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Makoto Ultra Street Fighter 4 Arcade Edition Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT


Makoto Ultra Street Fighter 4 Character Guide


Character Overview
Makoto is a character of extremes gifted with explosive offensive potential. When she gets momentum on her side she can stun the opponent quickly while doling out extreme amounts of damage. With the fastest dash in the game and her toolset of fantastic normals Makoto can bully the opponent with multiple surprise attacks and grab unaware players with her Karakusa.

As a payoff for having such good control of space and punishing options, Makoto's defense is incredibly bad. She is often forced to rely on her backdash to get away from the opponent, which leaves her open to option selects. She also walks slower than any other character in the game and has to rely on her normals to move around.

Strengths
+ Can really lay the beatdown on any punish.
+ Good range on attacks and incredible corner-carry combos.
+ Axe Kick is one of the best special moves in the game.
+ Two useful Ultras.
+ Very fast forward dash, quick backdash.
+ A very nice set of normal moves for anti-airs or space control.
+ All of her EX moves are applicable in a match.

Weaknesses
- Once she gets knocked down, life gets really hard.
- Slowest footspeed in the game.
- Has trouble escaping corners.
- Weak cross up.
- Slow low attacks.
- Has trouble chipping fighters safely on the ground.

Notable Normal Moves

Kazami
This has a nice amount of range for a Light Attack and good priority against pokes that hit mid or high. Also, it's special cancelable.

Kaoruna
One of Makoto's best moves for moving around. It's completely safe on block, gives frame advantage on hit and shoves you into command grab range. The hitbox also has good priority for interrupting ground attacks.
       
Shimaki, Yamase (Lunge Punch Combo)
Makoto's Lunge Punches have ireally good range. If you land all three hits of this move it does incredible damage. It's good to use this move for mid-range poking since it throws you so far forward.

Shibuki
You can use this move to shift Makoto forward a small distance. You can cancel the startup of this move into Karakusa to increase its range, but it requires incredibly deft fingers to do so.

Naruto
Makoto takes a huge step forward with this move, and it's completely safe on block except against moves like Super grabs. A fantastic move for closing the distance just like Kaoruna.
(Hold to feint)
Kuroshio
Similar to Naruto, Makoto takes a really big step forward for a kick attack that knocks down. This is one of her longest-ranged knockdown options, but it has very slow startup and bad recovery. Best only to use this is you absolutely positive it will connect (someone constantly walking backwards/blocking high at mid range).

If you hold down the kick button, Makoto will feint the kick and step forward without attacking. Best only to use this against players who freeze when they see a character's motion since the amount of time before you can move again is huge.

The feint version of this move allows you to corpse hop opponents. For those unfamiliar with the term, "corpse hopping" is when you slip over someone when they are knocked down. This is really important when fighting charge characters.


Standing Light Punch
This will interrupt a lot of attacks and is great for a tick into Karakusa.

Standing Medium Punch
Makoto's best bullying poke. Use this to force opponents to respect your space.
       
Anti-Airs: Standing Medium Kick, Crouching Medium Kick, Crouching Hard Kick
Standing Medium Kick is Makoto's weakest anti-air, but against low priority jump-ins it will do just fine.

Crouching Medium Kick is a fantastic anti-air for Makoto, but the opponent must land somewhat in front of you for it to be effective.

Crouching Hard Kick is a slower but more powerful anti-air for opponents who land really far in front of you.

Crouching Hard Punch
Makoto's sweep has a nice balance of range and power for a low poke. It's unsafe on block, so you'll want to use this at maximum range.

Crouching Light Kick
A great option-select normal to use if opponents keep trying to aggressively attack you on the ground. Simply buffer EX Hayate when this move is active to fight back against ground dashers and other special moves.
Special Moves
or  (Charge with , Cancel with (non-EX))
Hayate (Dash Punch)
Damage
Light
105
Medium
115
Hard
125
EX
120

Properties (EX)

Makoto's dash punch at first looks like a horizontal space abuser, but you'll only want to be using this move in combos or as punishes. All Hayates are unsafe on block to a high enough degree that every character in the game can punish them with ease. Light Hayate in particular is very unsafe.

Each version determines the distance you want to corner-carry the opponent. Beware that the Hard version starts up slowly. Also, you can hold the punch button to charge and delay the Hayate, which gives you the alternative to cancel it with a kick button.

The canceling of Hayates is important in pressure strings against characters without good reversals. By constantly canceling normals into Hayate and then canceling Hayate directly the fast recovery sets up more Karakusa or reset opportunities for Makoto. Due to the risk this strategy isn't used too often, but it's nice to know that it's there.

EX Version: EX Hayate is one of Makoto's strongest tools and one of the best EX moves in the game. It has standalone armor-breaking properties, travels the farthest distance, knocks down/juggles the opponent and is the safest on block.

If you have your opponent in the corner or close to it, you'll want to be using EX on this move in combos because of the juggle state it inflicts on the opponent. You can also use EX Hayate as a sudden surprise attack due to its safety and higher-priority hitbox.

or
Tsurugi (Axe Kick)
Damage
Light
90
Medium
100
Hard
150
EX
100+60

Properties

Makoto's Axe Kick is one of her choice special moves. Using it allows her to hop over low pokes and avoid throws while safely attacking the opponent. She can only activate it while jumping neutrally or forwards, and it can be blocked high or low.

As long as you activate this move close enough to the ground and it makes contact with the opponent in some way, Makoto should be safe from counterattacks. It also puts you right in close range for a mixup opportunity.

If you're having trouble getting in with Makoto you must start using this move. Light Version comes out the fastest, Hard the slowest. You can combo from the Light or Medium version very easily and the Hard version knocks down.

You can activate this move extremely close to the ground, which makes it extraordinarily powerful. Practice jumping and activating this move as quickly as you can. Also, make sure you know the right range of attack, otherwise this move will whiff and leap over opponents on the ground.

Using this move on the opponent's wakeup will lock them in place and prevent them from backdashing due to the active frames of the move.

EX Version: EX Tsurugi can be performed immediately from the ground and it must be blocked high. This is a two-hit attack designed to defeat Focus Attacks.

