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Moving on to her actual moves, Makoto has a familiar set of tools that serve to help her get in and open you up. Her signature 236P '''Hayate''' ("Dash Punch") can now be canceled into her 6HK on hit and block, making it much more rewarding as a combo ender or poke, and making it much safer due to the jump cancel on 6HK. The EX version also launches, and can be dash cancelled, making it an excellent tool for converting hits into Makoto's strongest routes. | Moving on to her actual moves, Makoto has a familiar set of tools that serve to help her get in and open you up. Her signature 236P '''Hayate''' ("Dash Punch") can now be canceled into her 6HK on hit and block, making it much more rewarding as a combo ender or poke, and making it much safer due to the jump cancel on 6HK. The EX version also launches, and can be dash cancelled, making it an excellent tool for converting hits into Makoto's strongest routes. | ||
Those routes are mainly done through her 623P [insert name here], a jump and dash cancellable anti air punch with moderate juggle potential that forms the core of her combo game, as well as serving as her main way to punish jumpers. | |||
To top her powerful combo and approach game off, Makoto has her 63214P [insert name here], a very long range, combo starting command grab. The damage she can reach off of this can get truly insane, which helps add the final layer to her pressure and make her terrifying to defend against. | |||
If you like rushing in, staying in, and exploding your opponents off of stray hits and command grabs, Makoto may be your character. | |||
{{ProConTable | {{ProConTable |
Latest revision as of 14:44, 17 July 2024
Introduction
Makoto touched a live wire with both hands and now she's 100% electric.
Boasting the fastest dash and some of the highest damage in the game, Makoto bursts onto the Remix roster as an explosive rushdown/grappler hybrid. Those familiar with her kit in other games should feel right at home with this version of Makoto, as she sports the same core set of tools she always has, but with some tweaks to help her feel at home within the Remix roster.
The first thing to note about Makoto is her dash. On top of being the fastest in the game by a significant margin with a 15F total duration, she's also has a hit of armor during it. This armor allows her to belligerently absorb pokes and fireballs as she navigates neutral, making it much easier for her to work her way in. Do keep in mind, though, that heavy normals will break the armor and cause her to get counterhit.
Moving on to her actual moves, Makoto has a familiar set of tools that serve to help her get in and open you up. Her signature 236P Hayate ("Dash Punch") can now be canceled into her 6HK on hit and block, making it much more rewarding as a combo ender or poke, and making it much safer due to the jump cancel on 6HK. The EX version also launches, and can be dash cancelled, making it an excellent tool for converting hits into Makoto's strongest routes.
Those routes are mainly done through her 623P [insert name here], a jump and dash cancellable anti air punch with moderate juggle potential that forms the core of her combo game, as well as serving as her main way to punish jumpers.
To top her powerful combo and approach game off, Makoto has her 63214P [insert name here], a very long range, combo starting command grab. The damage she can reach off of this can get truly insane, which helps add the final layer to her pressure and make her terrifying to defend against.
If you like rushing in, staying in, and exploding your opponents off of stray hits and command grabs, Makoto may be your character.
Strengths | Weaknesses |
---|---|
|
|
Makoto | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 950 |
Chains | M>H L>H L>6M 6MK>HK X>6HK |
Walkspeed | 0.5 (Slowest) |
Forward Dash Duration | 15 frames |
Forward Dash Distance | 1.8 (Average) |
Backdash Duration | 26 frames |
Backdash Invuln | 9 frames |
Unique Movement | Armored Forward Dash |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Makoto (まこと Makoto?) is a video game character from the Street Fighter series, first appearing in Street Fighter III: 3rd Strike. She is a tomboyish Japanese teenager looking to bring back the glory to her late father's dojo.