
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 :>
@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.
@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.
@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
The old 3s gave her a lot of kara cancel moves. Do you think she will be able to kara karakusa?
@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.
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
@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
@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.
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.
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.
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.
@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.
@Cheesus Easier said than done ;)
I predict many, many people will complain about how unfair and cheap that Ultra setup is.
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.
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
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 :)
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!
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!
@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)
And finally ... to put all of us at ease, Makoto doing her kara-kara :p ...
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?
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.
@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.
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 (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.
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 (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 :)
::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.
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!
@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
@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.
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!!!!!!!
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???
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.
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.
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
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! ^^
@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.
@#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.
@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 (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
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 (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.
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
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
@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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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.
@96
I would like it to have armour break properties because its too easy to FA.
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.
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