Street Fighter 3: 3rd Strike/Makoto: Difference between revisions

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* Like Kuroshio, from 3rd frame, Makoto steps backwards and can avoid some grabs
* Like Kuroshio, from 3rd frame, Makoto steps backwards and can avoid some grabs
* Recovers 6f faster than Kuroshio and is excellent against knocked-down opponents to set up a Karakusa
* Recovers 6f faster than Kuroshio and is excellent against knocked-down opponents to set up a Karakusa
Used as another dash, and for a post-knockdown Karakusa setup.  
Used as another dash, and for a post-knockdown Karakusa setup. Especially effective against Shotos after an EX Hayate and forward dash.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kuroshio%20(Fake)}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kuroshio%20(Fake)}}
}}
}}

Revision as of 03:39, 14 March 2025

Introduction

Makoto, a tomboyish Japanese teenager, seeks to restore her father's dojo to its former glory. She is one of the new characters introduced in SF III: 3rd Strike, based around a more traditional concept of Japanese Karate compared to Ryu/Ken's more supernaturally-flavored Ansatsuken.

Makoto is the first female Street Fighter to be tough and hard-hitting with just as much stamina as the average males (like Ryu and Ken), instead of being a "glass cannon" archetype. Although her normal walk speed is incredibly sluggish, she has the fastest dash in the game, as well as quick feints and overheads. Perhaps her best tool is the Karakusa, a unique command grab which can be comboed from, making way for devastating damage and stun. Put all of this together and you have a character who can survive long sets until her highly explosive fighting style can win with a single opening.

Super Arts

SA I (Seichuusen Godanzuki)

Highly recommended for beginners. It does excellent damage and has numerous hit-confirms, in addition to the guaranteed Karakusa ones. It is especially good if you can confirm it after Hayate and Oroshi. Weaknesses include lack of range and bad anti-air, but the first shouldn't be an issue if you combo into it, and the second isn't a big deal, as she has plenty of good anti-air normals. It also confers no positional advantage after hit, as your opponent is sent across the screen and often recovers before you will (some characters can even get a free punish if you hit them with it in the corner, most notably Dudley, Necro and Yang). Some top players use this super exclusively against all characters as it allows for fast punishes and is universally easy to connect with.

SA II: (Abare Tosanami)

High execution, high reward Super. A lot of its usefulness depends on your ability to land Karakusa (or the threat thereof), especially on your half of the screen, as it can be comboed into with HP after the Karakusa (or simply with HP to catch your opponent trying to jump away out of Karakusa reach. It is potentially the most powerful super in the game and can lead to 100% kill combos from full health using the Double Fukiage technique. For the most damage, you can use early MK Tsurugi, Fukiage, jump Fierce, but for the most reliable combo, use MK Tsurugi, Hayate, Hayate.

Makoto has 100% stun setups from Karakusa on almost everyone except the 5 characters with the longest stun bar (Alex, Q, Hugo, Oro, and Dudley) using the "Double Fukiage" (W-Fukiage in Japan) followup, but they involve an advanced kara-cancel technique on at least the first Fukiage (using neutral HK), and even more advanced methods against Oro, Ibuki, and Chun-Li (the Telesniper technique). Akuma and Remy, having the shortest stun bars, have the easiest 100% stun combo (the "Fukiage, HP" follow-up to the super), and can also be fully stunned with even a raw SAII using the Double Fukiage follow-up. Timing before the first Fukiage also varies greatly by character (Necro, Urien, Dudley, and Hugo very slowly, Shotos tend to fall moderately fast, and Yun, Yang, and Alex fall extremely quickly, for example). Also, it can 100% stun every character in the game if comboed into from jump HP, though this is highly situational.

The main downsides (aside from its usefulness being mostly tied to your ability to land Karakusa on your side of the screen) is that it has huge startup time and no upper body invulnerability on startup, unlike her other two supers. However, it can be used to counter fireballs from full screen, and throws even on wakeup (if you are actually unhinged enough to do this).

