Drill Posted August 4, 2010 Posted August 4, 2010 Making thread because it would be made anyway eventually. Alright, since Makoto is the 'New Hotness' and will likely be showing up ALOT more, just wondering what tips people with more matchup experience have. Just wanna know what to look out for.
Kane Posted August 4, 2010 Posted August 4, 2010 lol she's the new flavour of the month... Just don't let her in!
Drill Posted August 4, 2010 Author Posted August 4, 2010 lol she's the new flavour of the month... Just don't let her in! Like I've said before: New Hotness. But so basically keep distance, get hit confirm, etc. Alright. Doesn't sound like it'll be more difficult than what Ragna does.
Ouroboros Posted August 5, 2010 Posted August 5, 2010 After playing her, she's like another Ragna. Rush down and crazy to get in. Just keep distance, block, and punish random drives. The follow ups to 214A are so damn unpredictable though... so watch out for those. This match up is not too hard to get around to.
xlolxlolx Posted August 5, 2010 Posted August 5, 2010 she is just fucking rigged....one of her DDs fucking freeze you in place and if you aren't blocking already you'll get smashed, using chains while she has over 50 heat is really dangerous
Black Onslaught Posted August 5, 2010 Posted August 5, 2010 It is day fucking three of Makoto being out, wait until people get legitimate matchup experience with her outside of lagging netplay, you guys.
Zomby Posted August 5, 2010 Posted August 5, 2010 I've gotten some chance to fight Makoto offline and online here is my analysis: Makoto has very little way of fighting back from a distance, zone her out like there is no tomorrow, if she starts getting counterhit, launch D>D and have a field day with your choice of follow up. Her Jab is gdlk, don't get caught next to her, it will eat 5B everytime if you are too close. Her 3C moves her across the screen until she decides to attack, jab or sweep her for free combo's if you see it coming. Her 2C is deceptively slow and dodges everything that isn't a low, block low or beat it with 2B Her 214 "Illusion" (B/C versions) makes her real self tangible in the air, if she starts getting predictable, hit her with 6D/4D for a free combo. The illusions also disappear after she attacks so you may be able to chain her on reaction. Ok...there has to be more but that's what I've come up with for now. Good luck, honestly she doesn't seem like there is that much potential to her, her DD's are super short range and easily see-able so there shouldn't be any fear from randoms, her ball is extremely powerful if used at lv3 as are all her drives, be wary of this and her ability to fatal counter on whim. PS: Bait DP, Receive win
LeFartknocker Posted August 5, 2010 Posted August 5, 2010 Her 3C confused the heck out of me the first couple of times I saw it, lol... As for her 214A/B/C bunshin special, I don't know how long this will stay legit until Makoto players figure out a counter, but if I remember correctly from playing several games yesterday 214D~B will hit her irregardless of which one is real, given she does her special at a range where you can 214D safely (which as of now is a lot because so far 9/10 Makotos use it as a way to get in on you)
Drill Posted August 5, 2010 Author Posted August 5, 2010 Okay, how do I throw off her pressure? She pressures me and while I'm blocking, she ends up using that 214A, B in order to get behind me and then I can't block. Advice for how to block/punish after she gets behind me?
Zomby Posted August 5, 2010 Posted August 5, 2010 Have you tried 236D after the rush through? It might be fast enough to catch her before the mix up...if not, I would honestly try either a reversal 214D>B before the rush through to neutralize the whole illusion or just block and wait for a 5B or 2A CH. That's just me though, not sure what a Definite punish is yet...will try later. 2A...not 6A...I'm dumb
Drill Posted August 5, 2010 Author Posted August 5, 2010 236D wouldn't hit I'd think. I'm not talking about the air illusion, I'm talking about where she makes the fakes, stays on the ground, and then dashes behind you.
Zomby Posted August 5, 2010 Posted August 5, 2010 Ya I thought that's what you meant. I don't know how much recovery her dash through has, I assumed 236D is fast enough but you're probably right. In that case...block or gtfo and reset the distance...or you know...Fatal Counter Houtenjin is always a fun option but that assumes meter.
Ouroboros Posted August 5, 2010 Posted August 5, 2010 You can just 6D~D and the gtfo if you don't feel like dealing with her B followup... If you are not fast enough to 214D~B it, or block, then that's an option.
Drill Posted August 5, 2010 Author Posted August 5, 2010 Ya I thought that's what you meant. I don't know how much recovery her dash through has, I assumed 236D is fast enough but you're probably right. In that case...block or gtfo and reset the distance...or you know...Fatal Counter Houtenjin is always a fun option but that assumes meter. Don't think Venom Sword would be fast enough. And I'm having trouble blocking.
Zomby Posted August 5, 2010 Posted August 5, 2010 Hmm...I'll try and test a few things when I get home...I hope your assessment of being able to beat it is correct and it's not something we just have to deal with but it may turn out that way. Edit: What about 5A/2A as soon as she crosses Haz? Edit: 5A/2A both beat the rush before or after depending on when it gets thrown out. So Spam jab=profit lol. But seriously...2A all day
Arifureta Posted August 6, 2010 Posted August 6, 2010 Makoto is fun character to play. Overhead from nowhere ftw. :V Poke crossups all day. :V Or if you're gutsy, 6/4D when they try to go for the air crossup/mixup shenanigans. She can also parry any holes in your blockstring pretty easily (like 214D~A), so don't get too carried away with your pressure.
Arifureta Posted August 9, 2010 Posted August 9, 2010 Watch out for 3CCCCCCCCCCCCCCCCCCCC. That roll goes on forever. ._. (i.e. 5D is pretty unsafe against this character since she can just duck under it and punish)
kazukifafner Posted August 9, 2010 Posted August 9, 2010 3C seems to work good against this character (along with 2A pokes). As with a lot of rushdown characters, 6D predictions can help immensely. Though, as mentioned, be careful for her 3C roll.
LukewarmHoliday Posted August 9, 2010 Posted August 9, 2010 In my experience hazamas 3c has never lost to the roll, just have to be a little more cautious at certain distances when throwing out 5d.
DOAIsBetter Posted August 10, 2010 Posted August 10, 2010 I am not exactly sure what she is doing but I am pretty sure it is CC into 6B whatever her overhead is but atleast online I can't really get inbetween them. Maybe its just the online, I am guessing 2A should get inbetween but I really couldn't tell.
Arifureta Posted August 10, 2010 Posted August 10, 2010 5CC > 6B is a combo. So... wait for end of blockstring? No idea what the frame properties are tho. There might be enough time to IB > something, though it doesn't look like it. They should gatling I think.
kazukifafner Posted August 10, 2010 Posted August 10, 2010 5CC > 6B? Well, idk about 2A, but you should definitely be able to houtenjin that.
SolidPlay Posted August 13, 2010 Posted August 13, 2010 i've found that because of makoto's low jump arc, its incredibly difficult to land 6d from a distance. the only time i get 6d is after she back of forward techs. i have better luck zoning her with j.5d and st. 5d. Also wait for that roll of hers and punish with 3c for jawsome damage. when she has super meter slow down on throwing chains. You may even want to consider stopping altogether depending on your health and what kind of player you are facing, seriously. As far as asteroid vision goes, no makoto worth their salt is gonna do the air clones in a block string. She has a greater diversity of options when she stays grounded with asteroid vision (overheads, lows, crossup, regular throw and stutter step impact drive). That being said, she seems to have a small window of recovery on asteroid vision if the attack it was cancelled into was blocked or if she doesn't immediately do a command followup. In short, just block and wait for a gap to either throw, 2a, jakyou, or 214d->b (maybe). In that order, if you ask me.
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