m (→6LP) |
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* Can chain into st.LK | * Can chain into st.LK | ||
* +2 in all scenarios | * +2 in all scenarios | ||
A good tool for mix, dash cancels, and tick throw | A good tool for mix, dash cancels, and tick-throw Karakusa. Also fast enough to interrupt most target combos if their first hit was parried. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20LP}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Unusually fast recovery (4f) for a medium attack; can be parried and still be safe from 10f attacks | * Unusually fast recovery (4f) for a medium attack; can be parried and still be safe from 10f attacks | ||
Possibly the game's best meaty normal, given its lengthy active frames and quick recovery. The fairly long start-up can | Possibly the game's best meaty normal, given its lengthy active frames and quick recovery. The fairly long start-up can make timing it awkward, but its extensive plus frames on hit and block ensure that Makoto can threaten between Karakusa and attacks, along with giving her combo routes into Hayate and SA1 (even as a linked confirm). It makes for an alright anti-air as well, since on parry, Makoto can cancel MP into a special like Fukiage (or if you're using it, SA3). | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20MP}} | ||
}} | }} | ||
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|description= | |description= | ||
* Cancel options: tc sp su | * Cancel options: tc sp su | ||
* 7 kara range | * 7 kara range (startup-canceled); much longer range if late kara-canceled | ||
* Late kara-cancel possible from frames 8-11 | * Only normal in 3s that can be kara-canceled after active frames; Late kara-cancel possible from frames 8-11 | ||
Core tool of Makoto's offense and tied for her fastest normal attack (4f). Greatly increases the range of all special attacks when canceled from, including the infamous kara-Karakusa. Can also be used to corpse-push opponents out of their throw range (but still within your karakusa range). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20LK}} | ||
}} | }} | ||
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* Self meter gain: Whiff: 2, Hit: 11, Block: 6. | * Self meter gain: Whiff: 2, Hit: 11, Block: 6. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
Can be used as a decent high poke (and catch jump-outs) but misses on most crouching characters. Will also lose to heavy attacks on trade due to priority system. | |||
This is also Makoto's best button for forward-moving kara-cancel (such as kara-cancel LP Hayate after EX Hayate in the corner). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20MK}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Can avoid both low attacks and throws with proper timing and distance (except in the corner) | * Can avoid both low attacks and throws with proper timing and distance (except in the corner) | ||
Useful defensive and neutral tool (stuffs low attacks, high priority). It's also used as a reverse-movement kara-cancel button (SA2 W-Fukiage, spacing for MP+MK Universal Overhead to SA1, etc). Great for avoiding tick-throws after blocking opponent's light attack in close range. Can be linked into SA1 on certain characters. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20HK}} | ||
}} | }} | ||
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* Cancel options: ch sp su | * Cancel options: ch sp su | ||
* More range than stand LP but can miss crouching characters | * More range than stand LP but can miss crouching characters | ||
* Can reliably chain into itself (unlike 5LP) but has less overall utility than 5LP. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kazami}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kazami}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Has significant pushback | * Has significant pushback | ||
Its primary use is gaining distance via its pushback, though it can link into SA1. | Its primary use is gaining distance via its pushback, though it can link into SA1. Can be used to corpse-push opponents for spacing during their knockdown state. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kaoruna}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kaoruna}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Can cancel to Yamase without connecting with the opponent | * Can cancel to Yamase without connecting with the opponent | ||
Useful for getting the opponent to respect a desired distance and can stuff many moves, though | Useful for getting the opponent to respect a desired distance and can stuff many moves, though the start-up can make that difficult. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Shimaki}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Shimaki}} | ||
}} | }} | ||
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* Extremely good range for a light poke | * Extremely good range for a light poke | ||
* Avoids most crouching sweeps and kicks | * Avoids most crouching sweeps and kicks | ||
Can be used against every character to reset the opponent in the corner after an EX Hayate. Against certain characters, you can even dash under them. | * VERY negative on hit, so be careful | ||
Can be used against every character to reset the opponent in the corner after an EX Hayate. Against certain characters (e.g.: Dudley, Urien) you can even dash under them. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Shibuki}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Shibuki}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* May miss most crouching characters | * May miss most crouching characters | ||
Significant delay before the kick comes out but also has considerable forward movement (comparable to f+HK Kuroshio). Can be used to juggle full-screen Tsurugi launches or as an alternative okizeme tool after EX Hayate (best against Alex). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Naruto}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Naruto}} | ||
}} | }} | ||
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* From 3rd frame, Makoto steps backwards and can avoid some grabs | * From 3rd frame, Makoto steps backwards and can avoid some grabs | ||
* Moves her forward far more quickly than walk | * Moves her forward far more quickly than walk | ||
Used as a mixup with the feint version (hold HK). Can be used to close out rounds as an okizeme option. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kuroshio}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kuroshio}} | ||
}} | }} | ||
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* Like Kuroshio, from 3rd frame, Makoto steps backwards and can avoid some grabs | * Like Kuroshio, from 3rd frame, Makoto steps backwards and can avoid some grabs | ||
* Recovers 6f faster than Kuroshio and is excellent against knocked-down opponents to set up a Karakusa | * Recovers 6f faster than Kuroshio and is excellent against knocked-down opponents to set up a Karakusa | ||
Used as another dash, and for a post-knockdown Karakusa setup. | Used as another dash, and for a post-knockdown Karakusa setup. Especially effective against Shotos after an EX Hayate knockdown to forward dash. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kuroshio%20(Fake)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kuroshio%20(Fake)}} | ||
}} | }} | ||
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|description= | |description= | ||
* Cancel options: self sp su | * Cancel options: self sp su | ||
Excellent setup tool. Better recovery than 5LP and +3 on all scenarios, however less active frames and 1f slower startup, so use it for applying mixups and dash cancelling. Also note that it has more pushback than 5LP, but can chain into itself reliably (for SA1 confirms). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20LP}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Long cancel window and significant active frames allow this to be used to cover a large area and hit confirm into hayate if it hits. | * Long cancel window and significant active frames allow this to be used to cover a large area and hit confirm into hayate if it hits. | ||
Possesses long range and persistent active frames/cancel window, which makes it an ideal poking tool. Its cancelability into specials and supers means it doesn't suffer (as much) from being vulnerable to parries. Also moves Makoto's upper body forward from 1st frame of startup, which can cause some aerial attacks to miss (crossups, Ibuki's Hien). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20MP}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Sweep, hits low | * Sweep, hits low | ||
Its excellent speed and range makes it good at stopping approaches, and largely unpunishable by other sweeps. However it can still suffer against certain SAs, so be sure not to abuse it. | Its excellent speed and range makes it good at stopping approaches, and largely unpunishable by other sweeps. However it can still suffer against certain SAs (Ken SA3, Chun SA2), so be sure not to abuse it in those matchups. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20HP}} | ||
}} | }} | ||
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* Makoto's fastest low poke. Usually reserved for mixups | * Makoto's fastest low poke. Usually reserved for mixups | ||
* Combos into LP hayate, unless it hits at max range. | * Combos into LP hayate, unless it hits at max range. | ||
A button used to punish those who block standing, especially during Hayate loops. Its best canceled into LP Hayate on hit to continue the mix, or into EX Oroshi to surprise any crouch blockers. Its immediate upper body hitbox retraction also allows one to avoid standing jabs entirely. However it is punishable by some characters (namely Chun-Li) on hit or block, if not canceled. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20LK}} | ||
}} | }} | ||
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* Self meter gain: Whiff: 2, Hit: 11, Block: 6. | * Self meter gain: Whiff: 2, Hit: 11, Block: 6. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Does not hit low; can be parried high or low | * Does not hit low; can be parried high or low | ||
A good poke that Makoto uses to build meter. It lowers Makoto's hurtbox to the floor, giving it some use as an anti-air, and the extended upwards reach of the leg allows it to beat other cr.MKs. It can also be linked into SA1, allowing for a high damage punish. To top it all off, its +3 on block, allowing for constant harassment no matter the circumstances, though its nature as a mid can leave it vulnerable to being parried. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20MK}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* High-angle attack for anti-air, often recovers fast enough to be safe if parried | * High-angle attack for anti-air, often recovers fast enough to be safe if parried | ||
The high angle of the attack, in combination with its relatively quick recovery makes this the ideal option for dealing with jump-ins from Dudley and Elena. It can also beat long-reaching Medium or Heavy normals through proper spacing. However, if parried/countered, leaves Makoto in crouching state (25% defense penalty). For a heavy attack, it has surprisingly decent recovery, so if parried in mid-air at maximum range, you can often recover fast enough to parry the opponent's incoming jump-in (especially Dudley and Ryu's deep jump HP attacks). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20HK}} | ||
}} | }} | ||
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|name=Jump LP (Neutral) | |name=Jump LP (Neutral) | ||
|input={{u}}+{{lp}} | |input={{u}}+{{lp}} | ||
|subtitle=Leaping Thrust "Akane/Rubia" (Light) | |||
|image=(makotonjlp).gif | |image=(makotonjlp).gif | ||
|data= | |data= | ||
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|name=Jump LP | |name=Jump LP | ||
|input={{uf}}+{{lp}} | |input={{uf}}+{{lp}} | ||
|subtitle=Leaping Fist "Chigusa/Myriad Flowers" (Light) | |||
|image=(makotojlp).gif | |image=(makotojlp).gif | ||
|data= | |data= | ||
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|stun=7 | |stun=7 | ||
|description= | |description= | ||
* Has extended active frames for the entire jump but hitbox is too high to hit grounded characters if done early | * Has extended active frames for the entire jump but hitbox is too high to hit grounded characters if done early (can mix up with jMP which looks identical) | ||
* Excellent reset setup attack after Fukiage for mixups | * Excellent reset setup attack after Fukiage for mixups. Has a slightly higher air-reset arc than Jump LK. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20LP}} | ||
}} | }} | ||
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|name=Jump MP (Neutral) | |name=Jump MP (Neutral) | ||
|input={{u}}+{{mp}} | |input={{u}}+{{mp}} | ||
|subtitle=Leaping Thrust "Akane/Rubia" (Medium) | |||
|image=(makotojnmp).gif | |image=(makotojnmp).gif | ||
|data= | |data= | ||
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* Self meter gain: Whiff: 2, Hit: 11, Block: 6. | * Self meter gain: Whiff: 2, Hit: 11, Block: 6. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
Can be used to deny jump-ins due to its significant range and active frames. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MP%20(Neutral)}} | ||
}} | }} | ||
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|name=Jump MP | |name=Jump MP | ||
|input={{uf}}+{{mp}} | |input={{uf}}+{{mp}} | ||
|subtitle=Leaping Fist "Chigusa/Myriad Flowers" (Medium) | |||
|image=(makotojmp).gif | |image=(makotojmp).gif | ||
|data= | |data= | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Has extended active frames for the entire jump | * Has extended active frames for the entire jump | ||
Active for the entire jump and can stuff attempts to intercept Makoto in mid-air. Links reliably into SA1 (similar to Q's usage of jLP into SA2). Can be used in conjunction with jLP for setting up empty jumps/bait parry attempts. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MP}} | ||
}} | }} | ||
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|name=Jump HP (Neutral) | |name=Jump HP (Neutral) | ||
|input={{u}}+{{hp}} | |input={{u}}+{{hp}} | ||
|subtitle=Leaping Blade "Rindou/Bellflower" | |||
|image=(makotonjhp).gif | |image=(makotonjhp).gif | ||
|data= | |data= | ||
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* Extremely slow startup | * Extremely slow startup | ||
* High hitbox, cannot hit most crouching characters | * High hitbox, cannot hit most crouching characters | ||
Difficult to use, especially for hitting grounded opponents. However, this can be exploited to trick opponents into expecting a jump-in and getting a karakusa opportunity upon landing (similar to Alex j.MP whiff into Power Bomb setup). Can also be used reliably against Akuma for SA2 100% Stun combo (after launching with Fukiage). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HP%20(Neutral)}} | ||
}} | }} | ||
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|name=Jump HP | |name=Jump HP | ||
|input={{uf}}+{{hp}} | |input={{uf}}+{{hp}} | ||
|subtitle=Leaping Crescent Blade "Kakitsubata/Iris" | |||
|image=(makotojhp).gif | |image=(makotojhp).gif | ||
|data= | |data= | ||
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* First frame does less damage than later frames | * First frame does less damage than later frames | ||
* Can hit slightly behind Makoto vs larger characters | * Can hit slightly behind Makoto vs larger characters | ||
A safe jumping move (from +1 to +13 on block). Can be | A safe jumping move (from +1 to +13 on block). Can be followed up with 5HP (though timing can make it difficult at first) and can crossup some characters. Can miss some crouching characters (Oro, Chun), and some stunned characters (Necro, Oro, Twelve) due to being unable to attack too deeply. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HP}} | ||
}} | }} | ||
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|name=Jump LK | |name=Jump LK | ||
|input={{u}}/{{uf}}+{{lk}} | |input={{u}}/{{uf}}+{{lk}} | ||
|subtitle=Leaping Knee Strike "Kabura/Whistling Bulb Arrowhead" | |||
|image=(makotojlk).gif | |image=(makotojlk).gif | ||
|data= | |data= | ||
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|name=Jump MK | |name=Jump MK | ||
|input={{u}}/{{uf}}+{{mk}} | |input={{u}}/{{uf}}+{{mk}} | ||
|subtitle=Leaping Sword "Tachi/Saber" | |||
|image=(makotojmk).gif | |image=(makotojmk).gif | ||
|data= | |data= | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Superb hitbox coverage and active frames | * Superb hitbox coverage and active frames | ||
It's a nice jumping poke both aggressively or defensively, though it's very active, so be | It's a nice jumping poke both aggressively or defensively, though it's very active, so be wary of parries. Its ability to cross up compliments its links into SA1 or st.LK > LP Hayate. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MK}} | ||
}} | }} | ||
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|input={{u}}/{{uf}}+{{hk}} | |input={{u}}/{{uf}}+{{hk}} | ||
|image=(makotojhk).gif | |image=(makotojhk).gif | ||
|subtitle=Leaping Kick "Nagae/Longhandle" | |||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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* Self meter gain: Whiff: 3, Hit: 19, Block: 10. | * Self meter gain: Whiff: 3, Hit: 19, Block: 10. | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
An excellent all-rounder air attack due to it punishing mid-air throw techs, possessing a quick start-up for a heavy button, and solid range plus priority. On those air to air hits, it can be combined with a dash-in to extend pressure, and if done low enough, it can link into st.HP on hit. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HK}} | ||
}} | }} | ||
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* Combo & true blockstring only if the 5LK connects on a standing opponent | * Combo & true blockstring only if the 5LK connects on a standing opponent | ||
* Can be delayed to become a frame trap | * Can be delayed to become a frame trap | ||
* Target Combo be done even if the initial LK whiffs | * Target Combo can be done even if the initial LK whiffs | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20LK%20%3E%20Tatsunami}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Stand%20LK%20%3E%20Tatsunami}} | ||
}} | }} | ||
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|description= | |description= | ||
* 20 throw range | * 20 throw range | ||
* Can still be quick-recovered by opponent if performed during Tanden Renki (despite being a Super) | |||
* Inflicts RIDONKULOUS damage during Tanden Renki (receives a 100% damage boost instead of the normal 75%) | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Araiso}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Araiso}} | ||
}} | }} | ||
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<br> | <br> | ||
<br> | <br> | ||
==== Universal Overhead ==== | ==== Universal Overhead ==== | ||
=====<font style="visibility:hidden; float:right">MPMK</font>===== | =====<font style="visibility:hidden; float:right">MPMK</font>===== | ||
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|stun=3 | |stun=3 | ||
|description= | |description= | ||
A surprisingly useful mix up option for Makoto, as it can be kara-canceled into from st.HK, allowing for better hit advantage and spacing to beat out low buttons and potentially catch jumps. Much like the other UOHs, if done meaty, its plus enough to link into SA1 or cr.LK . | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Chigusa}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Chigusa}} | ||
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* Grants 30% additional damage to next hit upon completion of this phase | * Grants 30% additional damage to next hit upon completion of this phase | ||
* Hit can be canceled into super | * Hit can be canceled into super | ||
* Does not stack with itself (and will reset Level 2 Taunt bonus) | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kiai%20wo%20Reru%20(Lv%201)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kiai%20wo%20Reru%20(Lv%201)}} | ||
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* Self meter gain: Whiff: 3, Hit: 15, Block: 7. | * Self meter gain: Whiff: 3, Hit: 15, Block: 7. | ||
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 3, Block: 0. | ||
* Can be instant kara-canceled with LK for followup juggle after EX Hayate vs some characters | * Can be instant kara-canceled with LK or MK for followup juggle after EX Hayate vs some characters | ||
* Hold Punch to charge attack power, press Kick to cancel | * Hold Punch to charge attack power, press Kick to cancel | ||
* 5f Charge or longer will create a 19-pixel barrier to throws, preventing Yun, Yang, Ibuki, Twelve, and Remy from using any throw, as well as Akuma's Raging Demon | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/LP%20Hayate}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/LP%20Hayate}} | ||
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* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 3, Block: 0. | ||
* Hold Punch to charge attack power, press Kick to cancel | * Hold Punch to charge attack power, press Kick to cancel | ||
* 5f Charge or longer will create a 19-pixel barrier to throws, preventing Yun, Yang, Ibuki, Twelve, and Remy from using any throw, as well as Akuma's Raging Demon | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/MP%20Hayate}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/MP%20Hayate}} | ||
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* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 3, Block: 0. | ||
* Hold Punch to charge attack power, press Kick to cancel | * Hold Punch to charge attack power, press Kick to cancel | ||
* 5f Charge or longer will create a 19-pixel barrier to throws, preventing Yun, Yang, Ibuki, Twelve, and Remy from using any throw, as well as Akuma's Raging Demon | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/HP%20Hayate}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/HP%20Hayate}} | ||
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* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Easily confirmed into Seichuusen Godanzuki as an overhead cancel route | * Easily confirmed into Seichuusen Godanzuki as an overhead cancel route | ||
* Low profile during recovery | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/LP%20Oroshi}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/LP%20Oroshi}} | ||
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* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Slower version of LP Oroshi that can fake out parry attempts | * Slower version of LP Oroshi that can fake out parry attempts | ||
* Can combo into SA2 if | * Can combo into SA2 if canceled early on the correct area of the screen. | ||
* Low profile during recovery | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/MP%20Oroshi}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/MP%20Oroshi}} | ||
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* Safe on block but easy to interrupt or parry on reaction | * Safe on block but easy to interrupt or parry on reaction | ||
* Will still fully connect into Seichuusen Godanzuki on hit | * Will still fully connect into Seichuusen Godanzuki on hit | ||
* Low profile during recovery | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/HP%20Oroshi}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/HP%20Oroshi}} | ||
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* Knocks down on hit (except in certain interactions involving limbs) | * Knocks down on hit (except in certain interactions involving limbs) | ||
* One of the fastest overheads in the game (14f) and can also be canceled into | * One of the fastest overheads in the game (14f) and can also be canceled into | ||
* Can combo into SA1 and 2 if | * Can combo into SA1 and 2 if canceled early (Hugo only). | ||
* Low profile during recovery | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/EX%20Oroshi}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/EX%20Oroshi}} | ||
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|name=Seichuusen Godanzuki | |name=Seichuusen Godanzuki | ||
|input={{qcf}}{{qcf}}+{{p}} (SA1) | |input={{qcf}}{{qcf}}+{{p}} (SA1) | ||
|subtitle=Center-Line Five Point Thrust | |||
|image=(makotosa1).gif | |image=(makotosa1).gif | ||
|data= | |data= | ||
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|name=Abare Tosanami Kudaki | |name=Abare Tosanami Kudaki | ||
|input={{qcf}}{{qcf}}+{{k}} (SA2) | |input={{qcf}}{{qcf}}+{{k}} (SA2) | ||
|subtitle=Brutal Waves of Tosa Smasher | |||
|image=(makotosa2).gif | |image=(makotosa2).gif | ||
