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Posted

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.

Posted
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.

Posted

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.

Posted

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

Posted

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

Posted

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)

Posted

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?

Posted

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

Posted

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.

Posted

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.

Posted

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.

Posted
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.

Posted

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

Posted

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.

Posted

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)

Posted

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.

Posted

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.

Posted

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.

Posted

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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