Street Fighter 3: 3rd Strike/Makoto/Combos: Difference between revisions

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==Target Combos==
<div class="mw-collapsible">
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|-
|-
| [[File:F.png]]+[[File:Hp.png]]->[[File:Hp.png]]->[[File:Hp.png]]*
|-
| [[File:Lk.png]]->[[File:Mk.png]]
|-
| [[File:F.png]]+[[File:Mk.png]]->[[File:Hk.png]]
|}
* Second [[File:Hp.png]] can not be done without the third. Last two [[File:Hp.png]] must be pressed before finishing the first.
</div>
<br>
=Combos=
=Combos=


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HP x lvl1 MP Hayate
HP x lvl1 MP Hayate


Karakusa -> cl.HP x lvl1 MP Hayate
Karakusa -> HP x lvl1 MP Hayate


MK Tsurugi -> LK x LP Hayate
MK Tsurugi -> LK x LP Hayate
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</tr>
</tr>
<tr>
<tr>
  <td >KEN</td>
  <td >Ken</td>
  <td >LK/MK kara LP Hayate OR MK OR c.MP Hayate charge/feint (for reset)</td>
  <td >LK/MK kara LP Hayate OR MK OR c.MP Hayate charge/feint (for reset)</td>
</tr>
</tr>
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<tr>
<tr>
  <td >Q</td>
  <td >Q</td>
  <td >LP Hayate OR MK (for reset)</td>
  <td >LP Hayate OR MP (for reset)</td>
</tr>
</tr>
<tr>
<tr>
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Note: Her dash punch can combo into SAI if you do the super during the first recovery frame of the dash punch; any combo involving dash punch can be comboed into SAI, as a result (i.e. strong -> dash punch -> SAI, or low short -> dash punch -> super, etc.)  
Note: Her dash punch can combo into SAI if you do the super during the first recovery frame of the dash punch; any combo involving dash punch can be comboed into SAI, as a result (i.e. strong -> dash punch -> SAI, or low short -> dash punch -> super, etc.)  


LP -> LK -> LP Hayate x SAI
c.LP -> c.LP x SAI
c.LK x SAI
LK x SAI
c.MK x SAI


Cr. lk, SAI
c.MP x SAI


Cl. mp, SAI
MP x SAI


Cl. hp, SAI
HP x SAI


Cr. mk, SAI
HK x SAI


Cl. hk, SAI
MK Tsurugi x SAI


Karakusa, SAI
Karakusa x SAI


===SAII (Abare Tosanami)===
===SAII (Abare Tosanami)===
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(Karakusa), Cl. hp, SAII (only if opponent is on your half of the screen after the pushback from the standing fierce.)
(Karakusa), HP x SAII (only if opponent is on your half of the screen after the pushback from the standing fierce.)


Mp Oroshi, SAII (same condition).
MP Oroshi, SAII (same condition).




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===SAIII (Tanden-Renki)===
===SAIII (Tanden-Renki)===


This isn't a traditional attacking super; Makoto gets a serious attack boost but can't block (until the meter runs out.) Therefore, there's not really any special comboes she can do with it, but there is a lot of damage potential if you can read your opponent well. The only one I've got is:
This isn't a traditional attacking super; Makoto gets a serious attack boost (about 75% more damage for every move), can't block (until the meter runs out); after the super freeze Makoto's invincible for 6 frames AND if no input are done after those frames she's immune for 15 more frames. There's not really any special combos she can do with it, but there is a lot of damage potential if you can read your opponent well. The only one I've got is:


Karakusa, hp, SAIII, cr. mp, hp Hayate
(Karakusa), HP x SAIII -> c.MP x lvl1 MP Hayate


{{Navbox-3S}}
{{Navbox-3S}}
[[Category:Street Fighter III: 3rd Strike]]
[[Category:Street Fighter III: 3rd Strike]]

Latest revision as of 13:07, 7 March 2025

Target Combos

F.png+Hp.png->Hp.png->Hp.png*
Lk.png->Mk.png
F.png+Mk.png->Hk.png
* Second Hp.png can not be done without the third. Last two Hp.png must be pressed before finishing the first.


