Kuuhaku Posted May 12, 2011 Posted May 12, 2011 (edited) Overview Getting hit by this character will make you super sad. Zoning works well on her, but make sure you don't get parried. Other than that, nothing special about the match up here. Tips/Misc 5B reaches really far and moves Makoto farther. It pretty much always reaches longer than you expect it to. So be careful when poking with your own normals.ORE GA BARRIER is really effective against Makoto. Her mix up is mainly staggering her normals for frame traps, 6B overhead, and grab setups. Barrier until she's out of reach and then back dashing or jumping out to get pumpkin out is probably your best defensive option.At close range, she'll try to 3C or run under lobelia. 3C goes clean under A cannon. However, if she does it as an approach, you can 5B her for free. It is plus on block though... so if you have to block it don't start pushing buttons after.j.2C can be weird do deal with. If you don't feel confident you can anti-air it with 6A, move out of the way. She does have landing recovery on it, so if you're quick enough you can punish her.As for zoning, spacing well with cannons and rods is really important as she has a tough time dealing with mid range and long range zoning. Pumpkin can also keep her scared. If you approach with pumpkin though, she might try to parry so be prepared to stuff it with 2B or jump out of the way if you don't think you have time.Orb oki is very scary to deal with as it makes things like 6B very hard to see. If she starts off her orb oki with 2A, you can tech wind over her. But otherwise, just be prepared to block. Dead angle if you don't feel confident.Make sure you watch your summons if you're going to air summon. Makoto gets really large damage from CH air normals, especially in the corner (or even not CH like her 4.8k off of j.A in the corner). She runs pretty fast too, so watch your ground summons as well. Getting hit by her sucks so do your best to not get hit. Character Specific Combos JPN Match Up Videos Here Edited September 10, 2011 by Bohemian Polka
calendula Posted June 14, 2011 Posted June 14, 2011 Any idea how to deal with orb during corner oki other than CA or praying that you can block all of of the upcomming attacks? This is indeed a very very sad thing
Kuuhaku Posted June 15, 2011 Author Posted June 15, 2011 Unfortunately, you just have to block. You can roll immediately and that'll get you away from orb, but Makoto can also just punch you in the face for rolling. You can also try neutral tech 5D. Makoto will try to get you by meatying or grabbing if she sees it and is standing, but if she's crouching at all you're out.
CrescentSaber Posted June 15, 2011 Posted June 15, 2011 Fighting Makoto is SO annoying now. She's gotten even more mashy than was before and I didn't think that was possible. Anyways zoning works. I like doing 6B and A lobelia to keep her away if she tries to run straight at me. For air approaches, B lobelia works. Take your chance to zone her until she acquires 50 heat because after that happens, zoning is no longer a safe strategy. If you manage to land a hit try to score a knockdown and summon george or the pumpkin and do your best to keep her locked down.
LordSpectreX Posted June 29, 2011 Posted June 29, 2011 (edited) I find zoning doesnt work at all. Her 3C goes under A Lob on reaction, and 6B can't hit it. Plus, any attack that can hit it, has terrible range. Under? Sorry, I meant A Lob doesn't even exist against 3C. Edited June 29, 2011 by LordSpectreX
gli Posted June 29, 2011 Posted June 29, 2011 Zoning is effective only at a certain distance. 236A range is dangerous. You might as well block and wait for a chance to knock her down. Pumpkin is really nice to have in this match-up. Makoto's 3C can one-shot George so keep an eye out for that when you have him out.
TD Posted June 29, 2011 Posted June 29, 2011 6c helps beat most of her neutral game including 3c. beware of super and 236a of course. you can jump over 236a on reaction an summon pumpkin. super dosent break a primer from afar so no need to be scared if you arent being obvious/reckless. lf shes waiting around to reaction super, take that time to get in her face and to the corner.
Venussail Posted July 8, 2011 Posted July 8, 2011 Interesting Cat Chair bait a Makoto player did to me. He would change up when he used the hip drop whilst directly above her, sometimes doing it after the first jump, sometimes after the second jump. He was good enough at changing it up that he got me almost every time (not sure if this helps, but I figured I'd put it out there).
Kuuhaku Posted July 8, 2011 Author Posted July 8, 2011 Interesting Cat Chair bait a Makoto player did to me. He would change up when he used the hip drop whilst directly above her, sometimes doing it after the first jump, sometimes after the second jump. He was good enough at changing it up that he got me almost every time (not sure if this helps, but I figured I'd put it out there). Uh... that is just a basic anti-air bait. Any character can do that. You really shouldn't use 2C as anti-air until after you see them commit to something. Anyway, I don't have a ton of experience on this match up as I've only played two Makoto players, but I'll comment on general things you guys said you're struggling with. The main thing you want to watch for with Makoto is her 5B. It reaches farther than it looks, so be careful if you see her poking/spacing with it. 5B is a solid stuff for Makoto's 3C. Also, hitting 3C when she does the crossup/fake crossup will beat both since 3C hits both sides of Rachel. Another important point is to make sure you don't summon in places where Makoto can j.B you since that thing is untechable for a million years and hurts to get hit by. As for zoning, it's important to space well with cannons. And when approaching with pumpkin, watch for her trying to parry and be prepared to stuff her attempt with 2B or jump to avoid the follow up. On defense do not hit buttons and try to push her out with barrier. Makoto's mixup isn't super scary (they like throw setups and 6B a lot), but her ability to stagger her normals for frametraps is very good. Try pushing her out with barrier and backdashing or jumping to get away. Also, as mentioned earlier, orb oki can be scary as it makes it hard to see stuff like 6B. Dead angle if you don't feel confident or try neutral tech + wind of you see her crouching. Other than that, just be prepared to block.
gli Posted December 17, 2011 Posted December 17, 2011 (edited) Umm. I didn't ask for this but LK actually did a pretty lengthy match analysis of his own Makoto vs. my Rachel on his vlog from our XBL matches a few days ago. Lord Knight(Makoto) vs. glirandly(Rachel) Keep in mind I actually just borrow my brother's XBL to play. I am not SkyKing. Makoto matches end at around 20:00 time stamp. Litchi matches start afterward. I haven't watched all of this but I'm sure this will benefit everyone. It's harder for me to watch this video since it's my mistakes getting exposed but it'll benefit me in the long run. From what I watched so far he touches on issues like (some not necessarily Makoto specific): having Makoto go in for throw to get rid of Georgehis decision process once Makoto gets orb oki in corner. Mainly dealing with wind with neutral techlate teching (why it's not really beneficial since it's really easy to punish)why people hate (or should hate) 2C (obsolete in EX, of course)Tempest Dahlia - trade 50 meter to regen some wind and get some easy pressure (but you knew this already, right?)Throws (and why my throw game is weak) Some of my own comments:14:33 ish... Simple misinput. Wanted to go for 3C. Would be better to go for 2B.Holy crap look at all those full-screen punishes for auto-pilot summonings. . . . Anyway, I haven't really been active since it's final exam week but now I'm done. I've only recently resumed my serious playing so this is a great start. Enjoy. tl;dr: Don't do whatever made me lose in the linked video. Get rid of common bad habits asap. Edited December 17, 2011 by glirandly
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