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* F + Light Punch has a 3 frame startup (formerly 4 frames). | * F + Light Punch has a 3 frame startup (formerly 4 frames). | ||
* EX Hayate now breaks armor and has a slightly faster start up. | * EX Hayate now breaks armor and has a slightly faster start up. | ||
* Opponent can no longer do a quick get up after a | * Opponent can no longer do a quick get up after a 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. | * 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. | * EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground. | ||
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* Makoto's stamina is now 1,000. | * Makoto's stamina is now 1,000. | ||
* Forward and back dash are faster. New FADC combos possible now because of faster dash. | * Forward and back dash are faster. New FADC combos possible now because of faster dash. | ||
==The Basics== | ==The Basics== |
Revision as of 19:05, 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
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 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.