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Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.}} | Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.}} | ||
=== Players to Watch === | |||
* Haitani | |||
* Kelvin Jeong | |||
== Moves == | == Moves == | ||
Line 11: | Line 15: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Yamase | f + hp --- hp | First hit can whiff and still be chained }} | {{SSFIVMoveListRow | Yamase | {{f}} + {{hp}} {{---}} {{hp}} | First hit can whiff and still be chained }} | ||
{{SSFIVMoveListRow | Target Combo 1 | lk --- mk | First hit can whiff and still be chained }} | {{SSFIVMoveListRow | Target Combo 1 | {{lk}} {{---}} {{mk}} | First hit can whiff and still be chained }} | ||
{{SSFIVMoveListRow | Target Combo 2 | f + mk --- hk | First hit can whiff and still be chained }} | {{SSFIVMoveListRow | Target Combo 2 | {{f}} + {{mk}} {{---}} {{hk}} | First hit can whiff and still be chained }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 19: | Line 23: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Head Butt | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Head Butt | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Triple Threat | b + lp + lk | throw }} | {{SSFIVMoveListRow | Triple Threat | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 26: | Line 30: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Fukiage | dp + p | ex }} | {{SSFIVMoveListRow | Fukiage | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Hayate | qcf + p | Hold p to delay attack and increase damage; Press k during delay to cancel; ex version cannot be delayed or canceled; | {{SSFIVMoveListRow | Hayate | {{qcf}} + {{p}} | Hold {{p}} to delay attack and increase damage; Press {{k}} during delay to cancel; {{ex}} version cannot be delayed or canceled, now {{armorbreak}} ; }} | ||
{{SSFIVMoveListRow | Oroshi | qcb + p | high ex armorbreak }} | {{SSFIVMoveListRow | Oroshi | {{qcb}} + {{p}} | {{high}} {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Karakusa | hcb + k | ex version gains armor; throw ex }} | {{SSFIVMoveListRow | Karakusa | {{hcb}} + {{k}} | {{ex}} version gains armor; {{throw}} {{ex}} }} | ||
{{SSFIVMoveListRow | Tsurugi | (during vertical or forward jump) qcb + k | ex version hits high ; ex }} | {{SSFIVMoveListRow | Tsurugi | (during vertical or forward jump) {{qcb}} + {{k}} | {{ex}} version hits {{high}} ; {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Tanden Renki | qcf qcf + p | Boosts strength temporarily }} | {{SSFIVMoveListRow | Tanden Renki | {{qcf}} qcf + {{p}} | Boosts strength temporarily }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Seichusan Godanzuki | qcf qcf + 3p | armorbreak }} | {{SSFIVMoveListRow | Seichusan Godanzuki | {{qcf}} qcf + {{3p}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Abare Tosanami | qcf qcf + 3k | Hold different kick buttons before reaching wall to change attack angle }} | {{SSFIVMoveListRow | Abare Tosanami | {{qcf}} qcf + {{3k}} | Hold different kick buttons before reaching wall to change attack angle }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Health'' | |||
Adjusted from 1000 to 950. | |||
''Fukiage'' | |||
Adjusted all damage from 100 to 90 when executing light, medium, and heavy versions, and from 140 to 120 for EX version. | |||
''Tanden Renki'' | |||
Made attack last 3 seconds longer than previously. | |||
''Standing Heavy Kick'' | |||
Extended hitbox downward. | |||
''Target Combo 1'' | |||
Made the standing medium kick second hit super-cancelable. | |||
''Vertical Jump Medium Punch'' | |||
Extended hitbox and hurtbox forward. | |||
''EX Karakusa'' | |||
Adjusted size of hitbox to match that of the light version. | |||
''Hayate'' | |||
-Light Punch Version- | |||
Lengthened attack distance at level 3. | |||
Adjusted characteristics at level 4 to match level 4 heavy punch.Added armor break property when charged to level 5. | |||
Made same follow-up conditions the same as the EX version when charged to level 5. | |||
Changed damage at level 5 to 190, and added voice hint to mark being charged to that level. | |||
Lengthened distance of travel at level 5. | |||
-Medium Punch Version- | |||
Adjusted characteristics at level 4 to match level 4 heavy punch. | |||
Unified characteristics at level 5 across light, medium, and heavy punches. | |||
-Heavy Punch Version- | |||
Adjusted block stun at level 4 to give a -2F (dis)advantage. | |||
Unified characteristics at level 5 across light, medium, and heavy punches. | |||
Line 52: | Line 113: | ||