A good move if you want a really fast overhead knockdown option. Also, the startup of the move is projectile invincible, though this doesn't really do much for Makoto.

or
Oroshi (Karate Chop)
Damage
Light
90
Medium
100
Hard
150
EX
120

Properties

The Oroshi must be blocked high, and is another (slow) Makoto mixup option. All versions of the move are unsafe on block, with the Light being the least unsafe. The pushback of the move might save you from a punish, but it's best to be careful.

If the Light or Medium Oroshi lands, you can combo from them using fast attacks such as your Crouching Light Kick. It's slightly easier to combo from Medium Oroshi but not by much. The Hard Oroshi knocks down.

In order to make sure the opponent doesn't try to escape from Oroshi, you'll want to cancel into it from a normal move. This gives them less time to react.

EX Version: EX Oroshi is one of Makoto's faster knockdown options. It starts up much faster than the regular Oroshis and can be comboed into. Using the previous strategy of canceling from a normal move makes this even harder to react to in a blockstring.

EX Oroshi also has some startup strike invincibility, but it wears off long before the move can get to a hitting state. Also, this move is still completely vulnerable to throws.

or
Karakusa
Damage
Regular
40
EX
60

Properties

Makoto is famous for her Karakusa and its deadly reset potential. The Light version starts up the fastest, but has the least range. The range and startup differences on each Karakusa are rather small, but significant enough to make a difference.

The use of this command grab is pretty straightforward; wait for the opponent to stop trying to counter your offense and then choke them. Thus, the only thing you really need to worry about is the situational use for the command grab.

There's a bunch of tick setups with standing Light Punch or crouching Light Kick that you can use to trick the opponent into thinking a Karakusa is not coming.

Once you land this move, the most popular combo starter after Makoto sets the opponent back on the ground is standing Hard Punch.

EX Version: The EX Karakusa has the same range as the Medium and has one-hit Super Armor. Absolutely great for using when you don't want to be interrupted from your grab by players mashing on Light Attacks or such.

EX Karakusa also starts up the fastest of all the versions, making it the hardest to react to. Definitely a choice move for Makoto in her mixup game.

or
Fukiage (Upper Punch)
Damage
Light
100
Medium
100
Hard
100
EX
140

Properties

Makoto's anti-air special attack. Fukiage is upper-body invincible during the startup of the move, making it a sure-fire anti-air against jumping attacks. This move can only strike aerial opponents.

All three versions of the Fukiage have slow startup for anti-airs, so you must make a correct guess on a jump-in to land one reliably. The heavier the version, the slower the startup.

If any Fukiage connects, Makoto can jump to cancel the recovery of the move and follow up with an attack. You can choose to go for an aerial reset with a normal move, a Tsurugi juggle/knockdown, or another Fukiage into Tsurugi.

If you find that opponents are constantly jumping out of your offense/Karakusas, this move is a great answer to make them stop leaping out of your range. The forward movement of the Hard Fukiage in particular is great for attacking people trying to jump away. This requires a risky read though.

Generally you'll want to limit the use of Fukiage to combos and obvious jumping counters only.

EX Version: EX Fukiage has the startup of the Medium and does more damage. It also moves the farthest forward.

You can use this move to catch backdashes from the opponent since they are considered airborne, but this requires a good read or a difficult option select.

Super and Ultra Moves

Super — Tanden Renki
Damage
Super
+25%

Tanden Renki increases Makoto's damage by 25%. You can cancel into it from normal and special moves to extend combos. You cannot use EX moves while this Super is active.

Unfortunately it's really not worth burning four EX bars just to get potential damage. It's much better to bet on guaranteed damage unless you're showing off.

The startup and some of the recovery of this Super is invulnerable, so it's possible to use as a final desperation counter.


Ultra 1 — Seichuzen Godanzuki
Damage
Ultra 1
480

Properties

Makoto's comboable Ultra for big damage. Because it starts up fast and has deceptive range while being fully invincibile, you can use it as a punish or an anti-air. Ways to combo into Seichuzen realistically include the L or M Tsurugi, a link after Tanden Renki and the Karakusa.

You're going to want to save this Ultra for matches where you need a fast invincible grounded counter to an opponent's move at close range.

then    or    or 
Ultra 2 — Abare Tosanami
Damage
Ultra 2
440

Properties

Makoto is fully invincible until she reaches the wall when she activates this Ultra. The jump from the wall is not invincible but the angle the move travels at helps you to avoid a lot of attacks anyway.

Before Makoto jumps to the wall you must press one of the Kick buttons to determine where Makoto will go. You don't have much time to input it, so it's best to input the Kick button as an immediate followup to the Ultra input.

There's no way to combo into this Ultra, but it has great utility due to its range and speed. Punishing projectiles and reckless offensive moves is easy if you can see them coming.

Another great use for this Ultra is escaping the corner. Makoto has a really tough time escaping when her back is to the wall, so this Ultra is a great way to escape. Make sure the opponent cannot punish you with a long-ranged attack in the opposite direction.

Once you land this Ultra, you can perform several followups that are detailed in the Combos section below to add some really powerful damage to the Ultra ender.

Target Combos
   
Target Combo 1
This target combo is a direct answer to people who try to Focus Attack the initial Forward + Medium Kick. The second part of it is fairly safe on block in that you'll push yourself out of range. The target combo itself does nice damage but doesn't really set anything up.
   
Target Combo 2
Another good target combo for breaking Focus Attacks. Unfortunately this target combo is not safe on block and it's not special or super cancelable.
Combos
Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

st.HP xx H Hayate
2 Hits
190 Damage
Makoto's basic punish combo.


cr.LK xx L Hayate
2 Hits
120 Damage
A much faster punish combo.


cr.LP, Link st.LP, Link cr.LK xx EX Hayate
4 Hits
??? Damage
Makoto's first bread and butter link combo. Only works at close range.


cr.LP, Link st.LP, Link st.MP xx EX Oroshi
4 Hits
182 Damage
Makoto's second bread and butter link combo. You can of course choose EX Hayate as a combo ender instead.


Karakusa, Link st.HP xx EX Hayate
3 Hits
216 Damage
Karakusa bread and butter.


M Tsurugi, Link cr.MP xx M Hayate
3 Hits
240 Damage
Tsurugi gives a lot of frame advantage to do almost anything on hit.


