Line 222: | Line 222: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |-5 on hit for crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 264: | Line 264: | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown, hold button to feint (total 27f) | ||
| | | | | | ||
|- | |- | ||
Line 306: | Line 306: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 362: | Line 362: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 376: | Line 376: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 390: | Line 390: | ||
| 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 404: | Line 404: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 418: | Line 418: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 432: | Line 432: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 446: | Line 446: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 460: | Line 460: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 474: | Line 474: | ||
| 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 488: | Line 488: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 502: | Line 502: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 516: | Line 516: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs are immune to projectiles until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 614: | Line 614: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 628: | Line 628: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 642: | Line 642: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
Line 656: | Line 656: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
Line 670: | Line 670: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
Line 684: | Line 684: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, jump cancellable, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
Line 698: | Line 698: | ||
| 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 712: | Line 712: | ||
| 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 726: | Line 726: | ||
| 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 740: | Line 740: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 44~63f, 8f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 754: | Line 754: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 64f, 8f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 768: | Line 768: | ||
| 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 782: | Line 782: | ||
| 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 796: | Line 796: | ||
| 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 | ||
| | | | | | ||
|- | |- | ||
Line 810: | Line 810: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 44~63f, 15f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 824: | Line 824: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 64f, 15f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 838: | Line 838: | ||
| 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 852: | Line 852: | ||
| 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 866: | Line 866: | ||
| 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 880: | Line 880: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 44~63f, 20f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 894: | Line 894: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, charge 64f, 20f startup from button release | ||
| | | | | | ||
|- | |- | ||
Line 908: | Line 908: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Knockdown, can juggle, armor break | ||
| | | | | | ||
|- | |- | ||
Line 919: | Line 919: | ||
| 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 936: | Line 936: | ||
| 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 950: | Line 950: | ||
| 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 964: | Line 964: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown, armor break | ||
| | | | | | ||
|- | |- | ||
Line 978: | Line 978: | ||
| 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 | ||
| | | | | | ||
|- | |- | ||
Line 1,006: | Line 1,034: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |+12 | | align="center" |+12 | ||
| align="center" | | | align="center" |1~6f armored, forces stand | ||
| | | | | | ||
|- | |- | ||
Line 1,017: | Line 1,045: | ||
| 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 1,031: | Line 1,059: | ||
| 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 1,045: | Line 1,073: | ||
| 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 1,059: | Line 1,087: | ||
| 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 1,076: | Line 1,104: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Fully invincible, increases damage by 25% | ||
| | | | | | ||
|- | |- | ||
Line 1,090: | Line 1,118: | ||
| 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, fastest startup 16f, 4th 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, fastest startup 16f, 4th 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, fastest startup 16f, 4th 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 | ||
| | | | | | ||
|- | |- |
Revision as of 18:45, 9 June 2011


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.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
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.