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{{USFIVFrameDataRow|Seichusan Godanzuki|Ultra Combo I|qcf qcf + 3p armorbreak||Seichusan Godanzuki|75*365|0|0/0|HL|-|0+6|3|47|55|||-29|-|Can juggle, 1st hit goes into animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8f|-|-|-|-|-|}} | {{USFIVFrameDataRow|Seichusan Godanzuki|Ultra Combo I|qcf qcf + 3p armorbreak||Seichusan Godanzuki|75*365|0|0/0|HL|-|0+6|3|47|55|||-29|-|Can juggle, 1st hit goes into animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8f|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Abare Tosanami|Ultra Combo II|qcf qcf + 3k armorbreak|Hold different k buttons before reaching wall to select attack angle|Abare Tosanami|105*75*60*150[60*45*45*60]|0|0/0|HL|-*-*-*ju/dash|From wall 0|until ground|After landing 26|-|||-28|-|Startup can pass through opponent, fastest startup 16f, 4th hit is cancellable only on hit, 1st ground hit goes into animation, [] refers to air hit | {{USFIVFrameDataRow|Abare Tosanami|Ultra Combo II|qcf qcf + 3k armorbreak|Hold different k buttons before reaching wall to select attack angle|Abare Tosanami|105*75*60*150[60*45*45*60]|0|0/0|HL|-*-*-*ju/dash|From wall 0|until ground|After landing 26|-|||-28|-|Startup can pass through opponent, fastest startup 16f, 4th hit is cancellable only on hit, 1st ground hit goes into animation, [] refers to air hit, hold [[File:Short.gif]] until wall for short distance, [[File:Forward.gif]] for medium distance, or [[File:Roundhouse.gif]] for full screen distance|X|||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Free Juggle|Free Juggle|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1, all hits do not add Juggle Count|}} | ||
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Revision as of 08:38, 30 July 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.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Forward Throw: Range increased to 0.95 from 0.90
- Back Throw: Range decreased to 0.85 from 0.90
- Stand HP: Hit Stun increased by 1 frame on crouching opponents, now matches the hit-stun time when used against standing opponents
- Crouch HK: Stun damage increased to 200 from 100
- Diagonal Jump MK: Hitbox slightly expanded, easier to cross-up
- Karakusa: Light, Medium, and Hard versions recovery on whiff increased to 51 frames from 47 frames
- EX Fukiage: Is now able to hit grounded opponents; can be canceled into a jump on hit only;
- EX Fukiage: Damage reduced to 80 from 120; stun damage reduced to 100 from 200
- Tsurugi: Light and Medium version Block Stun reduced by 2 frames so that; on block at lowest height, is -3 from -1
- Seichusen Godanzuki (UC1): Damage decreased to 440 from 480
- Abare Tosanami (UC2): Now fully Projectile Invincible from startup to landing
(New to Ultra SFIV Console Digital Release)
- Ultra Combo W: Ccaling changed from 60% to 75%
- EX Oroshi: Juggle Potential increased to 2 from 1
- Abare Tosanami (UC2): Now while traveling to the wall, invincibility changed from fully invincibile to only Projectile and Throw Invincibile
Character Specific Data
Makoto
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 1050 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.02 | Forward Dash Distance: | 1.78 | ||
Back Walk Speed: | 0.015 | Forward Dash Total Frames: | 16 | ||
JUMPING | Back Dash Distance: | 1.32 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 5 | ||
Back Jump Distance | 1.75 | Back Dash Recovery: | 14 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.95 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.85 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Oroshi, EX Oroshi, EX Tsurugi | Hard Knockdowns: | Toward HK, Crouch HP, LP/MP Oroshi (vs. Air), HP Oroshi, EX Oroshi | ||
Low Attacks: | Toward HK, Crouch HP, Crouch LK | Armor Breakers: | Hayate (Level 5), EX Hayate, Oroshi, EX Oroshi | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Stand HP, Stand HK, LP/MP/HP Hayate (Levels 1-3), LP/MP Oroshi | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 64 | ||||
L1 Focus Attack Forward Dash: | 0 | L2 FA Forward Dash (On Block): | +6 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Stand LP |
Stand Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand MP |
Stand Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand HP |
Stand Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand LK |
Stand Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand MK |
Stand Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand HK |
Stand Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Toward Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Toward LP |
Toward Jab | f + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward MP |
Toward Strong | f + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward HP |
Toward Fierce | f + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward LK |
Toward Short | f + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward MK |
Toward Forward | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward HK |
Toward Roundhouse | f + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Yamase |
Triple Punch | f + hp | First hit can whiff and still be chained |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 1 |
Target Combo 1 | lk --- mk | First hit can whiff and still be chained |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 2 |
Target Combo 2 | f + mk --- hk | First hit can whiff and still be chained |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Head Butt |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Triple Threat |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Fukiage |
Uppercut | dp + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hayate |
qcf + p ex ( ex version armorbreak ) | Hold p to delay attack and increase damage; Press k during delay to cancel; All Level 5 Hayates are armorbreak ; ex version cannot be delayed or canceled | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hayate Cancel |
Hayate Cancel | k | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Oroshi |
Overhead Chop | qcb + p ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Karakusa |
Command Grab | hcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tsurugi |
Axe Kick | (in air) qcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Tanden Renki |
Super Combo | qcf qcf + p | Boosts strength temporarily |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Seichusan Godanzuki |
Ultra Combo I | qcf qcf + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Abare Tosanami |
Ultra Combo II | qcf qcf + 3k | Hold different k buttons before reaching wall to select attack angle |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data