SA III: (Tanden Renki)

Obviously the last super of choice, this is more a "fun" super than a practical one. If you can get your opponent on the back foot and guessing wrong once or twice, you can get insane damage by the time the meter runs out. However, if you're on the back foot against an experienced player (while it's already active), you're pretty much screwed. It does confer temporary invulnerability upon startup with zero recovery time (with additional invulnerability if you don't press anything), so it's possible to use this as a one-time Get Out of Jail Free card, but it's likely to take you out of the frying pan and directly into the fire.

Strengths Weaknesses
  • Some of the best stun accumulation in the game, between Fukiage (40-70%), EX Hayate after Karakusa (50%), neutral throw (25%), and SA2 (100%)
  • Fastest and farthest forward dash in the game (11f startup), allowing her to maintain the threat of a command grab from almost half screen away, along with low profiling under high attacks
  • Almost all attacks have great hitboxes and active frames with advantage on hit or block, allowing for pressure into Karakusa or confirms into SA1
  • Great mixup/pressure game with her scary command grab (Karakusa), fast overheads in EX Orochi/Tsurugi, and feints with Hayate and f+HK
  • Slowest walk speed in the game, meaning she has to commit to her movement options and has linear/straightforward offense
  • Slow startup on many moves (and the slowest light attacks in the game) and no invulnerable reversals outside of SA1, requiring more work for defense
  • Unusually wide hitbox can make her easier to juggle or combo for many characters (such as Yun/Yang's command grab followups)
  • Lack of true lows for various ranges, especially at crouch MK range, effectively having only crouch LK, crouch HP, forward HK as her true lows
  • Lack of a projectile (and projectile invulnerable options) makes it hard for her to contest neutral pressure
Makoto
#3S_MA
3S Makoto Art.png
Vitals
Life Points 1200
Stun Points 64
Super Art Stock/Size
SA1 1/120
SA2 2/88
SA3 1/96
Ground Movement
Forward Dash duration/distance 11 (30)
(150px)
Back Dash duration/distance 14
Jumping
Back Jump duration 42(4+35+3)
Neutral Jump duration 41(4+34+3)
Forward Jump duration 41(4+34+3)
Back Super Jump duration 46(6+37+3)
Neutral Super Jump duration 45(6+36+3)
Forward Super Jump duration 45(6+36+3)
Wake up
Wake up duration 71
Quick rise duration 43
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP
Stand LP
Lp.png
(makotolp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 6 6 2 2 2 5 3 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: self sp su
  • Can chain into st.LK
  • +2 in all scenarios

A good tool for mix, dash cancels, and tick-throw Karakusa. Also fast enough to interrupt most target combos if their first hit was parried.

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5MP
Stand MP
Mp.png
(makotomp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 11 4 6 7 8 14 9 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Unusually fast recovery (4f) for a medium attack; can be parried and still be safe from 10f attacks

Possibly the game's best meaty normal, given its lengthy active frames and quick recovery. The fairly long start-up can make timing it awkward, but its extensive plus frames on hit and block ensure that Makoto can threaten between Karakusa and attacks, along with giving her combo routes into Hayate and SA1 (even as a linked confirm). It makes for an alright anti-air as well, since on parry, Makoto can cancel MP into a special like Fukiage (or if you're using it, SA3).

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5HP
Stand HP
Hp.png
(makotohp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 2 22 -5 -3 -1 21 15 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Can be canceled into Hayate (and canceled again) on hit to improve its frame advantage from -3 to +1
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5LK
Stand LK
Lk.png
(makotolk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 5 12 -2 -2 -2 7 3 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: tc sp su
  • 7 kara range (startup-canceled); much longer range if late kara-canceled
  • Only normal in 3s that can be kara-canceled after active frames; Late kara-cancel possible from frames 8-11

Core tool of Makoto's offense and tied for her fastest normal attack (4f). Greatly increases the range of all special attacks when canceled from, including the infamous kara-Karakusa. Can also be used to corpse-push opponents out of their throw range (but still within your karakusa range).