Combos

Meterless

c.LP -> c.LP x LP Hayate

LP -> LP -> LK x LP Hayate

c.LK x LP Hayate

LK x LP Hayate

c.MP x HP Hayate

MP x HP Hayate

MP -> LK x LP Hayate

HP x lvl1 MP Hayate

Karakusa -> HP x lvl1 MP Hayate

MK Tsurugi -> LK x LP Hayate

MK Tsurugi -> c.MP x HP Hayate

MK Tsurugi -> HP x lvl1 MP Hayate

Character Specific Enders after EX Hayate in the corner

Character Ender
Alex MP Hayate OR HP (for reset)
Chun-li LP Hayate
Dudley MK OR c.MP Hayate charge/feint (for reset)
Elena LP Hayate
Gouki/Akuma LK/MK kara LP Hayate OR MK OR c.MP Hayate charge/feint (for reset)
Hugo MP Hayate OR HP (for reset)
Ibuki c.MP Hayate charge/feint (for reset)
Ken LK/MK kara LP Hayate OR MK OR c.MP Hayate charge/feint (for reset)
Makoto LP Hayate
Necro MK OR c.MP Hayate charge/feint (for reset)
Oro LP Hayate
Q LP Hayate OR MP (for reset)
Remy LP Hayate
Ryu LK/MK kara LP Hayate OR MK OR c.MP Hayate charge/feint (for reset)
Sean LK/MK kara LP Hayate OR MK OR c.MP Hayate charge/feint (for reset)
Twelve LP Hayate
Urien MP Hayate
Yang f.LK
Yun f.LK

SAI (Seichusen-Godanzuki)

Note: Her dash punch can combo into SAI if you do the super during the first recovery frame of the dash punch; any combo involving dash punch can be comboed into SAI, as a result (i.e. strong -> dash punch -> SAI, or low short -> dash punch -> super, etc.)

LP -> LK -> LP Hayate x SAI

c.LP -> c.LP x SAI

c.LK x SAI

LK x SAI

c.MK x SAI

c.MP x SAI

MP x SAI

HP x SAI

HK x SAI

MK Tsurugi x SAI

Karakusa x SAI

SAII (Abare Tosanami)

Lead-ins:

Note: SAII tracks based on which kick is used. LK travels nearly vertically, MK goes to about half-screen, and HK goes about 3/4 screen. Sometimes there is character specificity involved in which kick to use; taller characters, for example, can be hit anywhere between pinned in the corner and half screen by MK (and sometimes HK, even), but shorter ones require LK if Makoto is pinned in the corner (MK hits once and then flies over the character's head) and MK otherwise.


(Karakusa), HP x SAII (only if opponent is on your half of the screen after the pushback from the standing fierce.)

MP Oroshi, SAII (same condition).


Juggles after SAII finishes:

Note: All dash-cancels are in the direction your opponent is hit; therefore, if your SAII activates from the right corner of the screen, dash-cancel left, and vice-versa. Also, all follow-up uppercuts (fukiages) are in the opposite direction of the dash-cancel. Therefore, if you dash-canceled to the right, you have to do a left-directional DP motion. Finally, "JCD" = Jump-cancel directionally (towards opponent); JCU = Jump-cancel up.


(Dash-cancel) Hp Fukiage, (JCU) Hp

(Dash-cancel) Kara-Fukiage*, (Dash-cancel) Fukiage

(JCD) Mk Tsurugi, lp Hayate, hp Hayate

(JCD) Mk Tsurugi, hp Hayate, hp/cr. hk (corner only)

(JCD) Mk Tsurugi, SAII, (JCU) mk Tsurugi, hp hayate, hp hayate (corner only, 2 full stocks, strict timing)

*Character-specific, and sometimes the second fukiage is kara'ed, not the first.

SAIII (Tanden-Renki)

This isn't a traditional attacking super; Makoto gets a serious attack boost (about 75% more damage for every move), can't block (until the meter runs out); after the super freeze Makoto's invincible for 6 frames AND if no input are done after those frames she's immune for 15 more frames. There's not really any special combos she can do with it, but there is a lot of damage potential if you can read your opponent well. The only one I've got is:

(Karakusa), HP x SAIII -> c.MP x lvl1 MP Hayate

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill