Jump to content

Archived

This topic is now archived and is closed to further replies.

Eshi

One Last Hurrah - A practical combo guide for EX Makoto

Recommended Posts

BBCP is right around the corner, but until then I hope that some Makoto players can benefit from this guide to hold them off in EX until then. Note that this is how I specifically play Makoto explained for general use and as concisely as possible. I will neither list impractical combos nor combos that are extremely similar to others (to reduce bloat). I'm also not including exact damage or heat numbers since it varies with small changes - just keep beating shit until it dies.

(for the record, things in square brackets [] mean they are optional)

((I hope St1ckbug appreciates this!))

A1) Midscreen

A2) Meter combos

A3) Counter hit combos

B1) Corner

C1) Throws

BONUS) Okizeme

A1) Midscreen:

Generally, Makoto players choose between optimizing damage or optimizing distance traveled to the corner where Makoto becomes much stronger. However Makoto can somewhat optimize Okizeme if she wants to (read the end if you care how). Consider jD instead of normal combo enders for an air juggle to push them further to the corner, especially if Makoto can continue after it.

5B > 6A > 5B > 5CC > 214AC(C*5)

This maximizes damage off of standing confirms. Note that the extra 6A > 5B gatling is disabled if 2B has already been used.

5B > [5C >] 6C > 214ACD LV3

Sacrifices damage to push further to the corner. I tend not to do 5C unless I know it will hit - it can't cancel into 6C on block, and 5CC is garbage on block. 5B > 6C > 214A on block however is far less disadvantageous.

6C > 214ACA

This shit is terrible, I never do it.

ON CROUCH ONLY: 5B > 5CC > 214ACB > 2A > 5B > 6A > air combo

Squeeze in more damage on crouching opponents, take whatever you can get!

ON CROUCH ONLY: 5B > 5CC > 214ACB > 2A > 5B > 2D LV1 > 5B > 6A > air combo

Off of plain 5B or 5C starter this is possible and the damage is nice.

6B > C

The above combo also works here and is optimal.

jCC > 5CC

Ditto for here. Adding any more hits in between will not work.

3C > 2C > 2D LV3 > 214ACB > 5CC > air combo

In case 3C actually goes under something! WHOA!

{214AC}B > 2A > 5B > 2D LV1 > 5B > 6A > air combo

Only risk this mix-up if you have meter to RC on block. Substitute hit confirm with 5CC on counter hit.

A2) Midscreen combos with meter

Don't put too many extra hits in the beginning of these combos or they'll drop/lose value. When in doubt, just do a normal BnB.

5B > 5C > 6C > 214ACD LV3 > Particle Flare [2 hits] > run underneath > 2D LV3 > air combo

This combo really shines when it switches the opponent into the corner.

5B > 5CC > 214ACC RC > micro dash 2D LV3 > 214ACB > 5CC > air combo

A bit less damage but much easier, won't switch sides, and carries a farther distance.

5B > 5CC > 5D LV2 RC > 2C > 2D LV3 > 214ACB > 5CC > air combo

I personally don't do this combo but it's very similar reward to the one above. Pick whichever you like.

Parry D LV3 RC > 2D LV3 > [dash 2C >] 214ACB > 5CC > air combo

In case you ever actually land a parry! WHOA!

A3) Counter hit combos

Counter hit, even fatal counter, doesn't benefit Makoto very much in this game - most should just be confirmed the same as a normal hit. There are som notable exceptions though.

5C > 2C > 2D LV3 > 214ACB > 5CC > air combo

Makoto's go-to punish on moves with lots of recovery.

214AC OR 214ACA > micro dash 2A > 5B > optimal ground confirm

Hit confirm off of frame traps.

214[b or C]D LV3 > dash 2C > 2D LV3 > 214ACB > 5CC > air combo

Only confirmable on counter hit, it's high risk so don't use Lightning Arrow often.

B1) Corner

No special mention for meter will be given here since the use is obvious - if it will kill then use Particle flare, if it won't then don't because you'll lose oki. Which is bad. If you choose to end in PF, then either do 5CC > PF to keep it simple or (5CC > jB > JC > jD LV3) * 2 > 2362366D if you feel like a baller. I'm only including the most optimal combos since many similar combos exist.

5B > 5CC > 5D LV3 > 5B > 6A > 2D LV3 > 2C > 214AD LV3 > [micro dash] 5CC > jB > JC > jD > 5CC > jB > Corona Upper LV3

More damage can be tacked on to the end, but this optimally minimizes Makoto's landing recovery. By all means add more if it can kill.

5B > 5CC > 5D LV3 > micro dash 2D LV3 > 2C > 236AD LV3 > micro dash 5CC > jB > JC > jD LV3 > dash 2B > 5B > 6A > jB > Corona Upper LV3

5B and 6A whiff on Jin and Valkenhyn's sliding hotboxes, therefore the previous combo must be amended. This combo is interchangeable on other characters too, but 236AD is noticeably harder to time on some (especially Noel).

5B > 6C > 214ACD LV3 [or 2] > [micro dash] 5A > 6A > 2D LV3 > 2C > 214AA > 6A > jB > JC > jD LV3 > dash 6A > 5D LV3 [> air combo or oki]

I use 6C a lot in pressure, so sometimes I need to hit confirm off of it like this. Note that this will not work if Makoto is slightly far from the corner, but she can do LV2 instead which gives her time to connect with micro dash 5A.

C1) Throws

Whether it's a green throw or a TRM setup, I love throwing with Makoto.

B+C > 214ACB (delayed a lot) > 5CC > air combo

My go-to easy throw combo. The first hit is the only hard part.

B+C > 214AA > micro dash 6A > 2D LV3 > 214ACB > 5CC > air combo

Optimal damage, but much trickier to execute. I always forget to do it in matches.

4B+C > 2B > 5C > 2D LV1 > 5B > 6A > air combo

Does less damage so only do it to switch your opponent into the corner.

jB+C RC > 2C > 2D LV3 > 214ACB > 5CC > air combo

This shit does 2K damage raw, but RC adds ~2k so it's worth it.

CORNER ONLY: B+C > 214AA > 5B > 6A > 2D LV3 > 2C > 214AD LV3 > micro dash 5CC > jB > JC > jD LV3 > dash 6A > 5D LV3 [> air combo or oki]

BONUS) Okizeme

This is less about combos and more about theory. Makoto's okizeme isn't great, but sometimes optimizing damage puts her in a really shitty position.

The biggest offender are mid screen air combos (jB jC jB jC Corona Upper) - this leave Makoto with tons of recovery frames and completely resets to neutral positioning. For this reason, I personally omit some hits so that Makoto lands faster after Corona Upper and therefore gains more favorable positioning.

Why does this matter? People tend to ignore emergency techs and roll away instead since the recovery is so long. When Makoto lands faster, she actually gets a chance to punish this by either chasing the roll tech or picking them up immediately with a blue beat 2B for even more damage. My favorite choice is to input Particle Flare as an option select - if they neutral tech then 2B recovers and I pressure as normal, but if 2B hits as a blue beat then it immediately cancels into Particle Flare. Nothing says FUCK YOU quite like killing someone off of that. Note that this will not work on highly prorated combos, in which case it's more beneficial to just chase a roll.

In the corner, the same principle for Corona Upper enders apply but even more so. You do not want to get stuck in so much recovery that the opponent just rolls out of the corner. Better yet, ending combos with 5D gives you plenty of time to perfectly position oneself for roll punishes or meaty orb (albeit it's much worse in EX).

214ACCx5 actually gives decent okizeme mid screen. If you predict that the opponent will not emergency tech, then immediately micro dash jump towards them. Falling jC will lose to DP's as fast as Ragna's (extremely few) or frame one super armor, but will safe jump against everything else. Nifty eh? Once the opponent has learned some respect, you can do 50/50 mix-ups with air dash jC or land 2B instead.

If you think the opponent will not emergency tech (very likely) then run up, pick them up with 2B and squeeze in a bit more damage/corner carry until the lesson is learned.

Share this post


Link to post
Share on other sites

×