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5MK
Stand MK
Mk.png
(makotomk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 5 13 -2 -1 - 16 7 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 7 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Can be used as a decent high poke (and catch jump-outs) but misses on most crouching characters. Will also lose to heavy attacks on trade due to priority system. This is also Makoto's best button for forward-moving kara-cancel (such as kara-cancel LP Hayate after EX Hayate in the corner).

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5HK
Stand HK
Hk.png
(makotohk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 9 13 - 2 4 23 7 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • -24 kara range (useful for W Fukiage technique and for certain setups, as it moves her backwards.)
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Can avoid both low attacks and throws with proper timing and distance (except in the corner)

Useful defensive and neutral tool (stuffs low attacks, high priority). It's also used as a reverse-movement kara-cancel button (SA2 W-Fukiage, spacing for MP+MK Universal Overhead to SA1, etc). Great for avoiding tick-throws after blocking opponent's light attack in close range. Can be linked into SA1 on certain characters.

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Command Normals

6LP
Kazami
F.png+Lp.png
(makotoflp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 4 8 - - - 4 3 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: ch sp su
  • More range than stand LP but can miss crouching characters
  • Can reliably chain into itself (unlike 5LP) but has less overall utility than 5LP.
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6MP
Kaoruna
F.png+Mp.png
(makotofmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 6 9 2 3 4 15 5 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 4 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Has significant pushback

Its primary use is gaining distance via its pushback, though it can link into SA1. Can be used to corpse-push opponents for spacing during their knockdown state.

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6HP
Shimaki
F.png+Hp.png
(makotofhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
16 12 16 -4 -2 - 26 13 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: tc
  • Self meter gain: Whiff: 3, Hit: 17, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Can cancel to Yamase without connecting with the opponent

Useful for getting the opponent to respect a desired distance and can stuff many moves, though the start-up can make that difficult.

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6LK
Shibuki
F.png+Lk.png
(makotoflk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 6 13 -5 -5 -5 6 5 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 4 kara range
  • Extremely good range for a light poke
  • Avoids most crouching sweeps and kicks
  • VERY negative on hit, so be careful

Can be used against every character to reset the opponent in the corner after an EX Hayate. Against certain characters (e.g.: Dudley, Urien) you can even dash under them.

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6MK
Naruto
F.png+Mk.png
(makotofmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
17 5 18 -5 -3 -1 17 9 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: tc
  • 2 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • May miss most crouching characters

Significant delay before the kick comes out but also has considerable forward movement (comparable to f+HK Kuroshio). Can be used to juggle full-screen Tsurugi launches or as an alternative okizeme tool after EX Hayate (best against Alex).

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6HK
Kuroshio
F.png+Hk.png
(makotofhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
22 3 25 -11 D D 21 5 - L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Only standing attack in the game that hits low
  • From 3rd frame, Makoto steps backwards and can avoid some grabs
  • Moves her forward far more quickly than walk

Used as a mixup with the feint version (hold HK). Can be used to close out rounds as an okizeme option.

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6HK (Hold)
Kuroshio (Fake)
F.png+Hk.png (Hold)
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
1 - 43 - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • During Kuroshio, perform by holding HK for 18f
  • Like Kuroshio, from 3rd frame, Makoto steps backwards and can avoid some grabs
  • Recovers 6f faster than Kuroshio and is excellent against knocked-down opponents to set up a Karakusa

Used as another dash, and for a post-knockdown Karakusa setup. Especially effective against Shotos after an EX Hayate and forward dash.

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Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(makotoclp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 4 5 3 3 3 3 3 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: self sp su

Excellent setup tool. Better recovery than 5LP and +3 on all scenarios, however less active frames and 1f slower startup, so use it for applying mixups and dash cancelling. Also note that it has more pushback than 5LP, but can chain into itself reliably (for SA1 confirms).

