Thanks, I was 99% sure, but someone disagreed.
    I have suplexed a deer, your argument is invalid.

    lolbracket4
  • TideTide Joined: Posts: 185Registered
    oh shit, what's up R_Panda? we played a bunch of matches on xbl lol.

    Anyway Can anyone give me some advice on doing her cr. lk into SA1? I haven't been able to get it no matter how hard I try,
    it seems like it has to be done extremely fast but yeah I haven't hit it once. I can do cr.lp x2 into SA1 and I figured the timing would be similar lol.
  • akuaku リアル邪王心眼 Joined: Posts: 3,666Registered
    Anyway Can anyone give me some advice on doing her cr. lk into SA1? I haven't been able to get it no matter how hard I try,
    it seems like it has to be done extremely fast but yeah I haven't hit it once. I can do cr.lp x2 into SA1 and I figured the timing would be similar lol.

    Best I can say is to just grind it out as fast as possible. Just keep at it, the timing isn't all that strict. Way easier than certain other strict cancels like Chun's cr.LPxxSA2.
  • DankahDankah Danisen Rank 10 Makoto Joined: Posts: 446Registered
    oh shit, what's up R_Panda? we played a bunch of matches on xbl lol.

    Anyway Can anyone give me some advice on doing her cr. lk into SA1? I haven't been able to get it no matter how hard I try,
    it seems like it has to be done extremely fast but yeah I haven't hit it once. I can do cr.lp x2 into SA1 and I figured the timing would be similar lol.

    Just cancel it the same way you would do Ken low forward shippu. Like Aku said its semi lenient but I like the input to be faster, whatever works for you.
  • TideTide Joined: Posts: 185Registered
    I haven't played Ken yet LoL I've barely gotten into 3sO and spending most of my time with Makoto because she is really fun to play. I will see if I can land Kens low forward into shippu. I find it weird that you say it's lenient because I've tried to get the cancel out as fast as I could and it didn't even seem like I was close lol.

    what would the stick inputs look like? the way I've been doing it is 2+lk - 3 -6 -2 - 3 - 6p

    thanks for the tips
  • akuaku リアル邪王心眼 Joined: Posts: 3,666Registered
    I haven't played Ken yet LoL I've barely gotten into 3sO and spending most of my time with Makoto because she is really fun to play. I will see if I can land Kens low forward into shippu. I find it weird that you say it's lenient because I've tried to get the cancel out as fast as I could and it didn't even seem like I was close lol.

    what would the stick inputs look like? the way I've been doing it is 2+lk - 3 -6 -2 - 3 - 6p

    thanks for the tips

    Well, I'll admit that it's not as lenient as Ken's cr.MK xx Super, but it's certainly not as strict as Chun's low jab into Super. And yeah, that's the correct input. There's no real trick to it, just...2+LK, 36236+P.
  • R_PandaR_Panda Battle is Bliss Joined: Posts: 1,085Registered
    What's up Tide. Anyway, I don't know why you would want to do cr.lk into her super when you should link it from a dash punch, but that cancel is still super easy. The anime FG notation amuses me, but it is easier to write out...Do it like this.
    2362+lk36+p
    Did it first try. Basically, buffer that first qcf, since Makoto doesn't have a qcf+k move.
    I have suplexed a deer, your argument is invalid.

    lolbracket4
  • TideTide Joined: Posts: 185Registered
    @ Panda no real reason, I just wanted to do it I guess, I read the wiki and saw that it was a possible combo and got frustrated when I couldn't do it haha.
    anyway I tried your way and got it on my first attempt, it's incredibly easy when you buffer the first qcf lol. After using that method I saw how quick the cr.lk needed to be cancelled and I was able to do it without buffering it too lol.
  • R_PandaR_Panda Battle is Bliss Joined: Posts: 1,085Registered
    Cool. :) Let's get some more mirrors in later then.
    I have suplexed a deer, your argument is invalid.

    lolbracket4
  • DankahDankah Danisen Rank 10 Makoto Joined: Posts: 446Registered
    Yeah the link from Hayate to SA1 is really crucial in twins/chun matchups in my experience (even though i need a lot more practice against those 3) But yeah it allows for a confirm that saves you your whole bar so whats not to like?

