~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
+ , xx + xx  + xx  +  
+ , xx + / + 
[Opponent must be airborne] + , + , + 
[Opponent must be airborne] + , jump cancel , Air + , + 
 +   , jump cancel last hit , Air + , + [[File:punch.gif]
Strategy
+ has a 3 frame startup. An extremely quick move and a great pressure tool.
- Makoto's walkspeed is the slowest in the game. Use her dashes as her main method of movement and use her normals that move her forward to slightly change her position (Ex:
+ ).
Matchups
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Stand
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
4
|
5
|
+2
|
+5
|
|
|
Stand
|
HL
|
60
|
100
|
40
|
sp/su
|
5
|
7
|
7
|
+2
|
+5
|
|
|
Stand
|
HL
|
80
|
200
|
60
|
sp/su
|
6
|
3
|
24
|
-9
|
-5
|
|
|
Stand
|
HL
|
40
|
50
|
20
|
sp/su
|
5
|
3
|
8
|
0
|
+3
|
|
|
Stand
|
HL
|
70
|
100
|
40
|
sp/su
|
6
|
4
|
12
|
-2
|
+1
|
|
|
Stand
|
HL
|
100
|
250
|
60
|
su
|
8
|
8
|
12
|
-2
|
+2
|
|
|
+
|
HL
|
30
|
50
|
20
|
sp/su
|
3
|
4
|
7
|
0
|
+3
|
|
|
+
|
HL
|
90
|
100
|
40
|
su
|
7
|
6
|
8
|
0
|
+3
|
|
|
+
|
HL
|
90
|
200
|
60
|
-
|
13
|
8
|
18
|
-8
|
-4
|
-5 on hit for crouching opponents
|
|
+
|
HL
|
40
|
50
|
20
|
-
|
7
|
3
|
12
|
-4
|
-1
|
|
|
+
|
HL
|
90
|
100
|
40
|
-
|
15
|
3
|
16
|
-1
|
+2
|
|
|
+
|
L
|
110
|
200
|
60
|
-
|
19
|
3
|
23
|
-8
|
-
|
Untechable knockdown, hold button to feint (total 27f)
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
4
|
6
|
+1
|
+4
|
|
|
crouch
|
HL
|
60
|
100
|
40
|
sp/su
|
7
|
6
|
9
|
-1
|
+2
|
|
|
crouch
|
L
|
90
|
100
|
60
|
-
|
7
|
3
|
24
|
-9
|
-
|
Untechable knockdown
|
|
crouch
|
L
|
30
|
50
|
20
|
sp/su
|
4
|
4
|
7
|
0
|
+3
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
-
|
7
|
6
|
8
|
0
|
+3
|
|
|
crouch
|
HL
|
90
|
100
|
60
|
-
|
9
|
4
|
17
|
-3
|
+1
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
9
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump up
|
H
|
100
|
250
|
60
|
-
|
8
|
2
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames, can juggle
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
4
|
9
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
7
|
10
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
7
|
5
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
50
|
50
|
20
|
--
|
4
|
9
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
5
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames, can juggle
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
4
|
9
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
7
|
5
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
9
|
5
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Yamase ( + > )
|
HL
|
50*80
|
50*100
|
20*20
|
-
|
7
|
3(3)5
|
18
|
-5
|
-1
|
|
|
>
|
HL
|
50
|
100
|
40
|
sp/su
|
2
|
4
|
14
|
-4
|
-1
|
|
|
+ >
|
HL
|
100
|
200
|
60
|
-
|
8
|
7
|
14
|
-3
|
+1
|
|
|
Focus Attack LVL1
|
HL
|
60
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL2
|
HL
|
80
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL3
|
-
|
140
|
200
|
60
|
-
|
64
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.90
|
100
|
200
|
40
|
-
|
3
|
2
|
20
|
-
|
+1
|
Forces stand
|
|
Back Throw
|
0.90
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Untechable knockdown
|
|
Fukiage
|
HL
|
90
|
160
|
30/40
|
su
|
6
|
8
|
31
|
-
|
-
|
Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
|
|
Fukiage
|
HL
|
90
|
160
|
30/40
|
su
|
10
|
8
|
32
|
-
|
-
|
2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
|
|
Fukiage
|
HL
|
90
|
160
|
30/40
|
su
|
13
|
8
|
32
|
-
|
-
|
2~3f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
|
|
Fukiage
|
HL
|
120
|
200
|
-250/0
|
su
|
10
|
8
|
32
|
-
|
-
|
2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
|
|
Hayate (Lv1)
|
HL
|
90
|
120
|
20/40
|
su
|
8
|
5
|
23
|
-8
|
0
|
[Air hit] knockdown, can juggle, 8f startup from button release
|
|
Hayate (Lv2)
|
HL
|
105
|
135
|
20/40
|
su
|
4+8
|
5
|
23
|
-7
|
+1
|
[Air hit] knockdown, can juggle, charge 4~23f, 8f startup from button release
|
|
Hayate (Lv3)
|
HL
|
120
|
150
|
20/40
|
su
|
24+8
|
5
|
23
|
-6
|
+2
|
[Air hit] knockdown, can juggle, charge 24~43f, 8f startup from button release
|
|
Hayate (Lv4)
|
HL
|
135
|
165
|
20/40
|
su
|
44+20