|data= | |data= | ||
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* Makoto only has invulnerability during the wall-brace itself and not upon startup or the divekick | * Makoto only has invulnerability during the wall-brace itself and not upon startup or the divekick | ||
* Meter is not spent if interrupted before the wall brace | * Meter is not spent if interrupted before the wall brace | ||
* | * Normally dodges low attacks and throws on frame 2, but does not become truly airborne until frame 3, so is thus vulnerable to overlapping projectiles such as Aegis Reflector or Dudley Rose which will keep her grounded | ||
* Is fast enough to punish a throw attempt from full screen performed at the same time | * If used as a reversal, the first startup frame is fully invulnerable, allowing for counters of overlapping (meaty) low and throw attacks | ||
* Is usually fast enough to punish a throw attempt from full screen performed at the same time (character width plays a role) | |||
* Results in a free juggle state launch from a reverse Fukiage uppercut that can be canceled into any movement or attack on successful hit, with a generous input buffer | * Results in a free juggle state launch from a reverse Fukiage uppercut that can be canceled into any movement or attack on successful hit, with a generous input buffer | ||
* Can juggle air-reset opponents | * Can juggle air-reset opponents | ||
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|name=Tanden Renki: Seme No Kata | |name=Tanden Renki: Seme No Kata | ||
|input={{qcf}}{{qcf}}+{{p}} (SA3) | |input={{qcf}}{{qcf}}+{{p}} (SA3) | ||
|subtitle=Tanden/Dantian Chi Refinement: Attack Form | |||
|image=(makotosa3).gif | |image=(makotosa3).gif | ||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
|startup=0 | |||
|active=600 | |||
|recovery=0 | |||
|description= | |description= | ||
* Makoto turns red and charges up while yelling, this phrase can be changed by pressing any of the punch buttons or all three at once | * Makoto turns red and charges up while yelling, this phrase can be changed by pressing any of the punch buttons or all three at once | ||
* Attack power increases by 75% but loses the ability to block (parry is still possible) | * Attack power increases by 75% for most attacks but loses the ability to block (parry is still possible). Some attacks such as forward/back throw gain a 100% damage bonus. | ||
* Damage bonus stacks multiplicatively with Personal Action attack bonus (max bonus 284%) | * Damage bonus stacks multiplicatively with Personal Action attack bonus (max bonus 284%) | ||
* The darkened startup animation lasts for 80f, much longer than normal and allows for extra time for the player to analyze the opponent's current state | * The darkened startup animation lasts for 80f, much longer than normal and allows for extra time for the player to analyze the opponent's current state | ||
* Makoto is COMPLETELY invulnerable for 6f after startup and can extend invulnerability for an additional 15f by not pressing any button or direction | * Makoto is COMPLETELY invulnerable for 6f after startup and can extend invulnerability for an additional 15f by not pressing any button or direction | ||
* Opponent cannot quick-recover when knocked down by an enhanced attack, except throws | * Opponent cannot quick-recover when knocked down by an enhanced attack, except throws | ||
* Due to being in super state, any attacks that are parried will recover slightly faster than normal. This makes certain attacks such as st.MP less reliably punishable on parry (requiring a 5f punish, whereas 8f is normally fast enough to punish a parried st.MP), and also applies to jumping attacks as well (Makoto can often land and parry after being parried in mid-air!) | |||
* Lasts for 600f (10 seconds) | * Lasts for 600f (10 seconds) | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Tanden%20Renki:%20Seme%20No%20Kata}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Tanden%20Renki:%20Seme%20No%20Kata}} |
Latest revision as of 04:12, 23 March 2025
Introduction
Makoto, a tomboyish Japanese teenager, seeks to restore her father's dojo to its former glory. She is one of the new characters introduced in SF III: 3rd Strike, based around a more traditional concept of Japanese Karate compared to Ryu/Ken's more supernaturally-flavored Ansatsuken.
Makoto is the first female Street Fighter to be tough and hard-hitting with just as much stamina as the average males (like Ryu and Ken), instead of being a "glass cannon" archetype. Although her normal walk speed is incredibly sluggish, she has the fastest dash in the game, as well as quick feints and overheads. Perhaps her best tool is the Karakusa, a unique command grab which can be comboed from, making way for devastating damage and stun. Put all of this together and you have a character who can survive long sets until her highly explosive fighting style can win with a single opening.