* F + Light Punch has a 3 frame startup (formerly 4 frames). | * F + Light Punch has a 3 frame startup (formerly 4 frames). | ||
* EX Hayate now breaks armor and has a slightly faster start up. | * EX Hayate now breaks armor and has a slightly faster start up. | ||
* Opponent can no longer do a quick get up after a | * Opponent can no longer do a quick get up after a HP Oroshi or EX Oroshi. It's more useful now in resets and wake up situations. | ||
* Fukiage, when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful. | * Fukiage, when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful. | ||
* EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground. | * EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground. | ||
Line 60: | Line 121: | ||
* Forward and back dash are faster. New FADC combos possible now because of faster dash. | * Forward and back dash are faster. New FADC combos possible now because of faster dash. | ||
==The Basics== | |||
==The Basics== | |||
==Combos== | ==Combos== | ||
[[File:hcb.gif]] + [[File:Kick.gif]] , [[File:Fierce.gif]] xx [[File:qcf.gif]] + [[File:Jab.gif]] xx [[File:qcf.gif]][[File:qcf.gif]] + [[File:punch.gif]] xx [[File:qcf.gif]][[File:qcf.gif]] + [[File:jab.gif]][[File:strong.gif]][[File:fierce.gif]] <br> | |||
[[File:hcb.gif]] + [[File:Kick.gif]] , [[File:Fierce.gif]] xx [[File:qcf.gif]] + [[File:jab.gif]]/ [[File:qcf.gif]] + [[File:punch.gif]][[File:punch.gif]] <br> | |||
'''[Opponent must be airborne]''' [[File:dp.gif]] + [[File:punch.gif]] , [[File:dp.gif]] + [[File:punch.gif]] , [[File:qcf.gif]] + [[File:punch.gif]][[File:punch.gif]] <br> | |||
'''[Opponent must be airborne]''' [[File:dp.gif]] + [[File:punch.gif]] , jump cancel , '''Air''' [[File:qcb.gif]] + [[File:forward.gif]] , [[File:qcf.gif]] + [[File:punch.gif]][[File:punch.gif]] <br> | |||
[[File:qcf.gif]][[File:qcf.gif]] + [[File:short.gif]][[File:forward.gif]][[File:roundhouse.gif]] , jump cancel last hit , '''Air''' [[File:qcb.gif]] + [[File:forward.gif]] , [[File:qcf.gif]] + [[File:punch.gif]][[File:punch.gif]] | |||
==Strategy== | ==Strategy== | ||
* [[File:Right.gif]] + [[File:Jab.gif]] has a 3 frame startup. An extremely quick move and a great pressure tool. | |||
* Makoto's walkspeed is the slowest in the game. Use her dashes as her main method of movement and use her normals that move her forward to slightly change her position (Ex: [[File:Right.gif]] + [[File:Strong.gif]]). | |||
==Matchups== | ==Matchups== | ||
Line 221: | Line 297: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |-5 on hit for crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 263: | Line 339: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown, hold button to feint (total 27f) | ||
| | | | | | ||
|- | |- | ||
Line 305: | Line 381: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 361: | Line 437: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 375: | Line 451: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 389: | Line 465: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 403: | Line 479: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 417: | Line 493: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 431: | Line 507: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 445: | Line 521: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 459: | Line 535: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 473: | Line 549: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 480: | Line 556: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |50 | | align="center" |50 | ||
| align="center" | | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |4 | | align="center" |4 | ||
Line 487: | Line 563: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 501: | Line 577: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 515: | Line 591: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 537: | Line 613: | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" | | | align="center" |sp/su | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |4 | | align="center" |4 | ||
Line 566: | Line 642: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 580: | Line 656: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 613: | Line 689: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 627: | Line 703: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
| |Fukiage [[File:Jab.gif]] | | |Fukiage [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |90 | ||
| align="center" |160 | | align="center" |160 | ||
| align="center" |30/40 | | align="center" |30/40 | ||
