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{{SSFIVMoveListRow | Abare Tosanami | qcf qcf + 3k | Hold different kick buttons before reaching wall to change attack angle }} | {{SSFIVMoveListRow | Abare Tosanami | qcf qcf + 3k | Hold different kick buttons before reaching wall to change attack angle }} | ||
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== AE Changes == | |||
==The Basics== | |||
==Combos== | |||
==Strategy== | |||
==Matchups== | |||
Revision as of 04:10, 2 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