[quote name='jer7583']Oh man, Makoto is going to be tough to learn. I went from 700 some PP down to 300 using her tonight. I only won one match against a C.Viper player.
She just loses the wakeup game SO much. I got a lot of learning to do. And it's pretty hard to land that choke throw you need for her big damage combos.. anyone else trying to use her?[/QUOTE]
Instead of trying to land the throw, condition your opponent to not jump or mash punch.
Sometimes the best thing to do on wakeup is block, or wait until the opponent jumps and dash under. There's also ex karakusa, but I find myself hardly using it. Before hand, just make sure you don't get knocked down. Her j.rh is pretty good anti air. Same with st.mk. her dp is only good when person if above you.
For wakeup You also have backdash, though it's recovery is kind of crap. What you can do though is cancel the last frames into a special move, i.e. hayate or karakusa. Keep in mind karakusa is not instant like Gief's, meaning that if you karakusa when someone grabs, the grab will win. You can tick from cr.p or a deep j.mk safely. You can also level 2 focus attack to lk karakusa. Or you can just jump to instant air tsurugi after a jump in to mix it up.
Also, blocked hayate's are not safe on block, though lp hayate is harder to punish than the others and EX hayate is safe on block. If you are able to, you can kara karakusa after a blocked ex hayate, though you can easily be punched out of it, so a kara ex karakusa would be ideal.
Makoto is actually a technical character at times, but her game is high risk, mediocre reward. Considering how this game's reversal window is.