Karakusa, Link Ultra 1
6 Hits
434 Damage
A feared combo that is very easy to do. Karakusa leaves Makoto at 12 frames of advantage, and Ultra 1 comes out in 6 frames.


st.HP xx EX Hayate, LP Fukiage xx Jump xx EX Tsurugi
5 Hits
387 Damage
Makoto's doomsday combo. Requires the corner.


Ultra 2's Fukiage xx Jump xx M Tsurugi, juggle EX Hayate
6 Hits
542 Damage
Ultra 2 first followup. Use it to force people into the corner faster.


Ultra 2's Fukiage, dash forward, LP Fukiage xx Jump xx EX Tsurugi
7 Hits
577 Damage
Ultra 2 second followup. Higher damage option. The LP Fukiage sometimes has to be done in the oppposite direction since the dash can cause you to cross under.


Focus Attack Level 2 xx Dash forward, wait... LP Tsurugi xx Jump xx M Tsurugi, EX Hayate
4 Hits
302 Damage
Good damage off of a Focus Attack.


Focus Attack Level 2 xx Dash forward, wait... MP Tsurugi, LP Tsurugi xx Jump xx EX Tsurugi
5 Hits
326 Damage
Focus Attack combo 2. Only works in the corner.
Tips and Tricks
Makoto is a character that is constantly on the move and is aggressive with her jumps, neutral jumps, command normals and dashes. Given that she has a very unpredictable and powerful offense, only players that can master a fearless mentality should play Makoto.

You'll want to press forward with different degrees of movement and shut the opponent down at all angles by making them scared to counter-attack.

Because of Makoto's up-close offense the possibility of getting hit with every reversal in the game is high. Being able to read an opponent's mental state and patterns is thus another required trait in order to play Makoto effectively otherwise people will constantly escape from you.

The Kara-Karakusa
The Kara-Karakusa is the name for a technique used to extend the otherwise short range of the Karakusa.

To sum up the technique succinctly, you cancel the startup frames of a normal move in order to move closer to the opponent and grab them. You must do this before the normal move actually hits.

The most common and easy normal move to kara is the standing Light Kick. So the motion should be (quickly) performed like so.


Kara-Karakusa Input

To prevent the standing Light Kick from hitting the opponent you'll have to either memorize the specific range in which to use it or activate it just as the opponent is standing up, making it whiff through the character.

You can get by in games just fine without using the Kara-Karakusa, but it's best to know just in case for those really annoying matchups out there.

Other Resources and Credit
You can find more information about playing Makoto on the forums..
Contributions to this guide by Nyoronoru and FGM.


Comments

J said on March 13, 2010 at 6:55 a.m.

Can you do a reset after EX Fukiage?

#1
Chisin_Jong said on March 13, 2010 at 9:01 a.m.

she gona get pwned by ranged characters

#2
SpARelentless said on March 13, 2010 at 11:45 a.m.

Honestly I don't think Karakusa into Ultra 1 is possible.
If you set the dummy in SF4 to auto block and do Tenshin into Super/Ultra with Fei Long, it connects. However, if you set the dummy to all block and do the same thing, it's blocked. I believe it's similar in this case, as Justin Wong only showed thios method with auto block in his vid.

If it really is possible, then that's really cheap :>

#3
StevoKanevo said on March 13, 2010 at 1:16 p.m.

@SpARelentless: In SFIV with Fei Long, the reason you can Tenshin or EX Tenshin into Super/Ultra (or anything really) is because the Tenshin does not actually register as a hit. For example, if you were to perform a Tenshin link into standing HP cancel into LK Flame Kick it would only show a 2 hit combo (one form HP and one from the LK Flame Kick hitting once). Since the Tenshin doesn't technically "hit", the dummy does not block the following attack at all. Makoto's Karakusa does do damage and does register as a hit, this is why in Third Strike Karakusa -> standing HP xx HP Hayate shows a three hit combo. Based on this (and I may be wrong) it would appear that Karakusa linking into ultra as Wong shows in the video would be legit.

#4
Stitchlink said on March 13, 2010 at 1:33 p.m.

@7

I don't think it would be cheap, it would be similar to Gouken's throw into ultra, I think having an easy ultra to combo into can make a strong character, so having those options is a plus, and I'm sure it still works with all block, because you can't block right after the command throw at all.

#5
SpARelentless said on March 13, 2010 at 3:15 p.m.

@Stevo I had to read your comment a few times to get what you mean^^ But what you say sounds plausible enough to be true.

@Stitchlink Gouken's backthrow has more techable frames than other throws though (if I'm not mistaken) and it's also not a command grab, because generally you can say that command grabs are better than regular grabs - especially with EX Karakusa having super armor.

But hey, I'd really be the last person that would complain if Makoto would get something incredibly powerful >:D

#6
whiteshadow said on March 13, 2010 at 3:26 p.m.

The old 3s gave her a lot of kara cancel moves. Do you think she will be able to kara karakusa?

#7
shiverix said on March 13, 2010 at 5:44 p.m.

@SPARelentless
As you said command grabs can generally be said to be better than regular grabs, when it comes to Makoto's karakusa this throw is strong because of its setup potential. The throw itself does very little damage (less than a normal throw) but you can connect a combo afterwards for free, this is how it was in 3s and how it is in 4 as well.

#8
SmashBros101 said on March 13, 2010 at 10:43 p.m.

Hey guy's I know I sound like a noob, but when SSF4 comes out I really want to learn how to play Makoto at least decently. So please tell me, does she have a sharp learning curve for beginners? Or a standard simple learning curve?
Please reply.
I also like how she looks, unlike most people I don't think she looks too scary.
:3

#9
THTB said on March 14, 2010 at 7:45 a.m.

EX tsurugi, IIRC, was stated to be 2 hits and knocks down.

#10
joeurgod said on March 14, 2010 at 10:23 a.m.

@SmashBros101 she has an awkward lerning curve, if you played sf4 before and think of her as another character, then you will be dissappointed because she doesnt play like a normal character but if you just start out and play her you have no one to compare here to and will be fine. And i too fine her not to be scary but rather like her look lol

#11
ArcaneArcane said on March 14, 2010 at 10:58 a.m.

@SmashBros101
@joeurgod

Uh, Makoto is scary... you guys must have not seen her in SF3... Thats the only reason why anyone would say that. She is notorious for being a high damage rush down chracter.

