~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
+ , xx + xx  + xx  +  
+ , xx + / + 
[Opponent must be airborne] + , + , + 
[Opponent must be airborne] + , jump cancel , Air + , + 
 +   , jump cancel last hit , Air + , + [[File:punch.gif]
Strategy
+ has a 3 frame startup. An extremely quick move and a great pressure tool.
- Makoto's walkspeed is the slowest in the game. Use her dashes as her main method of movement and use her normals that move her forward to slightly change her position (Ex:
+ ).
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Stand
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
4
|
5
|
+2
|
+5
|
|
|
Stand
|
HL
|
60
|
100
|
40
|
sp/su
|
5
|
7
|
7
|
+2
|
+5
|
|
|
Stand
|
HL
|
80
|
200
|
60
|
sp/su
|
6
|
3
|
24
|
-9
|
-5
|
|
|
Stand
|
HL
|
40
|
50
|
20
|
sp/su
|
5
|
3
|
8
|
0
|
+3
|
|
|
Stand
|
HL
|
70
|
100
|
40
|
sp/su
|
6
|
4
|
12
|
-2
|
+1
|
|
|
Stand
|
HL
|
100
|
250
|
60
|
su
|
8
|
8
|
12
|
-2
|
+2
|
|
|
+
|
HL
|
30
|
50
|
20
|
sp/su
|
3
|
4
|
7
|
0
|
+3
|
|
|
+
|
HL
|
90
|
100
|
40
|
su
|
7
|
6
|
8
|
0
|
+3
|
|
|
+
|
HL
|
90
|
200
|
60
|
-
|
13
|
8
|
18
|
-8
|
-4
|
-5 on hit for crouching opponents
|
|
+
|
HL
|
40
|
50
|
20
|
-
|
7
|
3
|
12
|
-4
|
-1
|
|
|
+
|
HL
|
90
|
100
|
40
|
-
|
15
|
3
|
16
|
-1
|
+2
|
|
|
+
|
L
|
110
|
200
|
60
|
-
|
19
|
3
|
23
|
-8
|
-
|
Untechable knockdown, hold button to feint (total 27f)
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
4
|
6
|
+1
|
+4
|
|
|
crouch
|
HL
|
60
|
100
|
40
|
sp/su
|
7
|
6
|
9
|
-1
|
+2
|
|
|
crouch
|
L
|
90
|
100
|
60
|
-
|
7
|
3
|
24
|
-9
|
-
|
Untechable knockdown
|
|
crouch
|
L
|
30
|
50
|
20
|
sp/su
|
4
|
4
|
7
|
0
|
+3
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
-
|
7
|
6
|
8
|
0
|
+3
|
|
|
crouch
|
HL
|
90
|
100
|
60
|
-
|
9
|
4
|
17
|
-3
|
+1
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
9
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump up
|
H
|
100
|
250
|
60
|
-
|
8
|
2
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames, can juggle
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
4
|
9
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
7
|
10
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
7
|
5
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
50
|
50
|
20
|
--
|
4
|
9
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
5
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames, can juggle
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
4
|
9
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
7
|
5
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
9
|
5
|
-
|
-
|
-
|
Legs are immune to projectiles until end of startup frames
|
|
Yamase ( + > )
|
HL
|
50*80
|
50*100
|
20*20
|
-
|
7
|
3(3)5
|
18
|
-5
|
-1
|
|
|
>
|
HL
|
50
|
100
|
40
|
sp/su
|
2
|
4
|
14
|
-4
|
-1
|
|
|
+ >
|
HL
|
100
|
200
|
60
|
-
|
8
|
7
|
14
|
-3
|
+1
|
|
|
Focus Attack LVL1
|
HL
|
60
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL2
|
HL
|
80
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL3
|
-
|
140
|
200
|
60
|
-
|
64
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.90
|
100
|
200
|
40
|
-
|
3
|
2
|
20
|
-
|
+1
|
Forces stand
|
|
Back Throw
|
0.90
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Untechable knockdown
|
|
Fukiage
|
HL
|
90
|
160
|
30/40
|
su
|
6
|
8
|
31
|
-
|
-
|
Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
|
|
Fukiage
|
HL
|
90
|
160
|
30/40
|
su
|
10
|
8
|
32
|
-
|
-
|
2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
|
|
Fukiage
|
HL
|
90
|
160
|
30/40
|
su
|
13
|
8
|
32
|
-
|
-
|
2~3f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
|
|
Fukiage
|
HL
|
120
|
200
|
-250/0
|
su
|
10
|
8
|
32
|
-
|
-
|
2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
|
|
Hayate (Lv1)
|
HL
|
90
|
120
|
20/40
|
su
|
8
|
5
|
23
|
-8
|
0
|
[Air hit] knockdown, can juggle, 8f startup from button release
|
|
Hayate (Lv2)
|
HL
|
105
|
135
|
20/40
|
su
|
4+8
|
5
|
23
|
-7
|
+1
|
[Air hit] knockdown, can juggle, charge 4~23f, 8f startup from button release
|
|
Hayate (Lv3)
|
HL
|
120
|
150
|
20/40
|
su
|
24+8
|
5
|
23
|
-6
|
+2
|
[Air hit] knockdown, can juggle, charge 24~43f, 8f startup from button release
|
|
Hayate (Lv4)
|
HL
|
135
|
165
|
20/40
|
su
|
44+20