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2MP
Crouch MP
D.png+Mp.png
(makotocmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 7 11 -1 - 1 12 5 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • 3 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Long cancel window and significant active frames allow this to be used to cover a large area and hit confirm into hayate if it hits.

Possesses long range and persistent active frames/cancel window, which makes it an ideal poking tool. Its cancelability into specials and supers means it doesn't suffer (as much) from being vulnerable to parries. Also moves Makoto's upper body forward from 1st frame of startup, which can cause some aerial attacks to miss (crossups, Ibuki's Hien).

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2HP
Crouch HP
D.png+Hp.png
(makotochp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 2 21 -6 D D 17 3 - L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Sweep, hits low

Its excellent speed and range makes it good at stopping approaches, and largely unpunishable by other sweeps. However it can still suffer against certain SAs (Ken SA3, Chun SA2), so be sure not to abuse it in those matchups.

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2LK
Crouch LK
D.png+Lk.png
(makotoclk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 6 10 -3 -3 -3 5 3 - L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Makoto's fastest low poke. Usually reserved for mixups
  • Combos into LP hayate, unless it hits at max range.

A button used to punish those who block standing, especially during Hayate loops. Its best canceled into LP Hayate on hit to continue the mix, or into EX Oroshi to surprise any crouch blockers. Its immediate upper body hitbox retraction also allows one to avoid standing jabs entirely. However it is punishable by some characters (namely Chun-Li) on hit or block, if not canceled.

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2MK
Crouch MK
D.png+Mk.png
(makotocmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 8 7 3 4 5 16 5 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Does not hit low; can be parried high or low

A good poke that Makoto uses to build meter. It lowers Makoto's hurtbox to the floor, giving it some use as an anti-air, and the extended upwards reach of the leg allows it to beat other cr.MKs. It can also be linked into SA1, allowing for a high damage punish. To top it all off, its +3 on block, allowing for constant harassment no matter the circumstances, though its nature as a mid can leave it vulnerable to being parried.

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2HK
Crouch HK
D.png+Hk.png
(makotochk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 4 12 2 4 6 23 15 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 13 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • High-angle attack for anti-air, often recovers fast enough to be safe if parried

The high angle of the attack, in combination with its relatively quick recovery makes this the ideal option for dealing with jump-ins from Dudley and Elena. It can also beat long-reaching Medium or Heavy normals through proper spacing. However, if parried/countered, leaves Makoto in crouching state (25% defense penalty). For a heavy attack, it has surprisingly decent recovery, so if parried in mid-air at maximum range, you can often recover fast enough to parry the opponent's incoming jump-in (especially Dudley and Ryu's deep jump HP attacks).

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Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(makotonjlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 17 - - - - 8 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

Often used as an air reset in conjunction with j.LK, and after SA2, though j.LK has a better hitbox.

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j.LP
Jump LP
Uf.png+Lp.png
(makotojlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 21 - - - - 8 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Has extended active frames for the entire jump but hitbox is too high to hit grounded characters if done early (can mix up with jMP which looks identical)
  • Excellent reset setup attack after Fukiage for mixups. Has a slightly higher air-reset arc than Jump LK.
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8MP
Jump MP (Neutral)
U.png+Mp.png
(makotojnmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 10 - - - - 14 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Can be used to deny jump-ins due to its significant range and active frames.

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j.MP
Jump MP
Uf.png+Mp.png
(makotojmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 23 - - - - 12 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Has extended active frames for the entire jump

Active for the entire jump and can stuff attempts to intercept Makoto in mid-air. Links reliably into SA1 (similar to Q's usage of jLP into SA2). Can be used in conjunction with jLP for setting up empty jumps/bait parry attempts.