Compare her to Abel in SF4. Learning curve will be high because she revolves around her grab and getting past fireballs. But it will be worth the learning/losing. Once you get her down, you will have the power of a god.

#12
SpARelentless said on March 14, 2010 at 11:33 a.m.

She doesn't have a huge execution barrier though and the hardest part is just remembering all her mixup options and using them in the right situations.

#13
kondee said on March 14, 2010 at 11:55 a.m.

She'll be a tough cookie to play as. As stated in interviews, All 3rd Strike characters are meant for more advanced and higher level players. Either you come in and approach them in an entirely new way or you'll find yourself having a hard time adjusting.

The fruits of effort will be worth it though. I think these characters will be the most rewarding.

#14
Psycho said on March 14, 2010 at 1:04 p.m.

3rd strike characters are gonna be so good, they gonna have hard time to aproach zoning characters but once they get in they'll have a lot of tools to turn the matches upside down.

#15
LuckyD said on March 16, 2010 at 1:49 p.m.

can anyone explain to me wat a reset is?

#16
SpARelentless said on March 17, 2010 at 2:44 p.m.

A reset is when you hit a character that is in a juggle state with a move that doesn't knock them down, but following moves won't combo anymore.

Sakura for example is very famous for this. If she hits someone with her EX Tatsu, they will be in a juggle state and as they fall down, you can hit them with a variety of normals to reset them.

Resets are useful because it will set up a guessing game in your favor - you can eg tick throw, dash under for a crossup, throw immediately etc. Since they also reset the combo counter, if you connect more moves they will start from 100% again so you deal more damage. Resets are however also somewhat risky, especially against chars with a SRK - however you can also try to bait one out ;)

As for Makoto and resets - in 3s after connecting her SA2 which is her Ultra 2 in SSF4, it was possible to connect some more moves and go into a reset afterwards as well, which is even more dangerous with Makoto because she's got a very strong mixup game. It's unknown if it's still possible in SSF4.

#17
Cheesus said on March 21, 2010 at 7:08 p.m.

@SpARelentless: It's not cheap. Most command grabs are better than normal grabs and Gouken's backthrow does have many techable frames, but in 3S Makoto could often be grabbed out of her Karakusa before it would come out and pretty much any other command grab would beat Karakusa, so I think it will be similar in SSFIV.

#18
SpARelentless said on March 22, 2010 at 11:03 a.m.

@Cheesus Easier said than done ;)

I predict many, many people will complain about how unfair and cheap that Ultra setup is.

#19
Cheesus said on March 22, 2010 at 11:37 a.m.

No doubt they will, but that doesn't mean they'd be right. There's easier ways to combo into an ultra. Just look at Rufus. So many easy ways to combo into his ultra. Then we have Ryu with his jab Shoryuken on a jumping enemy into ultra, or EX Tatsumaki in the corner etc etc.
People just see how easy it LOOKS and assume it's cheap, when there's actually way "cheaper" setups. Let the scrubs complain.

#20
SpARelentless said on March 23, 2010 at 9:20 a.m.

Got nothing to add.

#21
guile_makoto said on March 28, 2010 at 3:20 a.m.

I love this girl from the begining of 3S I looked at her one time and said this is my character going to main her cuz she's so damn idk how to explain makoto just says it all im such a makoto feen im going to chanage my gt to xMaKoTo 3s

#22
SSJ3X said on March 29, 2010 at 9:51 a.m.

Note:

Ultra 2 can still be comboed after the initial last hit.

I would like to try and mess around with her. Trying to get Sakura down took some use to, but Makoto seems to be the "Sakura" of Super; can be great rushing down, but have trouble against turtling players, as well as not having a strong defensive game. She seems to be completely straightforward with her stuff, but I could be wrong. I would think she can have impressive mind games not just with the Karakusa, but with other options.

Hopefully I can help and update the strategy guide on here too :)

#23
Steam said on April 11, 2010 at 4:11 p.m.

I can't wait to hear ETOH 20 times. For I will be pwning with Rose, Vega, and Makoto.

#24
Saikobooru said on April 14, 2010 at 10:07 a.m.

Agreed.
Can't wait to use her!

#25
Nyoro said on April 19, 2010 at 11:27 a.m.

The Fukiage anti-air was not only pretty terrible for that purpose, but it was also just parry bait.

In SF4 it's now a legitimate anti-air. Combine that with armored Karakusa, and no more crappy defense for Makoto.

#26
Mofobuster said on April 19, 2010 at 12:08 p.m.

you can juggle after ultra 2...
either with fuikage or tsuguri...
i dont really know how to do it regularly, i dash out of the ultra 2 as soon as the oponent is sent flying after last ultra 2 hit!

#27
MikeChua said on April 19, 2010 at 12:40 p.m.

not sure if this video was shown yet. But this may help a lot to answer everyone's questions about the return of the Mak!

http://www.youtube.com/watch?v=IJUawy...

#28
Hadookie said on April 19, 2010 at 12:54 p.m.

@28

I made an account just so that I could link that exact vid, but you beat me to it lol.

Concerning her Ultra 2, from the vids I've watched with it in action, it seems like it autotracks depending on the opponent's location on the screen. Can anybody confirm this? Or is there still some method of 'aiming' Ultra 2? (Not sure how it is possible, since all 3 kicks are used in the command)

#29
Hrm said on April 19, 2010 at 6:08 p.m.

@29
Based on videos I've seen recently, it looks like there's a way to aim it. Maybe you have to hold a certain kick button after inputting it?

#30
spanish_ninja said on April 19, 2010 at 7:10 p.m.

cant wait to experiment with her >:)

#31
MikeChua said on April 20, 2010 at 5:10 a.m.

whee ... found a video of her taunt :D

http://www.youtube.com/watch?v=NqQS74...

#32
MikeChua said on April 20, 2010 at 5:16 a.m.

Oh god ... if they kept the control leniency that was intentionally added for beginners in SF4, does this mean that all we'll have to input for her Karakusa would be 321+P? If so that'd be so hot lol ...

#33
MikeChua said on April 20, 2010 at 5:45 a.m.

And finally ... to put all of us at ease, Makoto doing her kara-kara :p ...

http://www.youtube.com/watch?v=KzDz5R...

#34
MikeChua said on April 20, 2010 at 8:07 a.m.

edit on #33
"...for her Karakusa would be 321+K?..."

^fixed

#35
MikeChua said on April 27, 2010 at 10:21 a.m.

I can't figure out how to direct her Ultra 2 (Abare Tosanami). Please help.

#36
SoEvil said on April 27, 2010 at 12:27 p.m.

@36
After you activate Ultra 2, hold low kick for short range, hold medium kick for mid range.

#37
AstroZombie said on April 28, 2010 at 7:40 a.m.

What is a good anti-air move for Makoto?
I was messing around with her last night and against a Ken player I couldn't figure out exactly how to completely stuff and jump in HK. C.HK trades and the damage favors Ken.
Is Fukiage a viable option now?

#38
Steam said on April 28, 2010 at 5:06 p.m.

@38,
On rare occasions the standing mp and crouching mk completely stuff some jump ins but most of the time trade. EX Fukiage is the best option unless you can set up a Lp. fukiage into axe kick.

#39
Aflay said on April 29, 2010 at 5:36 a.m.

Man, I have been playing street fighter three since the begining of the year now, and have fallen in love with makoto, but after playing a few games of street fighter Iv (about a week ago at a friends) I was a bit iffy about the way things were going, but from what I hear, it sounds pretty sweet ^-^d

Hmm....anything about Makoto's Focus? I doubt Ill use it (no PS3 or Xbox 360 to practice on), but I wanna hear more about it. just in case.

#40
MikeChua said on April 29, 2010 at 8:42 a.m.

@Aflay
Personally I use her Focus for taking in projectiles to up my Ultra meter. I also use her FA for cancelling Hayate in case my opponent blocks. You can also use Focus Attack after Hayate sometimes if players tend to attack you after a whiffed Hayate.

#41
jsun said on April 29, 2010 at 1 p.m.

@40

you can focus attack twice and still crumple on the second one

#42
shannaro1992 said on April 29, 2010 at 1:18 p.m.

Loving her already. I still suck at using her but I found that she has amazing comeback potential. She's sorta like Gief in that regard. Her opponents can keep her pinned down with limited options, but once she manages to turn the tables in her favor, she can pretty much demoralise her rivals.

She'll take a lot of work, but I believe she'll be worth it.

#43
MikeChua said on April 30, 2010 at 12:06 a.m.

@43 (Shannaro1992)
I have not invested as much time on any of the other new characters except for Makoto since I had purchased the game on launch day.
I found the transition from SF:3s to SSFIV to be rather difficult at first due to the difference in timing but I have managed to get used to her now and I can tell you, she not only gets her super bar fast due to her BnB (jump in FP > cr. MP > Hayate) but she does so much damage in such a short string of combos that she gets pretty deadly pretty fast. Especially on knocking down the opponent. Hard to guess at times wether an EX Oroshi or Cr. FP will come out :D.

She gets even deadlier when you manage to link her Karakusas in there and do the same combos all over again.

#44
Nishua said on April 30, 2010 at 6:27 a.m.

I've decide to take on the challenge and play with Makoto. I must say that she's extremely hard to use for several different reasons. First her combos need exact timing and most of the don't exceed 3 hits so there is no room for error.

She does have poor but it's negated by short range. I do love the girl but its a tough learning curve. Like this page says
"Makoto is Super Street Fighter 4's version of poker's "All In." You can either look brilliant or horrible while playing her, because once she gets someone caught in her mind games, she can dominate a set, but it can be difficult to consistently get in against some characters."

I'm trying to be that poker star but I'm warning you it will take a long time. I've a lost a ton of matches so far.

#45
MikeChua said on April 30, 2010 at 11:37 a.m.

@45 (Nishua)
Hey Nish, I hit that wall also when I started to learn Mak. I've been used to playing fast paced characters. My tip for you is to constantly tell yourself to slow down your input commands and try and "watch" her animation otherwise you'll overlap your commands and get nothing. Your mind will start adjusting.

Tips for getting inside.
It's a well known fact that you'll be using dash a lot. One of the things I do a lot with her first is sand bag the first round and use a lot of FADCs with my opponent to slowly get in and download my opponent. Make use of her (> + SK) and her (> + MP) to get in also. Those are often the ones the I use to couple with an EX Karakusa.

If you're on Xbox Live, I'll be more than happy to spar with you. Just hit me up at (Box360z) and let me know you're from eventhubs :)

#46
MikeChua said on April 30, 2010 at 11:48 a.m.

::add::
Also you will lose a lot of matches regardless if you are the best SSF4 Makoto player ever. This game is balanced or tries very hard to be. So like any character, there will be a rock to her scissors, a paper to her rock, etc.

Goin up against "safe" characters like Blanka or projectiles types gives me a hard time as well as grapplers who you can't really stay in too close all the time.

#47
Hrm said on April 30, 2010 at 4:49 p.m.

Can she still combo her ultra 2 after grab and choke like she could in Third Strike?

#48
shannaro1992 said on April 30, 2010 at 9:48 p.m.

Turns out that miss Makoto is such a beast. It's usually a huge gamble playing her. I've honestly NEVER played third strike so when I started playing her, it was like trying on a new language! Oh well. Her rush down ability is brutal and I've actually managed to even dizzy opponents several times. Bah. I've lost way more times than I won with her but that's OK. Taking risks is what makes Makoto so fun to use!

#49
Nishua said on April 30, 2010 at 11:20 p.m.

Thanks for the help Mike. I sent you a friends request. My gamertag is Nishua. I but the TE stick and I realized that if I had a circle joystick instead of this octocrap i could pull off her ultra easier that's for sure.

#50
Nishua said on April 30, 2010 at 11:39 p.m.

Just discovered this awesome feint with Makoto. Press F + HK then hold the button down while holding press MK and she'll stop her sweep get you in closer. :D

#51
MikeChua said on May 1, 2010 at 1:20 a.m.

@Shannaro1992 (#49)
It's great to hear you're enjoying your Makoto. :D
Her rush down is really where it's at. Coupled with understanding how your opponent plays and you'll pretty much know when or what your opponent will use to retaliate.

Focus cancelling is KEY with Makoto ... It's an ABSOLUTE NECESSITY. So if you don't do FADC's much from SF4, she's a great way to learn to spam FADCs. You'll start to lose less once you get her rhythm down. :D

#52
MikeChua said on May 1, 2010 at 1:26 a.m.

@Nishua (#51)
I'll add you later today since its 4:30 am here and I just got home not too long ago :D

You don't have to press MK after you press Toward and HK by the way. Tapping Towards and HK will cause her to move forward and trip your opponent where as HOLDING DOWN Towards and HK will make you go through the same animation minus the tripping attack. This is her 2nd normal move knock down, which is also one of her most punishable moves.

I'll have to tell you over Xbox Live since there's so much to say xD ... see you soon.

#53
rarefuture said on May 1, 2010 at 4:03 a.m.

we gotta hang in there guys. we are all taking a ton of losses but its cool. because as someone said earlier once we tame makoto's savage nature we will have the power of a god. us Maks gotta stick together we'll get through the hard times. GET HYPE!!!!!!!

#54
dequann said on May 1, 2010 at 7:31 a.m.

i am a 3rd strike makoto player 2. moments like this make me wanna cry we will master makoto.

#55
shannaro1992 said on May 1, 2010 at 7:58 a.m.

Wow. Makoto's got such a solid fan-base.

#56
spanish_ninja said on May 1, 2010 at 10:39 a.m.

makoto is really so slow in SSF4... :( why....??? i wish her Heavy hayate didnt have so much start up time. and hey anyone else getting uppercutted the hell out of when you go for karakusa???

#57
Triforce said on May 1, 2010 at 3:02 p.m.

Holy ****, I was excited to main her for this game, but she gets eaten alive in here..taking on Blanka sure ain't taking on Necro...I've gotten my ass beat everytime I've used her. :-(

But I'll work hard at it-stick with her, take the losses in stride, and try to still adjust and learn.

#58
MikeChua said on May 1, 2010 at 5:28 p.m.

Guys remember, the game is still rock paper scissors. There will be characters that will be 2:8 or 3:7 for Makoto regardless of skill. To say "I want to be so good at Makoto that no one can beat me" is a wrong way to think of it because you will get beat just because of the game's mechanics (i.e. faster frame rate moves, SRK, etc.)

"I want to main Makoto so good to a point where I have her timing down well and know how to counter other moves" is the correct statement.

#59
Hiroshi said on May 2, 2010 at 3:08 a.m.

just wondering any of u guys know any other way to make her kara karakusa easier to do pretty hard to do with alot of timing

#60
caruga said on May 2, 2010 at 4:30 a.m.

Nice, she can do 600 damage with super + ultra.

#61
Zodiark said on May 2, 2010 at 6:11 a.m.

I've never played 3rd Strike, but from all the 'new' characters in Super, she's by far the most interesting in my opinion. The quote 'easy to pick up, a lifetime to master' fits her extremely well.

#62
Dr_Guillotine said on May 2, 2010 at 3:03 p.m.

http://www.youtube.com/watch?v=8nhHNL...

can anybody say broken?? lol

anyways, she seems pretty solid. This rendition is just too close to her 3s counterpart.

and btw you can find more content of her in this channel

http://www.youtube.com/user/Mienaikage

#63
CharlieKun said on May 2, 2010 at 3:20 p.m.

hello fellow makoto players! since capcom have said they will be doing patches for super, if they feel the need to, i have 2 suggestions that Makoto NEEDS to have. not only because it will make her a better character, but because it just makes clear sense!

1. EX Hayate needs to be 2 HITS! they can even have it equal the same damage as her current EX hayate, but it just needs to hit twice. i say this because it straight up doesnt feel right to be lunging in at sonic speed bearing a karate fist of doom, only for it to be laughably absorbed by a focus attack. fair enough if it doesnt armor break but at least 2 hits so it cant be absorbed like a sponge.

2. EX Hayate needs super armor. to be fair, if i had to choose this or the former suggestion, i'd go with point number 1. but this would be nice because Mak has a HARD time with fireballs, especially from Sagat and SuperGuile. being able to take one hit and dash straight through, will make fireball spammers think twice about keeping Makoto in the far corner.

wat do u guys think? and if the majority agree, we need to get the word spread so capcom actually hear our cries and consider the changes in a patch! ^^

#64
MikeChua said on May 3, 2010 at 9:42 a.m.

@Charliekun (#64)
I would have to disagree on a few counts. First of all, I'm a Makoto main (been one since SF:3s). I can understand how you feel that EX Hayate needs 2 hits and Super Armored but that itself would lead her to spam Hayate when it's not suppose to be even if it is her key move.

The entire challenge to Makoto is being able to get in close which explains why her BnB combos are so easy to pull and the animation for her combos are not as strict to follow as other characters.

Considering if EX Hayate was given 2 hits or Super Armor, everyone would be spamming it to get inside when it, like most of her specials, are meant to be "situational" to keep your opponent guessing.

I've said this again and I'll say it one more time. LEARN FOCUS ATTACK DASH CANCELS and spam it if you don't do it yet.

Tip: (Against Fireball Spammer)
Most players can be caught with 2 at most 3 Fireballs. I tend to have them throw the first one and have my FADC toward absorb it to help build up my Ultra meter.
On the second FB, FADC forward and jump in with a j.MK or j.FP. This tends to land for me. If it's a sand bagging Guile, use FADC back dash to get out of there in case he's about to Flash Kick. If you're lucky he may just try and trip you and have your armor absorb it.

#65
MikeChua said on May 3, 2010 at 9:49 a.m.

@#63 (Dr_Guillotine)
How does that video show she's broken? Her main BnB combo jumps in with a FIERCE, followed by a FIERCE, into a FIERCE Hayate. Always was since 3s. Considering the fact that Mak has a hard time getting near her opponent, this is what can (and has on numerous occasions) happen.

People gotta be crazy if they decided to stay in close with her.

#66
CharlieKun said on May 3, 2010 at 1:35 p.m.

@MikeChua *65

fair play, i can understand the reasoning for not having super armor. but 2 hits on EX hayate i still think isnt too much to ask. it doesnt change anything about her gameplay wise. it just means that if u see an opponent trying to play guessing games by doing random focus charging on the field, then u can punish. there are lots of characters with 2 specials that armor break. and i dont think asking for EX Hayate to deal 2 hits that equal the same damage, is exactly asking for a million pounds in cash for no reason.