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 44~63f, 20f startup from button release
|
|
Hayate (Lv5)
|
HL
|
190
|
180
|
20/40
|
su
|
64+11
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 64f, 11f startup from button release
|
|
Hayate (Lv1)
|
HL
|
100
|
120
|
20/40
|
su
|
15
|
5
|
21
|
-7
|
+1
|
[Air hit] knockdown, can juggle, 15f startup from button release
|
|
Hayate (Lv2)
|
HL
|
115
|
135
|
20/40
|
su
|
4+15
|
5
|
21
|
-6
|
+2
|
[Air hit] knockdown, can juggle, charge 4~23f, 15f startup from button release
|
|
Hayate (Lv3)
|
HL
|
130
|
150
|
20/40
|
su
|
24+15
|
5
|
21
|
-5
|
+3
|
[Air hit] knockdown, can juggle, charge 24~43f, 15f startup from button release
|
|
Hayate (Lv4)
|
HL
|
155
|
165
|
20/40
|
su
|
44+20
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 44~63f, 20f startup from button release
|
|
Hayate (Lv5)
|
HL
|
190
|
180
|
20/40
|
su
|
64+11
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 64f, 11f startup from button release
|
|
Hayate (Lv1)
|
HL
|
110
|
120
|
20/40
|
su
|
20
|
5
|
19
|
-6
|
+2
|
[Air hit] knockdown, can juggle, 20f startup from button release
|
|
Hayate (Lv2)
|
HL
|
125
|
135
|
20/40
|
su
|
4+20
|
5
|
19
|
-5
|
+3
|
[Air hit] knockdown, can juggle, charge 4~23f, 20f startup from button release
|
|
Hayate (Lv3)
|
HL
|
140
|
150
|
20/40
|
su
|
24+20
|
5
|
19
|
-4
|
+4
|
[Air hit] knockdown, can juggle, charge 24~43f, 20f startup from button release
|
|
Hayate (Lv4)
|
HL
|
155
|
165
|
20/40
|
su
|
44+20
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 44~63f, 20f startup from button release
|
|
Hayate (Lv5)
|
HL
|
190
|
180
|
20/40
|
su
|
64+11
|
5
|
19
|
-2
|
-
|
Knockdown, can juggle, charge 64f, 11f startup from button release
|
|
Hayate
|
HL
|
120
|
150
|
-250/0
|
su
|
13
|
6
|
16
|
-4
|
-
|
Knockdown, can juggle, armor break
|
|
Hayate Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 12
|
-
|
-
|
Fastest cancel is 16f
|
|
Oroshi
|
H
|
90
|
200
|
30/30
|
su
|
22
|
6
|
16
|
-4
|
+4
|
[Air hit] knockdown, +3 hit advantage on crouching opponent, armor break
|
|
Oroshi
|
H
|
100
|
200
|
30/30
|
su
|
23
|
6
|
15
|
-5
|
+5
|
[Air hit] knockdown, +4 hit advantage on crouching opponent, armor break
|
|
Oroshi
|
H
|
150
|
200
|
30/30
|
su
|
24
|
6
|
14
|
-5
|
-
|
Untechable knockdown, armor break
|
|
Oroshi
|
H
|
120
|
200
|
-250/0
|
su
|
18
|
6
|
19
|
-4
|
-
|
1~12f immune to strikes and projectiles, untechable knockdown, armor break, can juggle
|
|
Karakusa
|
0.93
|
40
|
80
|
20/40
|
-
|
7
|
2
|
47
|
-
|
+12
|
Forces stand
|
|
Karakusa
|
0.99
|
40
|
80
|
20/40
|
-
|
8
|
2
|
47
|
-
|
+12
|
Forces stand
|
|
Karakusa
|
1.06
|
40
|
80
|
20/40
|
-
|
9
|
2
|
47
|
-
|
+12
|
Forces stand
|
|
Karakusa
|
0.93
|
60
|
120
|
-250/0
|
-
|
5
|
2
|
47
|
-
|
+12
|
1~6f armored, forces stand
|
|
Tsurugi
|
HL
|
90
|
120
|
10/40
|
-
|
11
|
4
|
After landing 11
|
-
|
-
|
[Air hit] knockdown, can juggle
|
|
Tsurugi
|
HL
|
100
|
140
|
10/40
|
-
|
13
|
4
|
After landing 11
|
-
|
-
|
[Air hit] knockdown, can juggle
|
|
Tsurugi
|
HL
|
150
|
200
|
10/40
|
-
|
15
|
4
|
After landing 11
|
-
|
-
|
Untechable knockdown, can juggle
|
|
Tsurugi
|
H
|
60*100
|
100*120
|
-250/0
|
-
|
15
|
1*4
|
After landing 11
|
-
|
-
|
1~15f immune to projectiles, knockdown, can juggle
|
|
Super Combo
|
HL
|
-
|
-
|
-1000/0
|
-
|
1+0
|
720
|
11
|
-
|
-
|
Fully invincible, increases damage by 25%
|
|
Ultra Combo 1
|
HL
|
75*405
|
0
|
0/0
|
-
|
0+6
|
3
|
47
|
-29
|
-
|
1~8f Invincible, untechable knockdown, armor break, can juggle, 1st hit goes into animation
|
|
Ultra Combo 2
|
HL
|
105*75*60*150[60*45*45*60]
|
0
|
0/0
|
See notes
|
From wall 0
|
until ground
|
After landing 26
|
-28
|
-
|
Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version
|
|
Ultra Combo 2
|
HL
|
105*75*60*150[60*45*45*60]
|
0
|
0/0
|
See notes
|
From wall 0
|
until ground
|
After landing 26
|
-28
|
-
|
Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version
|
|
Ultra Combo 2
|
HL
|
105*75*60*150[60*45*45*60]
|
0
|
0/0
|
See notes
|
From wall 3
|
8
|
3+After landing 26
|
-28
|
-
|
Invincible until wall and can pass through opponent, fastest startup 16f, 4th hit floats opponent, armor break, 4th hit is jump/dash/backdash cancellable, can juggle, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
|