    Also, what super do you guys like in the Makoto mirror? I prefer SA1 since thats the most hectic matchup in the game and I like confirming for dmg. But SA2 is a straight ender if u 100% so I think it goes both ways.

    Thoughts?
  • KirbyMorphKirbyMorph Joined: Posts: 77Registered
    I find the one with the most meter wins in mirror, so go with 2 bars vs 1 for more ex.
  • akuaku リアル邪王心眼 Joined: Posts: 3,666Registered
    I use SA1 in a Makoto mirror, because I do NOT want to risk getting cornered by her.
  • TideTide Joined: Posts: 185Registered
    @ Panda yeah for sure man, I'm on randomly but we should definitely play some more, definitely had some good games before ( I suffered a few demoralizing losses too hahaha)

    I have a question about hayates. When your playing the mid range game with Makoto and your both poking at each other, are you guys able to hit confirm your pokes into hayate or do you just guess? when I play I try to anticipate whether they will hit a button or just not block then I do cr.mp into mp hayate. And I feel like better players are able to see their cr.mp hit and cancel it into hayate but it seems kind of difficult right now because it seems like everything moves so quickly in this game lol.
  • akuaku リアル邪王心眼 Joined: Posts: 3,666Registered
    I've seen players just not bother with the poking game and go straight for dashing in and do whatever. Makoto is just a ballsy character like that.

    But I don't think they hitconfirm. They probably just stick out cr.MP, buffer a Hayate and if it hits, the Hayate comes out. It's kinda like Ken players buffering SA3 while sticking out a cr.MK.
  • ryan.ryan. Joined: Posts: 1,074Registered
    cr mp hayate is confirmable on arcade. it just cant be a late cancel. i dont think youd be able to it online tho.

    but aku is right. most of the time people are just buffering it into hayate.
  • TideTide Joined: Posts: 185Registered
    Oh I see, so you would stick out a cr.mp just outside of range of your opponent while buffering hayate and if they throw out something or they walk forward then you'll catch them with cr.mp > hayate?
  • JAK..JAK.. Joined: Posts: 431Registered
    Cr strong into strong hayate is confirmable as Ryan said. Into fp hayate it's not confirmable

    This limits the range from which you can hit confirm it though. You would normally hit them with cr strong buffer and hold hayate if you see I hit let go of button if they block cancel the hayate.

    If your just throwing out cr strong buffering hayate trying to catch hem poking or dashing fp hayate is probably the better choice as it will combo from a max range strong where mp hayate will not.

    As for the mak mirror I think sa1 is easier as it works anywhere. Sa2 has one or two dead spots on maks side of the screen. While the extra ex moves are nice outside of a combo they can be parried/red parried on reaction atleast in the arcade.. Not so much online.
  • TideTide Joined: Posts: 185Registered
    @ Jak Okay I see, I'm going to start buffering fierce hayate when I think they will poke at me or dash, I was wondering why my Medium hayate didn't combo from certain distances, I figured I just did it too slow. time to practice some hit confirms.

    @ ryan you don't think you can hit confirm it online? I've played some matches in 3sO where it feels like there's little if no lag, maybe it depends on the connection?
    in games with people teleporting around I can see that being hard though lol.
  • makiatomakiato Joined: Posts: 33Registered
    Does anyone have tips on being able to launch into Tsurugi after a Fukiage? Off of the SA2 Fukiage (that is within the SA2 itself), I have no problems since there is plenty of time, but I'm not understanding how to launch from a normal Fukiage. There just doesn't seem to be enough time. Is it instant? Do I press: 623+P, 2, 8 ... then Tsurugi? I just can't seem to get off the ground.

    The training room setup is Ryu in the corner, jumping. And I am close, using EX Fukiage.
  • DankahDankah Danisen Rank 10 Makoto Joined: Posts: 446Registered
    It's a super jump cancel. Right as the punch for fukiage hits do a super jump instantly. This launches you off the ground in the same vain of fukiage sjc.fp for stun combos. Ending a SA2 combo with tsurugi is not worth doing imo; unless you need to dmg to kill and think that j.fp wont do enough dmg. The stun gained from the j.fp is really valuable.

    Hope this helps.
  • NutsNuts Old-school gamer Joined: Posts: 433Registered
    What's her best punish when you parry an opponent's jump in attack?
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