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8HP
Jump HP (Neutral)
U.png+Hp.png
(makotonjhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
13 2 - - - - 23 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Extremely slow startup
  • High hitbox, cannot hit most crouching characters

Difficult to use, especially for hitting grounded opponents. However, this can be exploited to trick opponents into expecting a jump-in and getting a karakusa opportunity upon landing (similar to Alex j.MP whiff into Power Bomb setup). Can also be used reliably against Akuma for SA2 100% Stun combo (after launching with Fukiage).

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j.HP
Jump HP
Uf.png+Hp.png
(makotojhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 2 - - - - 26 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • First frame does less damage than later frames
  • Can hit slightly behind Makoto vs larger characters

A safe jumping move (from +1 to +13 on block). Can be followed up with 5HP (though timing can make it difficult at first) and can crossup some characters. Can miss some crouching characters (Oro, Chun), and some stunned characters (Necro, Oro, Twelve) due to being unable to attack too deeply.

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j.LK
Jump LK
U.png/Uf.png+Lk.png
(makotojlk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 14 - - - - 10 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Super-fast startup for winning air-air situations

Used in air resets and/or after SA2, often in conjunction with j.LP, though it is often favored due to a faster startup.

FATonline.png
j.MK
Jump MK
U.png/Uf.png+Mk.png
(makotojmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 13 - - - - 16 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Superb hitbox coverage and active frames

It's a nice jumping poke both aggressively or defensively, though it's very active, so be wary of parries. Its ability to cross up compliments its links into SA1 or st.LK > LP Hayate.

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j.HK
Jump HK
U.png/Uf.png+Hk.png
(makotojhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 6 - - - - 23 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

An excellent all-rounder air attack due to it punishing mid-air throw techs, possessing a quick start-up for a heavy button, and solid range plus priority. On those air to air hits, it can be combined with a dash-in to extend pressure, and if done low enough, it can link into st.HP on hit.

FATonline.png




Target Combos

5LK, MK
Stand LK > Tatsunami
5LK > MK
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 5 13 -2 -1 - 16 7 - HL*HL HL*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Whiffs on most crouching characters
  • Combo & true blockstring only if the 5LK connects on a standing opponent
  • Can be delayed to become a frame trap
  • Target Combo can be done even if the initial LK whiffs
FATonline.png
6MK,HK
Naruto > Dotou
6MK > HK
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 9 13 - 2 4 23 7 - HL*HL H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Performed immediately after f+MK 'Naruto' but not a true combo
  • Possibly the most useless target combo in SF history
FATonline.png
6HP, HP, HP
Shimaki > Yamase
F.png+Hp.png,Hp.png,Hp.png
(makotofhp2).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
16 23 13 -4 -3 -2 31 17 - HL*HL*HL H*H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 29, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: 0.
  • Can be performed without any of the previous attacks connecting, including Shimaki
  • Can be performed by pressing any combination of punches three times after Makoto begins Shimaki
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Throws

LPLK
Tacchuu
Lp.png+Lk.png
(makotothr).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 16 16 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 20 throw range
  • This throw inflicts an unusually high amount of stun (25% on most characters)
  • If successfully connected, Makoto's recovery animation is fully invulnerable for 32 frames as long as no button or direction is touched
FATonline.png
4/6LPK
Araiso
B.png/F.png+Lp.png+Lk.png
(makotobftr).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 21 10 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 20 throw range
  • Can still be quick-recovered by opponent if performed during Tanden Renki (despite being a Super)
  • Inflicts RIDONKULOUS damage during Tanden Renki (receives a 100% damage boost instead of the normal 75%)
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Universal Overhead

MPMK
Chigusa
Mp.png+Mk.png
(makotooh).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 10 5 - - - 7 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

A surprisingly useful mix up option for Makoto, as it can be kara-canceled into from st.HK, allowing for better hit advantage and spacing to beat out low buttons and potentially catch jumps. Much like the other UOHs, if done meaty, its plus enough to link into SA1 or cr.LK .