Im cool with having to work hard with Makoto. been that way since 3S i feel. and it makes the game that much more fun. but seriously, its bad enough that EX Hayate can be poked out by accident sometimes. The match isnt garunteed victory for us once we get in. it still takes a deal of mix ups and guessing games for us to keep the pressure on.

#67
MikeChua said on May 4, 2010 at 7:32 a.m.

@#67 (CharlieKun)
Personally if there's a gripe I'd complain about Makoto, its the fact that you can trade with her Ultra 2 (Abare Tosanami). I personally think that her Ultra 2, once connected, shouldn't be interruptable.

If there was one thing I'd fix about Makoto, I'd have to say making her Towards + MP an overhead but keeping her animation the same.

Reason I say this is because Toward + LK moves her more forward to set her Choke Hold (Karakusa) so having the overhead Toward + MP would be a nice setup for her Dash Punch (Hayate) or an EX Overhead Chop (Oroshi). Doing this will stop the Sand Baggers who abuse the distance between them and Makoto.

Regarding EX Hayate doing 2 hits but equaling same damage. Having to relook at this option, I do see the validity of this suggestion. Over time when players do get used to playing against Makoto, they'll know when to expect it since its then eding to her BnB and most likely FADC it over and over. I'd support this.

#68
MikeChua said on May 4, 2010 at 7:33 a.m.

::fixed::
(last paragraph)

"... since its the ending to her BnB ..."

#69
CharlieKun said on May 4, 2010 at 11:57 a.m.

@#68 MikeChua

100% Agree on the Ultra 2 trading. lol i just have to laugh sumtimes when i get anti-aired out of it sometimes.

Im thouroughly enjoying Makoto. Even though, when up against a very good guile, sagat, ryu or juri i pretty much always lose because it gets to the point where against good players of those characters, theres nothing much I can do to win except punish a wiff or get lucky with a mix up. When I score a knock down, it feels like im flipping a coin when going for the follow up. haha which is kinda cool.

I wish there was more stuff that can be hayate cancelled though. Then we'd be even more fearsome once we get in. so far all i knw of is s.HP > Hayate Cancel > c.LP into CHESTO!

#70
MikeChua said on May 4, 2010 at 11:48 p.m.

@#70 (Charliekun)
The situation you mentioned is the reason why I always choose Ultra 2 (Abare Tosanami). I usually try to fake em out by jumping back so they get ready to zone me with their projectiles and soon enough I get my Ultra 2 going and hit them.

I do lose to a lot of SRK's and good Guile players that don't buckle under pressure. Most of the time my matches with them are long and drawn out since I try not to pressure them before Mak eats a DP or FK.

#71
xxjcblackheartxx said on May 8, 2010 at 3:17 p.m.

i am having trouble chaing her rush attack from a HP i have no idea what the timing is supposed to be ....i have seen it but how do i cancel the HP into hayate

#72
Hadookie said on May 8, 2010 at 6:40 p.m.

@72
The timing is somewhat similar to doing Akuma's standing HP xx Goshoryu. You want to have the Hayate command input finished before the HP hits, followed by a punch input while her hand is still in contact with the opponent.

#73
Hrm said on May 8, 2010 at 8:22 p.m.

I've been having trouble against T Hawk. Primarily Hawk's dive attack. Seems like fukiage trades or loses to his dive, and when I block it he lands far enough away that he's basically safe.
What should I do here?

#74
xxjcblackheartxx said on May 8, 2010 at 9:07 p.m.

i really want to get better with her but i have gotten owned like 68 times online...i just can't seem to get her BNB down i mean i know she is a rush down character but i cna't function when it comes to ranged characters any tips from anyone veteran makoto players

#75
MikeChua said on May 9, 2010 at 12:57 a.m.

@74 (Hrm)
Easy solution. BLOCK then punish with Hayate (Dash Punch). Do NOT abuse Hayate (Dash Punch) on T.hawk though or you will be floored many times over. Be patient and wait for the openings. For an example, bait grapplers by jump in FP and then follow it with jump straight Tsurugi (Axe Kick) into cr. short into EX Oroshi.

@75 (xxjcblackheartxx)
Check my response on tips against fireball spammers at reply #65. It's not much but it's something.

#76
Grozlam said on May 10, 2010 at 10:20 p.m.

@74

Standing MP beats his dive clean if you time it right. You can also punish a blocked dive with f+HP

#77
Hrm said on May 11, 2010 at 3:26 p.m.

Thanks for the advice guys, it helped. Feels to me like Makoto vs Hawk is in Hawk's favor. He's the only character I've fought where I feel like I'm at any real disadvantage.

#78
xxjcblackheartxx said on May 12, 2010 at 1:13 p.m.

Well i was doing well for a while guys....but i feel like am really getting f$%^ed up by Ryu Ken types i can't close the gap and get close please any more advice on getting in to bring the pain...
also is HP Hayate not safe if blocked i have been getting C LK this ever time i dont want to give up on Makoto but i have been losing more than i ever have by trying to master her...i want her as my main but i have in the past only played zoning rushdone characters with projectiles what strategy should i be using for agressive characters

please help it would be appreicated

#79
UsaySHONUFF said on May 16, 2010 at 10:48 a.m.

Here is the thing with Makoto , I played her to top 2 Makoto in N. America in the first 2 weeks of when this game came out. I can tell you right now that no matter how good you get with Makoto you WILL have problems with certain characters. If they can throw any type of projectile you will be zoned.

The problem with Makoto in my opinion is she was CLEARLY designed for master strategists. Meaning YOU NEED to be able to KNOW what your opponent is going to do next. The read also has to be done fairly quickly. Yes, skilled Makoto players can attest with me that she has LOTS of tricks to get in close. but what eventually happens is you find yourself chasing people all over the screen OR they pin you down with random projectiles or DPs, or some type of meaty wake up.

I bait wake ups, focus absorb projectiles, Kara f HK to Karakusa, i use her target combo to close distance. I trade attacks in the air just to dash grab when we hit the ground. in the end when its all said and done sometimes that just wont be enough because of CHARACTER limitations.

I love Makoto, but sadly she doesn't have enough to win consistently online. With lag and random spammers, the fun of Makoto is taken away.

In saying all that when you manage to close the distance and put pressure on your opponent you are rewarded with BIG damage and can take ANY CHARACTER out in seconds. One game you can look AMAZING the next you look like a complete amateur. All i can say is if you want to main Makoto be ready to lose a lot of matches you would never lose with your old character. Be ready for gimmicky players to give you a hard fight and be ready for hard fought and earned victories. Trust me, it feels better to win with Makoto than it does with my main Bison.

#80
Peperoguy said on May 17, 2010 at 12:32 p.m.

I wasn't sure anybody knew this, but I just recently found out that you can fake her [Forward + Heavy Kick] sweep kick. Just hold down the heavy kick button and she won't sweep her leg to trip your opponent. I'm not entirely sure if it's safe to use all the time, but it's there if you want to fake your opponent I guess. Nice movement stretch too.

#81
CONSTvariable23 said on May 20, 2010 at 5:55 p.m.

http://www.youtube.com/watch?v=pJZEqG...

Important Makoto tutorial video, posted here so that people can find it after it gets pushed off the front page.

#82
cosme01 said on May 20, 2010 at 10:27 p.m.

I agree with post #80. I love using her but online people just cheez ALL THE TIME...so you can't get a lot of consistent matches online. What a shame....

#83
Hiroshi said on May 26, 2010 at 11:35 p.m.

@#80 UsaySHONUFF nicely said true about makoto win with her in one match looking great but lose mostly to online spammers who dont want to fully learn the game

#84
DarkBurialX said on May 31, 2010 at 3:02 p.m.

One time I was using Makoto in a match against a E-Honda player, and it was lagging. I was pissed off from the lag that I lost. I would want to practice Makoto against anyone to get better with her. I know it will be difficult to use her against other characters. I don't know much about match plays, but I want to give Makoto a try.

#85
Felecorr said on June 28, 2010 at 9:33 p.m.

UPDATE:
I don't think this is posted anywhere AT ALL, but you can do Grab&Choke from S.HP -> HP Hayate. It hasn't been removed, but its is exclusive to that particular combo. EX Grab&Choke Execute too quickly to follow up, so only use it if you expect a standing retaliation from your opponent.

#86
Drippy_Nozzle said on July 1, 2010 at 3:24 a.m.

You can for the MK and HK karakusa but not the LK version. In order to karakusa after other hayate combos, it is possible to perform a Kara-karakusa. This increases the range sufficiently to land karakusa after a MP hayate for instance. This is pretty hard to do consistently though.

#87
akillyz said on July 21, 2010 at 11:49 p.m.

when makoto gets an opponent in a corner, shes won the round :P

#88
akillyz said on July 21, 2010 at 11:51 p.m.

anyways, my biggest problem is getting around fireballs (besides fadc'ing, but it only works against characters with fairly slow projectiles)
any good ways to get around and punish fireballs with her?

#89
rarefuture said on July 31, 2010 at 4:33 p.m.

low to the ground axe kicks you land much faster than a regular jump. you need to be a bit careful because you can be punished if you land in front of an opponent seeing as how it doesnt have "instant" recovery when you hit the ground. But its cool because if you time it correctly and sorta anticipate the opponents fireball you can axe kickem and go into a combo from there.

#90
jesuslovessatan said on August 3, 2010 at 11:30 p.m.

been playing some makoto lately and have a few good tips.

-her st.mp has very high priority and can cause havoc to anyone in the corner if timed right. if im not mistaken you can link it after a lp or mp hayate to keep the damage going.

-quick mk aerial axe kick is easy to confuse your opponent upon wake up as well, just be careful with srk characters. quick mk aerial axe kick > cr. mp > mp hayate is a fairly easy combo as well. use it alot.

-jumping toward/backward hp has lots of priority as well. it also has fairly easy combo potential.

-kara-karusas are possible and can link after lp or mp hayate and st. hp when close. trust me it works just a weird timing.

just thought i'd contribute. she rocks and will probably be getting some more love when time passes on.

#91
RedCycloneFTW said on August 24, 2010 at 1 a.m.

Idk why people don't play her often she is a good character she is very tricky and can hit like a truck if you know what you are doing

#92
zombiebrian said on August 31, 2010 at 7:13 a.m.

Starting to choose her over chun and have taken over the central duscussion thread for her

http://forums.eventhubs.com/viewtopic...

Im not gonna lie im not great with her... yet but since this is more about gathering info thats already out there i will do my best. Unlike some of the central discussion though i want to see a bit more interaction to make up for my lack of time with her.

Mix-ups and set ups will be my next quest

#93
Felecorr said on September 25, 2010 at 7:44 a.m.

C.MP Is a great poke, but I think most people don't know-
S.MK is faster, has longer range, and does a bit more damage. (10, to be exact) The tradeoff is that they have to be standing th get hit by it. If you land your axe kick, its better to follow up the combo with S.MP if your fast enough to link two together, or S.MK if not.

I don't know who said that you can't, maybe there was a patch. ON MOST CHARACTERS, (bigger ones excluded) You can S.HP->HP Hayate, then Grab.

#94
JustIceRei said on January 9, 2011 at 1:30 p.m.

Why didn't they add her unique Toward - Hard Kick standing sweep? Not only can you use it as an trick advance on an unsuspecting player, but you can hold Hard Kick to cancel the move as a step toward your opponent that is faster than your walk. Also, it can go through a fallen opponent during the cancel.

#95
Steam said on January 16, 2011 at 7:27 a.m.

EX-Hayato needs a armor.

#96
Super_Shoto_Fighter_4 said on January 21, 2011 at 4:53 p.m.

@96
I would like it to have armour break properties because its too easy to FA.

#97
SomeDude said on July 5, 2011 at 3:20 p.m.

Can any Makoto pro explain me what the blockakusa is?

I came across this term in the SRK forum while I was looking up some Makoto info but they didn't explain it..

Might main her in AE,f*ck fireballs! old fashioned martial arts!

#98
SomeDude said on July 7, 2011 at 3:38 a.m.

already found it,

LK~xxHCB+HK
As said, you can cancel s.LK at various times. Doing a very late cancel of a blocked s.LK into HK Karakusa will actually let Makoto grab a player just as they leave blockstun from the s.LK.
This is not a kara-cancel as the move is not canceled before its active frames.

Pretty interesting for a complete Makoto noob like me :P.

#99
nuts said on September 27, 2011 at 9:10 a.m.

Why isn't c.MP part of her notable normals? Learning how to use that attack is integral to her core gameplay.

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