Super Arts
SA I (Seichuusen Godanzuki)
Highly recommended for beginners. It does excellent damage and has numerous hit-confirms, in addition to the guaranteed Karakusa ones. It is especially good if you can confirm it after Hayate and Oroshi. Weaknesses include lack of range and bad anti-air, but the first shouldn't be an issue if you combo into it, and the second isn't a big deal, as she has plenty of good anti-air normals. It also confers no positional advantage after hit, as your opponent is sent across the screen and often recovers before you will (some characters can even get a free punish if you hit them with it in the corner, most notably Dudley, Necro and Yang). Some top players use this super exclusively against all characters as it allows for fast punishes and is universally easy to connect with.
SA II: (Abare Tosanami)
High execution, high reward Super. A lot of its usefulness depends on your ability to land Karakusa (or the threat thereof), especially on your half of the screen, as it can be comboed into with HP after the Karakusa (or simply with HP to catch your opponent trying to jump away out of Karakusa reach. It is potentially the most powerful super in the game and can lead to 100% kill combos from full health using the Double Fukiage technique. For the most damage, you can use early MK Tsurugi, Fukiage, jump Fierce, but for the most reliable combo, use MK Tsurugi, Hayate, Hayate.
Makoto has 100% stun setups from Karakusa on almost everyone except the 5 characters with the longest stun bar (Alex, Q, Hugo, Oro, and Dudley) using the "Double Fukiage" (W-Fukiage in Japan) followup, but they involve an advanced kara-cancel technique on at least the first Fukiage (using neutral HK), and even more advanced methods against Oro, Ibuki, and Chun-Li (the Telesniper technique). Akuma and Remy, having the shortest stun bars, have the easiest 100% stun combo (the "Fukiage, HP" follow-up to the super), and can also be fully stunned with even a raw SAII using the Double Fukiage follow-up. Timing before the first Fukiage also varies greatly by character (Necro, Urien, Dudley, and Hugo very slowly, Shotos tend to fall moderately fast, and Yun, Yang, and Alex fall extremely quickly, for example). Also, it can 100% stun every character in the game if comboed into from jump HP, though this is highly situational.
The main downsides (aside from its usefulness being mostly tied to your ability to land Karakusa on your side of the screen) is that it has huge startup time and no upper body invulnerability on startup, unlike her other two supers. However, it can be used to counter fireballs from full screen, and throws even on wakeup (if you are actually unhinged enough to do this).
SA III: (Tanden Renki)
Obviously the last super of choice, this is more a "fun" super than a practical one. If you can get your opponent on the back foot and guessing wrong once or twice, you can get insane damage by the time the meter runs out. However, if you're on the back foot against an experienced player (while it's already active), you're pretty much screwed. It does confer temporary invulnerability upon startup with zero recovery time (with additional invulnerability if you don't press anything), so it's possible to use this as a one-time Get Out of Jail Free card, but it's likely to take you out of the frying pan and directly into the fire.
Strengths | Weaknesses |
---|---|
|
|
Makoto #3S_MA | |
---|---|
Vitals | |
Life Points | 1200 |
Stun Points | 64 |
Super Art Stock/Size | |
SA1 | 1/120 |
SA2 | 2/88 |
SA3 | 1/96 |
Ground Movement | |
Forward Dash duration/distance | 11 (30) (150px) |
Back Dash duration/distance | 14 |
Jumping | |
Back Jump duration | 42(4+35+3) |
Neutral Jump duration | 41(4+34+3) |
Forward Jump duration | 41(4+34+3) |
Back Super Jump duration | 46(6+37+3) |
Neutral Super Jump duration | 45(6+36+3) |
Forward Super Jump duration | 45(6+36+3) |
Wake up | |
Wake up duration | 71 |
Quick rise duration | 43 |
3S Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Command Normals
6LP
6MP
6HP
6LK
6MK
6HK
6HK (Hold)
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
8MP
j.MP
8HP
j.HP
j.LK
j.MK
j.HK
Target Combos
5LK, MK
6MK,HK
6HP, HP, HP
Throws
LPLK
4/6LPK
Universal Overhead
MPMK
Taunts
HPHK
None
None
Special Moves
236P
236P (7F hold)
236P (27F hold)
236P (47F hold)
236P (67F hold)
236P,K
236P, HPK
623P
214P
214K (air)
63214K