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===Basics=== | ===Basics=== | ||
Makoto | Makoto is a medium weight, rushdown grappler 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 | She had good pokes but zoning her out due to her slow walk and bad dash animation can be an easy objective for poking focused characters like Necro and Twelve. Try to approach your opponent with Hayate and jumping on it | ||
===Kara-Techniques=== | ===Kara-Techniques=== | ||
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===Mixups and Okizeme=== | ===Mixups and Okizeme=== | ||
Makoto's okizeme and mixups are arguably the strongest ones in | Makoto's okizeme and mixups are arguably the strongest ones in 3rd Strike, it does not mean they are simple and/or easy to grasp. | ||
For jump-ins it's easier to grasp them using j. (jump), nj. (neutral jump) and dj. (diagonal jump). | For jump-ins it's easier to grasp them using j. (jump), nj. (neutral jump) and dj. (diagonal jump). | ||
Each option has its framedata, however, for making the list easier and shorter to read the framedata contains 'normal blockstun and hitstun ~ best meaty blockstun and hitstun'. | Each option has its framedata, however, for making the list easier and shorter to read the framedata contains 'normal blockstun and hitstun ~ best meaty blockstun and hitstun'. |
Revision as of 12:31, 20 February 2024
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 is a medium weight, rushdown grappler 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 her out due to her slow walk and bad dash animation can be an easy objective for poking focused characters like Necro and Twelve. Try to approach your opponent with Hayate and jumping on it
Kara-Techniques
LK kara HK Karakusa
c.HK kara MK Karakusa
HK kara any Hayate
HK kara any Fukiage
MK kara LP Hayate
Mixups and Okizeme
Makoto's okizeme and mixups are arguably the strongest ones in 3rd Strike, it does not mean they are simple and/or easy to grasp. For jump-ins it's easier to grasp them using j. (jump), nj. (neutral jump) and dj. (diagonal jump). Each option has its framedata, however, for making the list easier and shorter to read the framedata contains 'normal blockstun and hitstun ~ best meaty blockstun and hitstun'. Terminologies: "sjc-able" means "super jump cancellable", the move can cancel the first frames of the super jump, making the character unthrowable for few frames. Example: 2147p for sjc orochi Instant air ex tsurugi is doing ex tsurugi as low to the ground as possible, by inputting the super jump and inputting the ex tsurugi motion, no trick behind it. Example: 28214kk or 2963214kk
NOTE: The order of the options listed is: Punches Kicks Type of the move (light, medium, hard) Tick karakusa (if possible) UOH (Universal Over Head) Ex moves (if possible) Instant air tsurugi (if possible) Super
Remember, these are the most optimal AGGRESSIVE options, but the master of war Sun Tzu once said: "Even the finest sword plunged into salt water will eventually rust.", meaning being aggressive all the time will lead you to defeat. Never understimate guarding and backdashing.
5lp
↳2lk ↳2hk ↳hayate ↳hit ↳feint ↳ex oroshi ↳tick karakusa ↳UOH
2lp
↳5mp ↳2hk ↳tick karakusa ↳UOH
5mp
↳5mp ↳hayate ↳hit ↳feint ↳5lk (char specific) ↳hayate ↳hit ↳feint ↳instant air ex tsurugi ↳sa1 (confirm) ↳5hp ↳hayate ↳hit ↳feint ↳2hp ↳5lk ↳hayate ↳hit ↳feint ↳2lk ↳hayate ↳hit ↳feint ↳2hk ↳tick karakusa ↳ex oroshi ↳instant air ex tsurugi ↳sa1 (confirm)
2mp
↳hayate ↳hit ↳feint ↳ex oroshi ↳sa1
5hp
↳hayate ↳hit ↳feint ↳ex hayate ↳2mp (vs cornered Ibuki, Dudley & Necro) ↳hayate ↳hit ↳feint ↳5lk karakarakusa ↳5hp (vs cornered Alex & Hugo) ↳hayate ↳hit ↳feint ↳5lk karakarakusa ↳6lk (vs cornered Yang & Yun) ↳5lk karakarakusa ↳5mk (vs cornered Dudley & Necro) ↳lp hayate (vs cornered Chun-li, Elena, Makoto, Oro, Q, Remy & Twelve) ↳5lk or 5mk kara lp hayate (vs cornered Gouki, Ken, Ryu & Sean) ↳mp hayate (vs cornered Alex, Hugo & Urien) ↳ex oroshi ↳sa1
2hp
5lk
↳whiffed 5lk 2mp ↳whiffed 5lk 5hp ↳whiffed 5lk 2lk ↳whiffed 5lk 5mk ↳whiffed 5lk 5hk ↳whiffed 5lk 2hk ↳whiffed 5lk hk karakusa ↳whiffed 5lk ex oroshi ↳hayate ↳hit ↳feint ↳karakarakusa ↳sa1
2lk
↳hayate ↳hit ↳feint ↳tick karakusa ↳ex oroshi ↳sa1
5hk
↳sa1 (confirm)
2hk
dj.hp (crossup-able)
↳5hp ↳hayate ↳hit ↳feint ↳ex oroshi ↳sa1 ↳sa2(if cornered) ↳karakusa (doesnt combo)
karakusa (sjc-able)
ex oroshi (sjc-able)
instant air ex tsurugi
UOH
backdash
↳2mp ↳hayate ↳hit ↳feint ↳sa1 ↳2mk ↳sa1 (confirm)
n.jump
↳j.hk (hit) ↳5hp ↳sa1 ↳sa2 (if cornered) ↳whiffed j.hk karakusa setup ↳tsurugi
parry guess
LK Kara HK Karakusa sweetspot after opponent's quick rise
Small note: Tests were done by forward throw while Makoto is in the corner
Character | Range |
Alex | No |
Chun-li | Yes |
Dudley | No |
Elena | No |
Gouki/Akuma | Yes |
Hugo | Yes |
Ibuki | Yes |
Ken | Yes |
Makoto | No |
Necro | Yes |
Oro | No |
Q | Yes |
Remy | No |
Ryu | Yes |
Sean | Yes |
Twelve | No |
Urien | Yes |
Yang | Yes |
Yun | Yes |
Additional Notes
- Personal Action: Attack and Recovers stun meter. Holding HP HK = Up to 2 more Stun Recocery bonuses Attack up.