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 44~63f, 20f startup from button release
|
|
Hayate (Lv5)
|
HL
|
190
|
180
|
20/40
|
su
|
64+11
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 64f, 11f startup from button release
|
|
Hayate (Lv1)
|
HL
|
100
|
120
|
20/40
|
su
|
15
|
5
|
21
|
-7
|
+1
|
[Air hit] knockdown, can juggle, 15f startup from button release
|
|
Hayate (Lv2)
|
HL
|
115
|
135
|
20/40
|
su
|
4+15
|
5
|
21
|
-6
|
+2
|
[Air hit] knockdown, can juggle, charge 4~23f, 15f startup from button release
|
|
Hayate (Lv3)
|
HL
|
130
|
150
|
20/40
|
su
|
24+15
|
5
|
21
|
-5
|
+3
|
[Air hit] knockdown, can juggle, charge 24~43f, 15f startup from button release
|
|
Hayate (Lv4)
|
HL
|
155
|
165
|
20/40
|
su
|
44+20
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 44~63f, 20f startup from button release
|
|
Hayate (Lv5)
|
HL
|
190
|
180
|
20/40
|
su
|
64+11
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 64f, 11f startup from button release
|
|
Hayate (Lv1)
|
HL
|
110
|
120
|
20/40
|
su
|
20
|
5
|
19
|
-6
|
+2
|
[Air hit] knockdown, can juggle, 20f startup from button release
|
|
Hayate (Lv2)
|
HL
|
125
|
135
|
20/40
|
su
|
4+20
|
5
|
19
|
-5
|
+3
|
[Air hit] knockdown, can juggle, charge 4~23f, 20f startup from button release
|
|
Hayate (Lv3)
|
HL
|
140
|
150
|
20/40
|
su
|
24+20
|
5
|
19
|
-4
|
+4
|
[Air hit] knockdown, can juggle, charge 24~43f, 20f startup from button release
|
|
Hayate (Lv4)
|
HL
|
155
|
165
|
20/40
|
su
|
44+20
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 44~63f, 20f startup from button release
|
|
Hayate (Lv5)
|
HL
|
190
|
180
|
20/40
|
su
|
64+11
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 64f, 11f startup from button release
|
|
Hayate
|
HL
|
120
|
150
|
-250/0
|
su
|
13
|
6
|
16
|
-4
|
-
|
Knockdown, can juggle, armor break
|
|
Hayate Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 12
|
-
|
-
|
Fastest cancel is 16f
|
|
Oroshi
|
H
|
90
|
200
|
30/30
|
su
|
22
|
6
|
16
|
-4
|
+4
|
[Air hit] knockdown, +3 hit advantage on crouching opponent, armor break
|
|
Oroshi
|
H
|
100
|
200
|
30/30
|
su
|
23
|
6
|
15
|
-5
|
+5
|
[Air hit] knockdown, +4 hit advantage on crouching opponent, armor break
|
|
Oroshi
|
H
|
150
|
200
|
30/30
|
su
|
24
|
6
|
14
|
-5
|
-
|
Untechable knockdown, armor break
|
|
Oroshi
|
H
|
120
|
200
|
-250/0
|
su
|
18
|
6
|
19
|
-4
|
-
|
1~12f immune to strikes and projectiles, untechable knockdown, armor break, can juggle
|
|
Karakusa
|
0.93
|
40
|
80
|
20/40
|
-
|
7
|
2
|
47
|
-
|
+12
|
Forces stand
|
|
Karakusa
|
0.99
|
40
|
80
|
20/40
|
-
|
8
|
2
|
47
|
-
|
+12
|
Forces stand
|
|
Karakusa
|
1.06
|
40
|
80
|
20/40
|
-
|
9
|
2
|
47
|
-
|
+12
|
Forces stand
|
|
Karakusa
|
0.93
|
60
|
120
|
-250/0
|
-
|
5
|
2
|
47
|
-
|
+12
|
1~6f armored, forces stand
|
|
Tsurugi
|
HL
|
90
|
120
|
10/40
|
-
|
11
|
4
|
After landing 11
|
-
|
-
|
[Air hit] knockdown, can juggle
|
|
Tsurugi
|
HL
|
100
|
140
|
10/40
|
-
|
13
|
4
|
After landing 11
|
-
|
-
|
[Air hit] knockdown, can juggle
|
|
Tsurugi
|
HL
|
150
|
200
|
10/40
|
-
|
15
|
4
|
After landing 11
|
-
|
-
|
Untechable knockdown, can juggle
|
|
Tsurugi
|
H
|
60*100
|
100*120
|
-250/0
|
-
|
15
|
1*4
|
After landing 11
|
-
|
-
|
1~15f immune to projectiles, knockdown, can juggle
|
|
Super Combo
|
HL
|
-
|
-
|
-1000/0
|
-
|
1+0
|
720
|
11
|
-
|
-
|
Fully invincible, increases damage by 25%
|
|
Ultra Combo 1
|
HL
|
75*405
|
0
|
0/0
|
-
|
0+6
|
3
|
47
|
-29
|
-
|
1~8f Invincible, untechable knockdown, armor break, can juggle, 1st hit goes into animation
|
|
Ultra Combo 2
|
HL
|
105*75*60*150[60*45*45*60]
|
0
|
0/0
|
See notes
|
From wall 0
|
until ground
|
After landing 26
|
-28
|
-
|
Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit 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
|
HL
|
105*75*60*150[60*45*45*60]
|
0
|
0/0
|
See notes
|
From wall 0
|
until ground
|
After landing 26
|
-28
|
-
|
Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit 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
|
HL
|
105*75*60*150[60*45*45*60]
|
0
|
0/0
|
See notes
|
From wall 3
|
8
|
3+After landing 26
|
-28
|
-
|
Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit 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
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
|