| align="center" |su | | align="center" |su | ||
| align="center" | | | align="center" |6 | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |31 | | align="center" |31 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
| |Fukiage [[File:Strong.gif]] | | |Fukiage [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |90 | ||
| align="center" |160 | | align="center" |160 | ||
| align="center" |30/40 | | align="center" |30/40 | ||
Line 655: | Line 731: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
| |Fukiage [[File:Fierce.gif]] | | |Fukiage [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |90 | ||
| align="center" |160 | | align="center" |160 | ||
| align="center" |30/40 | | align="center" |30/40 | ||
Line 669: | Line 745: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |2~3f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
| |Fukiage [[File:EX.gif]] | | |Fukiage [[File:EX.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |120 | ||
| align="center" |200 | | align="center" |200 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
Line 683: | Line 759: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
Line 697: | Line 773: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, 8f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 711: | Line 787: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, charge 4~23f, 8f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 725: | Line 801: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, charge 24~43f, 8f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 734: | Line 810: | ||
| align="center" |20/40 | | align="center" |20/40 | ||
| align="center" |su | | align="center" |su | ||
| align="center" |44+ | | align="center" |44+20 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |19 | ||
| align="center" |- | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 44~63f, 20f startup from button release | ||
| | | | | | ||
|- | |- | ||
| |Hayate [[File:Jab.gif]] (Lv5) | | |Hayate [[File:Jab.gif]] (Lv5) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |190 | ||
| align="center" |180 | | align="center" |180 | ||
| align="center" |20/40 | | align="center" |20/40 | ||
| align="center" |su | | align="center" |su | ||
| align="center" |64+ | | align="center" |64+11 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |19 | ||
| align="center" |- | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 64f, 11f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 767: | Line 843: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, 15f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 781: | Line 857: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, charge 4~23f, 15f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 795: | Line 871: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, charge 24~43f, 15f startup from button release | ||
| | | | | | ||
|- | |- | ||
| |Hayate [[File:Strong.gif]] (Lv4) | | |Hayate [[File:Strong.gif]] (Lv4) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |155 | ||
| align="center" |165 | | align="center" |165 | ||
| align="center" |20/40 | | align="center" |20/40 | ||
| align="center" |su | | align="center" |su | ||
| align="center" |44+ | | align="center" |44+20 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |19 | ||
| align="center" |- | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 44~63f, 20f startup from button release | ||
| | | | | | ||
|- | |- | ||
| |Hayate [[File:Strong.gif]] (Lv5) | | |Hayate [[File:Strong.gif]] (Lv5) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |190 | ||
| align="center" |180 | | align="center" |180 | ||
| align="center" |20/40 | | align="center" |20/40 | ||
| align="center" |su | | align="center" |su | ||
| align="center" |64+ | | align="center" |64+11 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |19 | ||
| align="center" |- | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 64f, 11f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 837: | Line 913: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, 20f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 851: | Line 927: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, charge 4~23f, 20f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 865: | Line 941: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle, charge 24~43f, 20f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 877: | Line 953: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |19 | | align="center" |19 | ||
| align="center" |- | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 44~63f, 20f startup from button release | ||
| | | | | | ||
|- | |- | ||
| |Hayate [[File:Fierce.gif]] (Lv5) | | |Hayate [[File:Fierce.gif]] (Lv5) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |190 | ||
| align="center" |180 | | align="center" |180 | ||
| align="center" |20/40 | | align="center" |20/40 | ||
| align="center" |su | | align="center" |su | ||
| align="center" |64+ | | align="center" |64+11 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |19 | | align="center" |19 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 64f, 11f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 907: | Line 983: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, armor break | ||
| | | | | | ||
|- | |- | ||
Line 918: | Line 994: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |12 | | align="center" |Total 12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Fastest cancel is 16f | ||
| | | | | | ||
|- | |- | ||
Line 935: | Line 1,011: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |[Air hit] knockdown, +3 hit advantage on crouching opponent, armor break | ||
| | | | | | ||
|- | |- | ||
Line 949: | Line 1,025: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |[Air hit] knockdown, +4 hit advantage on crouching opponent, armor break | ||
| | | | | | ||
|- | |- | ||
Line 963: | Line 1,039: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown, armor break | ||
| | | | | | ||
|- | |- | ||
Line 977: | Line 1,053: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~12f immune to strikes and projectiles, untechable knockdown, armor break, can juggle | ||
| | | |||
|- | |||
| |Karakusa [[File:Short.gif]] | |||
| align="center" |0.93 | |||
| align="center" |40 | |||
| align="center" |80 | |||
| align="center" |20/40 | |||
| align="center" |- | |||
| align="center" |7 | |||
| align="center" |2 | |||
| align="center" |47 | |||
| align="center" |- | |||
| align="center" |+12 | |||
| align="center" |Forces stand | |||
| | | |||
|- | |||
| |Karakusa [[File:Forward.gif]] | |||
| align="center" |0.99 | |||
| align="center" |40 | |||
| align="center" |80 | |||
| align="center" |20/40 | |||
| align="center" |- | |||
| align="center" |8 | |||
| align="center" |2 | |||
| align="center" |47 | |||
| align="center" |- | |||
| align="center" |+12 | |||
| align="center" |Forces stand | |||
| | | | | | ||
|- | |- | ||
| |Karakusa | | |Karakusa [[File:Roundhouse.gif]] | ||
| align="center" | | | align="center" |1.06 | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |80 | | align="center" |80 | ||
| align="center" |20/40 | | align="center" |20/40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |9 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |47 | | align="center" |47 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+12 | | align="center" |+12 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
| |Karakusa [[File:EX.gif]] | | |Karakusa [[File:EX.gif]] | ||
| align="center" |0. | | align="center" |0.93 | ||
| align="center" |60 | | align="center" |60 | ||
| align="center" |120 | | align="center" |120 | ||
Line 1,005: | Line 1,109: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+12 | | align="center" |+12 | ||
| align="center" | | | align="center" |1~6f armored, forces stand | ||
| | | | | | ||
|- | |- | ||
Line 1,016: | Line 1,120: | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |11 | | align="center" |After landing 11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 1,030: | Line 1,134: | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |11 | | align="center" |After landing 11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[Air hit] knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 1,044: | Line 1,148: | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |11 | | align="center" |After landing 11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 1,058: | Line 1,162: | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |1*4 | | align="center" |1*4 | ||
| align="center" |11 | | align="center" |After landing 11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~15f immune to projectiles, knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 1,075: | Line 1,179: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Fully invincible, increases damage by 25% | ||
| | | | | | ||
|- | |- | ||
Line 1,089: | Line 1,193: | ||
| align="center" |-29 | | align="center" |-29 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~8f Invincible, untechable knockdown, armor break, can juggle, 1st hit goes into animation | ||
| | | |||
|- | |||
| |Ultra Combo 2 [[File:Short.gif]] | |||
| align="center" |HL | |||
| align="center" |105*75*60*150[60*45*45*60] | |||
| align="center" |0 | |||
| align="center" |0/0 | |||
| align="center" |See notes | |||
| align="center" |From wall 0 | |||
| align="center" |until ground | |||
| align="center" |After landing 26 | |||
| align="center" |-28 | |||
| align="center" |- | |||
| align="center" |Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version | |||
| | | |||
|- | |||
| |Ultra Combo 2 [[File:Forward.gif]] | |||
| align="center" |HL | |||
| align="center" |105*75*60*150[60*45*45*60] | |||
| align="center" |0 | |||
| align="center" |0/0 | |||
| align="center" |See notes | |||
| align="center" |From wall 0 | |||
| align="center" |until ground | |||
| align="center" |After landing 26 | |||
| align="center" |-28 | |||
| align="center" |- | |||
| align="center" |Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version | |||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 2 | | |Ultra Combo 2 [[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |105*75*60*150[60*45*45*60] | | align="center" |105*75*60*150[60*45*45*60] | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
| align="center" | | | align="center" |See notes | ||
| align="center" | | | align="center" |From wall 3 | ||
| align="center" | | | align="center" |8 | ||
| align="center" |26 | | align="center" |3+After landing 26 | ||
| align="center" |-28 | | align="center" |-28 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version | ||
| | | | | | ||
|- | |- | ||
Line 1,134: | Line 1,266: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:25, 9 December 2020


Makoto
Growing up respecting and loving her father's Rindoukan karate dojo, Makoto did everything she could to emulate her father. However, upon his passing, no one was left to continue the school (her brother had no interest in the school) and it eventually closed down. Figuring she was the only hope to rebuild the respected school, she literally used her own hands to bring the school back to life with her carpentry skills and has now entered the Street Fighting circuit to see if she can garner potential students after seeing her success in battles, thus continuing to spread her father's teachings.
In a nutshell
Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.
Players to Watch
- Haitani
- Kelvin Jeong
Moves
Unique Attacks











Throws









Special Moves
























Super Combo


Ultra Combos





AE ver. 2012 Changes
Health
Adjusted from 1000 to 950.
Fukiage
Adjusted all damage from 100 to 90 when executing light, medium, and heavy versions, and from 140 to 120 for EX version.
Tanden Renki
Made attack last 3 seconds longer than previously.
Standing Heavy Kick
Extended hitbox downward.
Target Combo 1
Made the standing medium kick second hit super-cancelable.
Vertical Jump Medium Punch
Extended hitbox and hurtbox forward.
EX Karakusa
Adjusted size of hitbox to match that of the light version.
Hayate
-Light Punch Version- Lengthened attack distance at level 3. Adjusted characteristics at level 4 to match level 4 heavy punch.Added armor break property when charged to level 5. Made same follow-up conditions the same as the EX version when charged to level 5. Changed damage at level 5 to 190, and added voice hint to mark being charged to that level. Lengthened distance of travel at level 5.
-Medium Punch Version-
Adjusted characteristics at level 4 to match level 4 heavy punch.
Unified characteristics at level 5 across light, medium, and heavy punches.
-Heavy Punch Version-
Adjusted block stun at level 4 to give a -2F (dis)advantage.
Unified characteristics at level 5 across light, medium, and heavy punches.
AE Changes
- Crouching Light Kick has more range.
- Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.
- Crouching Hard Punch has slightly more active frames.
- F + Light Punch has a 3 frame startup (formerly 4 frames).
- EX Hayate now breaks armor and has a slightly faster start up.
- Opponent can no longer do a quick get up after a HP Oroshi or EX Oroshi. It's more useful now in resets and wake up situations.
- Fukiage, when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful.
- EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground.
- Ultra 1 damage distribution has been changed.
- Ultra 2 has a faster startup time making it easier to counter Fireballs with.
- Makoto's stamina is now 1,000.
- Forward and back dash are faster. New FADC combos possible now because of faster dash.
The Basics
Combos
[Opponent must be airborne] +
,
+
,
+