No edit summary |
m (→Combos: Fixed broken punch icon.) |
||
Line 133: | Line 133: | ||
'''[Opponent must be airborne]''' [[File:dp.gif]] + [[File:punch.gif]] , jump cancel , '''Air''' [[File:qcb.gif]] + [[File:forward.gif]] , [[File:qcf.gif]] + [[File:punch.gif]][[File:punch.gif]] <br> | '''[Opponent must be airborne]''' [[File:dp.gif]] + [[File:punch.gif]] , jump cancel , '''Air''' [[File:qcb.gif]] + [[File:forward.gif]] , [[File:qcf.gif]] + [[File:punch.gif]][[File:punch.gif]] <br> | ||
[[File:qcf.gif]][[File:qcf.gif]] + [[File:short.gif]][[File:forward.gif]][[File:roundhouse.gif]] , jump cancel last hit , '''Air''' [[File:qcb.gif]] + [[File:forward.gif]] , [[File:qcf.gif]] + [[File:punch.gif]][[File:punch.gif] | [[File:qcf.gif]][[File:qcf.gif]] + [[File:short.gif]][[File:forward.gif]][[File:roundhouse.gif]] , jump cancel last hit , '''Air''' [[File:qcb.gif]] + [[File:forward.gif]] , [[File:qcf.gif]] + [[File:punch.gif]][[File:punch.gif]] | ||
==Strategy== | ==Strategy== |
Revision as of 17:07, 18 February 2014


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.
Players to Watch
Haitani
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE ver. 2012 Changes
Health
Adjusted from 1000 to 950.
Fukiage
Adjusted all damage from 100 to 90 when executing light, medium, and heavy versions, and from 140 to 120 for EX version.
Tanden Renki
Made attack last 3 seconds longer than previously.
Standing Heavy Kick
Extended hitbox downward.
Target Combo 1
Made the standing medium kick second hit super-cancelable.
Vertical Jump Medium Punch
Extended hitbox and hurtbox forward.
EX Karakusa
Adjusted size of hitbox to match that of the light version.
Hayate
-Light Punch Version- Lengthened attack distance at level 3. Adjusted characteristics at level 4 to match level 4 heavy punch.Added armor break property when charged to level 5. Made same follow-up conditions the same as the EX version when charged to level 5. Changed damage at level 5 to 190, and added voice hint to mark being charged to that level. Lengthened distance of travel at level 5.
-Medium Punch Version-
Adjusted characteristics at level 4 to match level 4 heavy punch.
Unified characteristics at level 5 across light, medium, and heavy punches.
-Heavy Punch Version-
Adjusted block stun at level 4 to give a -2F (dis)advantage.
Unified characteristics at level 5 across light, medium, and heavy punches.
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 HP Oroshi or 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.
The Basics
Combos
[Opponent must be airborne] +
,
+
,
+