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Taunts

HPHK
Kiai wo Reru (Lv 1)
Hp.png+Hk.png
(makotot).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
79 3 - - - - 1 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • 13 kara range
  • Self meter gain: Whiff: 18, Hit: 20, Block: 19.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Grants 30% additional damage to next hit upon completion of this phase
  • Hit can be canceled into super
  • Does not stack with itself (and will reset Level 2 Taunt bonus)
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None
Kiai wo Reru (Lv 2)
(makotot).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Grants 25% additional damage to next hit upon completion of this phase (stacks with continued taunt but is reset if Makoto performs another taunt)
  • Does not have a strike attack
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None
Kiai wo Reru (Lv 3)
(makotot).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Improves stun recovery rate for the rest of the round by 10% (stacks 3x)
  • Does not have a strike attack
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Special Moves

236P
Hayate
Qcf.png+P.png (can be held)
(makotohayate).gif
Lp.png/Mp.png/Hp.png
(makotohdkex).gif
Ex.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 6 24 -12 2 4 17 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
  • Can be instant kara-canceled with LK for followup juggle after EX Hayate vs some characters
  • Hold Punch to charge attack power, press Kick to cancel
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MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 6 24 -12 2 4 17 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
  • Hold Punch to charge attack power, press Kick to cancel
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HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 6 24 -12 2 4 17 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
  • Hold Punch to charge attack power, press Kick to cancel
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EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
17 6 24 2 D D 28 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Extremely difficult to juggle mid-air opponents with
  • If performed near the corner, allows for a followup juggle
  • All characters: f+LK
  • Ibuki, Necro: cr.MP
  • Ryu, Ken, Sean, Akuma, Dudley, Necro: st.MK, kara-Hayate
  • Chun, Makoto, Oro, Elena, Q, Twelve, Remy: LP Hayate
  • Urien: MP Hayate
  • Hugo, Alex: Standing HP
FATonline.png
236P (7F hold)
Hayate (Lv 1)
Qcf.png+P.png (7F hold)
(makotohayate).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 6 24 -9 2 4 19 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
  • Can be consistently performed from standing HP for 2 more damage (from 17 to 19) and 2 more stun (from 9 to 11)
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236P (27F hold)
Hayate (Lv 2)
Qcf.png+P.png (27F hold)
(makotohayate).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
28 6 24 -6 2 4 21 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
  • Strongest version that does not knock opponent down
FATonline.png
236P (47F hold)
Hayate (Lv 3)
Qcf.png+P.png (47F hold)
(makotohayate).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
48 6 24 -2 D D 24 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
  • Becomes safe on block at this stage except against 1f super arts
  • Knocks down on hit and can be followed up with a juggle near the corner
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236P (67F hold)
Hayate (Lv 4)
Qcf.png+P.png (67F hold)
(makotohayate).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
68 6 24 2 D D 24 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
  • Can be held up to 126 frames before automatically releasing
  • Fully safe if blocked at this stage
  • Knocks down on hit and can be followed up with a juggle near the corner
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236P,K
Hayate Feint
Qcf.png+P.png,K.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
1 - 5 (16) - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Must be performed 5f or later after Hayate input
  • Punch MUST be held down while Kick is input
  • Has 5f recovery if Hayate was not canceled into
  • All light and medium attacks canceled into Hayate add 16f recovery to the cancel
  • Standing HP canceled into Hayate adds 14f recovery to the cancel
FATonline.png
236P, HPK
Hayate Taunt
Qcf.png+P.png, hold HP+HK
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
1 - 31 - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • No additional effects
  • Adds 32 frames of recovery to Hayate
FATonline.png
623P
Fukiage
Dp.png+P.png
(makotofkage).gif
Lp.png/Mp.png/Hp.png
(makotosrkex2).gif
Ex.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 8 26 -16 D D 21 29 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su sj
  • Self meter gain: Whiff: 3, Hit: 21, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: ---.
  • Can be super-jump canceled on block, hit, or parry
  • Cannot hit most standing or crouching characters from the front but can hit extended limbs (or from behind)
  • Inflicts massive stun damage and launches opponent
  • Crouching profile during startup but does not incur crouching defense penalty
FATonline.png


MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 8 26 -16 D D 24 31 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su sj
  • Self meter gain: Whiff: 3, Hit: 21, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: ---.
  • Can be super-jump canceled on block, hit, or parry
  • Cannot hit most standing or crouching characters from the front but can hit extended limbs (or from behind)
  • Inflicts massive stun damage and launches opponent
  • Crouching profile during startup but does not incur crouching defense penalty
FATonline.png


HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
14 8 26 -14 D D 28 31 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su sj
  • Self meter gain: Whiff: 3, Hit: 21, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: ---.
  • Can be super-jump canceled on block, hit, or parry
  • Cannot hit most standing or crouching characters from the front but can hit extended limbs (or from behind)
  • Inflicts massive stun damage and launches opponent
  • Crouching profile during startup but does not incur crouching defense penalty
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EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 7 26 -12 D D 24 21 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su sj
  • Self meter gain: Whiff: -40, Hit: -40, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: ---.
  • Travels forward during startup
  • Can be super-jump canceled on block, hit, or parry
  • Cannot hit most standing or crouching characters from the front but can hit extended limbs (or from behind)
  • Inflicts high stun damage (not as much as other versions) and launches opponent
  • Extremely low profile from from 1f-11f but does not incur crouching defense penalty
FATonline.png
214P
Oroshi
Qcb.png+P.png
(makotooroshi).gif
Lp.png/Mp.png/Hp.png
(makototskex2).gif
Ex.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
19 7 17 -4 -2 - 17 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Easily confirmed into Seichuusen Godanzuki as an overhead cancel route
  • Low profile during recovery
FATonline.png


MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
23 7 17 -4 -2 - 19 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Slower version of LP Oroshi that can fake out parry attempts
  • Can combo into SA2 if canceled early on the correct area of the screen.
  • Low profile during recovery
FATonline.png


HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
28 7 17 - D D 24 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Knocks down on hit
  • Safe on block but easy to interrupt or parry on reaction
  • Will still fully connect into Seichuusen Godanzuki on hit
  • Low profile during recovery
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
13 7 17 4 D D 28 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Knocks down on hit (except in certain interactions involving limbs)
  • One of the fastest overheads in the game (14f) and can also be canceled into
  • Can combo into SA1 and 2 if canceled early (Hugo only).
  • Low profile during recovery
FATonline.png
214K (air)
Tsurugi
Qcb.png+K.png (air)
(makotoatsur).gif
Lk.png/Mk.png/Hk.png
(makotoatskex2).gif
Ex.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
14 4 - 1 - - 24 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Launches airborne opponents
  • Makoto does not hover in mid-air during startup, which affects parry timing and landing speed
  • Cannot be performed during a backwards jump
FATonline.png


MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 4 - 1 - - 26 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Launches airborne opponents
  • Makoto hovers in mid-air during startup, which affects parry timing and landing speed
  • Cannot be performed during a backwards jump
FATonline.png


HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
16 4 - 1 D D 28 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Knocks down both airborne and grounded opponents
  • Makoto hovers in mid-air during startup, which affects parry timing and landing speed
  • Cannot be performed during a backwards jump
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 4 - 3 D D 17 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Incredibly fast overhead that can bypass neutral and low attacks if performed right off the ground
  • If only 1 hit connects against an airborne opponent (usually due to hitting a limb) launches opponent
  • Instantly halts upward and forward momentum to cause Makoto to drop straight down to the ground
  • +3 on block if done at its lowest possible height
  • Cannot be performed during a backwards jump
FATonline.png
63214K
Karakusa
Hcb.png+K.png
(makotokarakusa).gif
Lk.png/Mk.png/Hk.png
(makotokusawhiff).gif
whiff
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 3 28 - 14 14 5 8 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 53 throw range
  • Long active duration
  • If overlapping with opponent's normal throw, has a 50% chance of being teched or winning outright
  • Can choose not to input anything after releasing opponent to be invulnerable for 29f
FATonline.png


MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 4 29 - 14 14 5 8 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 57 throw range
  • Long active duration
  • If overlapping with opponent's normal throw, has a 50% chance of being teched or winning outright
  • Can choose not to input anything after releasing opponent to be invulnerable for 29f
FATonline.png


HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 4 30 - 14 14 5 8 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 61 throw range
  • Long active duration
  • If overlapping with opponent's normal throw, has a 50% chance of being teched or winning outright
  • Can choose not to input anything after releasing opponent to be invulnerable for 29f
FATonline.png




Super Arts

236236P (SA1)
Seichuusen Godanzuki
Center-Line Five Point Thrust
Qcf.pngQcf.png+P.png (SA1)
(makotosa1).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
1 3 65 -17 - - 83 20 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Makoto's only true reversal.
  • First hit forces standing.
  • Can be linked into from any Hayate on hit, but the super must be inputted on its last recovery frame.
  • This move has additional recovery AFTER the opponent lands from a successful hit. If connected in the corner, the following characters have advantage: Dudley (10F), Yang (8F), Necro (6F), Twelve (6F), Yun (5F), Q (3F) , Elena (1F, cannot punish)
  • Hits 2-4 have significant vacuum effect but may not be enough if the first hit connected on an opponent's limb
  • Cannot juggle air-reset opponents
FATonline.png
236236K (SA2)
Abare Tosanami Kudaki
Brutal Waves of Tosa Smasher
Qcf.pngQcf.png+K.png (SA2)
(makotosa2).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
14(-18)+1 5 25 -20 - - 59 22 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: dash sj
  • Makoto flips backwards to the corner of the screen, braces against the wall, and then dives forward with a kick, angle and distance varying on the button pressed
  • Makoto only has invulnerability during the wall-brace itself and not upon startup or the divekick
  • Meter is not spent if interrupted before the wall brace
  • Normally dodges low attacks and throws on frame 2, but does not become truly airborne until frame 3, so is thus vulnerable to overlapping projectiles such as Aegis Reflector or Dudley Rose which will keep her grounded
  • If used as a reversal, the first startup frame is fully invulnerable, allowing for counters of overlapping (meaty) low and throw attacks
  • Is usually fast enough to punish a throw attempt from full screen performed at the same time (character width plays a role)
  • Results in a free juggle state launch from a reverse Fukiage uppercut that can be canceled into any movement or attack on successful hit, with a generous input buffer
  • Can juggle air-reset opponents
FATonline.png
236236P (SA3)
Tanden Renki: Seme No Kata
Tanden/Dantian Chi Refinement: Attack Form
Qcf.pngQcf.png+P.png (SA3)
(makotosa3).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
0 600 0 - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Makoto turns red and charges up while yelling, this phrase can be changed by pressing any of the punch buttons or all three at once
  • Attack power increases by 75% for most attacks but loses the ability to block (parry is still possible). Some attacks such as forward/back throw gain a 100% damage bonus.
  • Damage bonus stacks multiplicatively with Personal Action attack bonus (max bonus 284%)
  • The darkened startup animation lasts for 80f, much longer than normal and allows for extra time for the player to analyze the opponent's current state
  • Makoto is COMPLETELY invulnerable for 6f after startup and can extend invulnerability for an additional 15f by not pressing any button or direction
  • Opponent cannot quick-recover when knocked down by an enhanced attack, except throws
  • Due to being in super state, any attacks that are parried will recover slightly faster than normal. This makes certain attacks such as st.MP less reliably punishable on parry (requiring a 5f punish, whereas 8f is normally fast enough to punish a parried st.MP), and also applies to jumping attacks as well (Makoto can often land and parry after being parried in mid-air!)
  • Lasts for 600f (10 seconds)
FATonline.png

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill