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*Personal Action: Attack and Recovers stun meter. Holding HP HK = Up to 2 more Stun Recocery bonuses Attack up. | *Personal Action: Attack and Recovers stun meter. Holding HP HK = Up to 2 more Stun Recocery bonuses Attack up. | ||
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[[Category:Street Fighter III: 3rd Strike]] |
Revision as of 19:38, 8 September 2021
Strategies
Overview
Work your entire game around the karakusa/landing the abare tosanami. Use standing jabs to poke jump-ins, dashing under after the hit. This sets up for low LK-hayate, throw/ techs, or karakusas. This will become predictable, so keep it fresh. Jumping MK is the all purpose air and anti air attack. Jumping HK is great for swatting down jump happy combatants.
Basics
Makoto its a medium weight and hitbox rushdown grappler tomboy character with the objective of being aggressive from a simple crouching 2-in-1 LP Hayate to a Karakusa combo starter, she must charge a Super Art Stock as soon as possible and then land it for a high possible Stun combo.
She had good pokes but zoning with her but due to her slow walk and bad dash animation can be an easy objective for poking focused character like Necro and Twelve, try to approach your opponent with Hayate and jumping on it
Kara-Techniques
Zoning
Mixups
Additional Notes
- Personal Action: Attack and Recovers stun meter. Holding HP HK = Up to 2 more Stun Recocery bonuses Attack up.