Street Fighter 3: 3rd Strike/Makoto

From SuperCombo Wiki
Makoto's Character Select Portrait
Makoto's Neutral Stance

Introduction

Makoto is very unique, and still is to this day, as the first female fighting game character to be fairly slow and hard-hitting with just as much stamina as the average males (like Ryu and Ken), whereas all other female fighters before her had always focused on speed and always had notably less stamina. Although her normal walk speed is incredibly sluggish, she has the best forward dash in the game, as well as high priority and oppressive offense. Her best tool however is the Karakusa, a very unique command grab which can be comboed off of, making way for devastating damage and, overall, a highly dangerous and frustrating offensive fighting style.

Strengths Weaknesses
  • Burst Damage: Makoto hurts incredibly hard, whether meterless or fully stocked. Makoto is even capable of dealing a true ToD to some of the cast thanks to her high damage supers.
  • Fast Strike/Throw: With the best foward dash in the game, Makoto can enforce a powerful strike/throw mixup game that leads into great reward regardless of what she picks. Makoto also has a fast and damaging overhead that knocks down in Ex Orochi and can combo into her supers from her command grab starters.
  • Great Pokes: Makoto has comparatively long ranged normals that often give a lot of advantage frames on hit or block, with only few being punishable. Combined with her fast dash, and she can control a lot of the screen.
  • Sluggish: Makoto has the slowest walk speed in the game, meaning she has to commit to her movement options and consider them carefully. She also has slow startup on many of her moves compared to the majority of the cast, meaning she can have a hard time escaping pressure or punishing certain moves.
  • Execution Required: While Makoto's basic gameplan requires very little in the means of execution, her most powerful meterdumps and punishes require fast reaction speed and good execution.

Specific Character Information

  • Stamina: 1200
  • Stun Bar Length (dots): 64 (Normal)
  • Stun Bar Recovery (frames it takes to recover 1 dot): 20
  • Taunt:

Part 1 - Increases damage for the next hit/combo by 31.3% per taunt. Maximum 2 taunts, 62.5% damage.

Part 2 - Replaces a second Part 1 taunt. One two-part taunt is the maximum.

Part 3 - Increases stun recovery rate by 10% for the first full taunt and an additional 21% for the second full taunt. Lasts the whole round. Maximum 2 full taunt, 33% bonus.

Hayate taunt - No bonus.

  • Best Kara-Throw: S.LK / S.HK
  • Standard Throw Range (pixels): 20
  • Dash Forward (frames) / Moving Distance: 11 / 2
  • Dash Backward (frames) / Moving Distance: 12 / 1
  • Normal Wake up (frames): 71
  • Quick Stand (frames): 43

Moves List

Throws

Hikiyose Zutsuki~Tacchuu Lp.png+Lk.png
Hiji Otoshi Sanren Tsuki~Araiso F.png/B.png+Lp.png+Lk.png

Command Moves

Kote Tsuki~Kazami F.png+Lp.png
Gezuki~Kaoruna F.png+Mp.png
Fumikomi Seiken-zuki~Shimaki F.png+Hp.png
└Fumikomi Seiken Sanren Tsuki~Yamase Press rapidly Hp.png
Mae Geri~Shibuki F.png+Lk.png
Fumikomi Joudan Mawashi Geri~Naruto F.png+Mk.png
Fumikomi Soku Barai~Kuroshio F.png+Hk.png
└Fake Hold Hk.png

Special Moves

Tosshin Seiken-zuki~Hayate Qcf.png+Hold P.png EX
└Cancel K.png
└Makoto Secret Taunt Hp.png+Hk.png
Chokujou Seiken-zuki~Fukiage Dp.png+P.png EX SC
Uchi Oroshi Shutou~Oroshi Qcb.png+P.png EX SC
Tsurushi Nodowa~Karakusa Hcb.png+K.png
Senkou Kakato Otoshi~Tsurugi Neutral/Foward Air Qcb.png+K.png EX

Super Arts

I Seichu Sen Godan-zuki Qcf.pngQcf.png+P.png 120 Gauge Dots 1 Stock 3.0 EX Uses
II Abare To Sanami Kudaki Qcf.pngQcf.png+K.png 88 Gauge Dots 2 Stocks 4.3 EX Uses
III Tanden Renki-Seme no Kata Qcf.pngQcf.png+P.png 96 Gauge Dots 1 Stock 2.3 EX Uses

Target Combo

Lk.pngcMk.png
F.png+Mk.pngHk.png

Move Analysis

Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit while he's crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disadvantage
  • # ~ # : Advantage/disadvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(makotodf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward 2 8? - 6? 11

Comments here


(makotodb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards 1 4? - 6? 12

Comments here


(makotobjump).gif
(makotojump).gif
(makotofjump).gif
Move Motion Startup Frames
Jump BU or U or FU 3

Comments here


Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here


(makotow).gif
Move Motion Frames
Normal Wakeup - 71

Comments here


(makototw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 43

Comments here


(makotot).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Taunt HP+HK 10 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
79 3 - ? ? ? HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
6(7) ? ? 8(4+4)

Comments here


Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).

  • Parry information is taken from Fukiage Forums, more exactly, from user JinraiPVC. Thanks for this information dude

Normal Moves

Standing Normals

(makotolp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Jab LP 30(5 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 6 6 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(makotomp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Strong MP 80(14 life points) 9 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 11 4 +6 +7 +8 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Because this move is extremely plus on hit, it's visually confirmable into SA1. Generally regarded as one of the better Strong attacks in the game.


(makotohp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Fierce HP 120(21 life points) 15 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 2 22 -5 -3 -1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here

(makotolk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Short LK 40(7 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 5 12 -2 -2 -2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(makotomk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Forward MK 90(16 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 13 -2 -1 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(makotohk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Roundhouse HK 130(21 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 9 13 0 +2 +4 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here

Jumping Normals

(makotojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Jab (Air) LP 50(8 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 21 - -9~+7 -9~+7 +2~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(makotonjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Jab (Air) LP 50(8 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 17 - -2~+7 -2~+7 +5~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(makotojmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Strong (Air) MP 80(12 life points) 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 24 - -3~+10 -3~+10 +4~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(makotojnmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Strong (Air) MP 80(14 life points) 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 10 - +2~+10 +2~+10 +8~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(makotojhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Fierce (Air) HP 130(150)(26 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 2 - +1~+13 +1~+13 +7~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(makotonjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Fierce (Air) HP 130(23 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
13 2 - +7~+13 +7~+13 +12~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here

(makotojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Short (Air) LK 60(10 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 14 - -4~+7/-5~+7 -4~+7/-5~+7 +3~+7/+4~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(makotojmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Forward (Air) MK 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 13 - -4~+10/-5~+10 -4~+10/-5~+10 +3~+10/+5~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(makotojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Roundhouse (Air) HK 130(23 life points) 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 6 - +4~+13 +4~+13 +11~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(makotooh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Universal Overhead MP+MK 40(7 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 10 5 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

Throws

(makotothr).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Hikiyose Zutsuki "Tacchuu" LP+LK 90(16 life points) 17 20 C.HK / S.LK / S.MK / F.LK / F.MP / C.MP / F.MK 33 / 27 / 27 / 24 / 24 / 23 / 22

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 8

Comments here


(makotobftr).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Hiji Otoshi Sanren Tsuki "Araiso" B/F+LP+LK 150(21 life points) 13 20 C.HK / S.LK / S.MK / F.LK / F.MP / C.MP / F.MK 33 / 27 / 27 / 24 / 24 / 23 / 22

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - B/F+LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here

Crouching Normals

(makotoclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Jab D+LP 20(3 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 5 +3 +3 +3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(makotocmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Strong D+MP 70(12 life points) 5 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 7 11 -1 0 +1 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(makotochp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Fierce D+HP 130(17 life points) 13 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 2 21 -6 Down Down HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(makotoclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Short D+LK 40(5 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 6 10 -3 -3 -3 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(makotocmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Forward D+MK 90(16 life points) 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 8 7 +3 +4 +5 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(makotochk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Roundhouse D+HK 130(23 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 4 12 +2 +4 +6 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here

Command Normals

(makotoflp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Kazami F+LP 25(4 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 8 0 0 0 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(makotofmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Kaoruna F+MP 85(15 life points) 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 6 9 +2 +3 +4 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here

(makotofhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Shimaki F+HP 150(16 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 12 16 -4 -2 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 17 4

Comments here

(makotofhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Shimaki F+HP 150,20+20(31 life points) 13,3+3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 4,15 13 -4 -3 -2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 11 29 4

Comments here

(makotoflk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Shinbuki F+LK 35(6 life points) 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 6 13 -5 -5 -5 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(makotofmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Naruto F+MK 100(17 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
17 5 18 -5 -3 -1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(makotofhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Kurushio F+HK 120(21 life points) 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
22 3 25 -11 Down Down HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here

Target Combo

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Target Combo LK -> MK 40+70 3+7 No Yes/No Yes/No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 - - -3 -2 -1 HL/HL H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0+? 1+1 2+1 8(4+4)

Comments here

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Target Combo F+MK -> Far HK 100+80 9+7 No/No No/No No/No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
17 - - -1 -1 +1 HL/HL HL/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2+? 6+1 11+1 8(4+4)

Comments here

Special Moves

Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.

(makotohayate).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Hayate (Jab) QCF +LP 100(17 life points) 13 9 No
Hayate (Strong) QCF +MP 100(17 life points) 13 9 No
Hayate (Fierce) QCF +HP 100(17 life points) 13 9 No
Hayate (Level 1) QCF +P Hold 110(19 life points) 14 11 No
Hayate (Level 2) QCF +P Hold 120(21 life points) 15 13 No
Hayate (Level 3) QCF +P Hold 130(22 life points) 33 15 No
Hayate (Level 4) QCF +P Hold 140(24 life points) 35 17 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Hayate (Jab) 6 6 12 -12 +2 +4 HL H
Hayate (Strong) 9 6 12 -12 +2 +4 HL H
Hayate (Fierce) 11 6 12 -12 +2 +4 HL H
Hayate (Level 1) 7~26 6 11 -9 +2 +4 HL H
Hayate (Level 2) 27~46 6 10 -6 +2 +4 HL H
Hayate (Level 3) 47~66 6 10 -2 Down Down HL H
Hayate (Level 4) 67~126 6 8 +2 Down Down HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 5 4

Comments here


(makotofkage).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Fukiage (Jab) F, D, DF+LP 120(21 life points) 15 29 Yes
Fukiage (Strong) F, D, DF+MP 140(24 life points) 18 31 Yes
Fukiage (Fierce) F, D, DF+HP 160(28 life points) 20 31 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Fukiage (Jab) 7 8 26 - Down Down HL HL
Fukiage (Strong) 10 8 26 - Down Down HL HL
Fukiage (Fierce) 14 7 26 - Down Down HL HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Fukiage (Jab) 3 10 21 4
Fukiage (Strong) 3 10 21 4
Fukiage (Fierce) 3 10 21 4

Comments here


(makotooroshi).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Oroshi (Jab) QCB+LP 100(17 life points) 25 7 Yes
Oroshi (Strong) QCB+MP 110(19 life points) 28 11 Yes
Oroshi (Fierce) QCB+HP 140(24 life points) 35 13 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Oroshi (Jab) 19 7 17 -4 -2 0 HL H
Oroshi (Strong) 23 7 17 -4 -2 0 HL H
Oroshi (Fierce) 28 7 17 0 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Oroshi (Ja) 3 12 18 4
Oroshi (Strong) 3 12 18 4
Oroshi (Fiercee) 3 12 18 4

Comments here

(makotokarakusa).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel Juggle Value
Karakusa (Short) HCB +LK 30(8 life points) - 9 39 No
Karakusa (Forward) HCB +MK 30(8 life points) - 9 43 No
Karakusa (Roundhouse) HCB +HK 30(8 life points) - 9 47 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Karakusa (Short) 7 3 28 - +14 +14 - -
Karakusa (Forward) 8 4 29 - +14 +14 - -
Karakusa (Roundhouse) 9 4 30 - +14 +14 - -

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Karakusa (Short) 0 - 8 -
Karakusa (Forward) 0 - 8 -
Karakusa (Roundhouse) 0 - 8 -

Comments here

(makotoatsur).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Tsurugi (Short) (Air Neutral or Diagonal Forward Jump) QCB+LK 140 18 13 No
Tsurugi (Forward) (Air Neutral or Diagonal Forward Jump) QCB+MK 150 19 13 No
Tsurugi (Roundhouse) (Air Neutral or Diagonal Forward Jump) QCB+HK 160 20 13 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tsurugi (Short) 7 1 12 - - - HL H
Tsurugi (Forward) 7 1 12 - - - HL H
Tsurugi (Roundhouse) 7 1 12 - - - HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tsurugi (Short) 3 12 19 4
Tsurugi (Forward) 3 12 19 4
Tsurugi (Roundhouse) 3 12 19 4

Comments here

EX Moves

(makotohdkex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Hayate (EX) QCF+PP 40 160(28 life points) 20 15 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Hayate (EX) 17 1 8/12 Guard/8 Far +2 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Hayate (EX) - - - 4

A superb EX move that crosses much of the screen. The recovery can be cancelled into a safe taunt on hit. Can be followed up on in the corner with juggles and resets. It is slightly plus on block and can leave you with the right spacing to mix up between a poke and a LK kara Karakusa. Cannot be feinted like the other versions can.


(makotosrkex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Fukiage (EX) F, D, DF+PP 40 140(24 life points) 18 21 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Fukiage (EX) 11 8 17/26 Guard - Down Down HL HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Fukiage (EX) - - - 4

Less stun than the other versions, but has a very low profile during its startup. Doesn't see much use but can be cancelled into in the case that your anti air gets parried (such as MP).


(makototskex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Oroshi (EX) QCB+PP 40 160(28 life points) 40 9 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Oroshi (EX) 13 7 17 +3~+9 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Oroshi (EX) - - - 4

One of the fastest overheads in the game, and also one of the most rewarding as it gives a knockdown. Very good for mixups. Sees niche use in some corner combos.


(makotoatskex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Tsurugi (EX) (Air) QCB+KK 40 180(80+100)(17 life points) 23(10+13) 18(9+9) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tsurugi (EX) 15・17 2・2 8 +2~+9 Down Down Hx2 Hx2

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tsurugi (EX) - - - 8(4+4)

Completely stalls Makoto's air momentum. Has an extra hit making it a harder parry. Does not see much use as because the MK version of this special starts juggles, and the HK version also knocks down without costing any meter.

Super Arts

(makotosa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
I Seichu Sen Godan-zuki 1 bar (120) QCF QCF+P 500*(83 life points) 40 20** 4,17
* (150+40×3+300) Damage is when all hits connect.
** 5x5 is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1・42・46・50・80 3・1・1・1・7 133/65 Far/71 Parry -17 Down Down HL H

Comments here


(makotosa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Abare Tosanami Kudaki 2 bars (88 each bar) QCF QCF+K (range changes based on the K) 360*(59 life points) 65** 24*** 4,75
* (100+40+80+170) Damage is when all hits connect.
** (13+5+10+43) Damage is when all hits connect.
*** (9+3+5+9) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
14~18 5/6/9 6/25 Far/32 Parry -20 Down Down HLx3 HLx3

Comments here


(makotosa3).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
III Tanden Renki-Seme no Kata 1 bar (96) QCF QCF+P - - - -

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
0 - - - - - - -

600 Frames active (10 seconds)

Combos

Meterless

c.LK, LP Hayate

LK, LP Hayate

c.MP, HP Hayate

MP, HP Hayate

Karakusa, close.HP, HP Hayate

EX Moves

Karakusa,HP,EX Hayate,(HP Hayate)

SAI (Seichusen-Godanzuki)

Note: Her dash punch can combo into SAI if you do the super on the first frame after dash punch recovery; any combo involving dash punch can be comboed into SAI, as a result (i.e. strong -> dash punch -> SAI, or low short -> dash punch -> super, etc.)


Cr. lk, SAI

Cl. mp, SAI

Cl. hp, SAI

Cr. mk, SAI

Cl. hk, SAI

Karakusa, SAI

SAII (Abare Tosanami)

Lead-ins:

Note: SAII tracks based on which kick is used. LK travels nearly vertically, MK goes to about half-screen, and HK goes about 3/4 screen. Sometimes there is character specificity involved in which kick to use; taller characters, for example, can be hit anywhere between pinned in the corner and half screen by MK (and sometimes HK, even), but shorter ones require LK if Makoto is pinned in the corner (MK hits once and then flies over the character's head) and MK otherwise.


(Karakusa), Cl. hp, SAII (only if opponent is on your half of the screen after the pushback from the standing fierce.)

Mp Oroshi, SAII (same condition).


Juggles after SAII finishes:

Note: All dash-cancels are in the direction your opponent is hit; therefore, if your SAII activates from the right corner of the screen, dash-cancel left, and vice-versa. Also, all follow-up uppercuts (fukiages) are in the opposite direction of the dash-cancel. Therefore, if you dash-canceled to the right, you have to do a left-directional DP motion. Finally, "JCD" = Jump-cancel directionally (towards opponent); JCU = Jump-cancel up.


(Dash-cancel) Hp Fukiage, (JCU) Hp

(Dash-cancel) Kara-Fukiage*, (Dash-cancel) Fukiage

(JCD) Mk Tsurugi, lp Hayate, hp Hayate

(JCD) Mk Tsurugi, hp Hayate, hp/cr. hk (corner only)

(JCD) Mk Tsurugi, SAII, (JCU) mk Tsurugi, hp hayate, hp hayate (corner only, 2 full stocks, strict timing)

*Character-specific, and sometimes the second fukiage is kara'ed, not the first. Here is a comprehensive guide to most of the character specifics of SAII

SAIII (Tanden-Renki)

This isn't a traditional attacking super; Makoto gets a serious attack boost but can't block (until the meter runs out.) Therefore, there's not really any special comboes she can do with it, but there is a lot of damage potential if you can read your opponent well. The only one I've got is:

Karakusa, hp, SAIII, cr. mp, hp Hayate

Strategies

Overview

Work your entire game around the karakusa/landing the abare tosanami. Use standing jabs to poke jump-ins, dashing under after the hit. This sets up for low LK-hayate, throw/ techs, or karakusas. This will become predictable, so keep it fresh. Jumping MK is the all purpose air and anti air attack. Jumping HK is great for swatting down jump happy combatants.

Basics

Makoto its a medium weight and hitbox rushdown grappler tomboy character with the objective of being aggressive from a simple crouching 2-in-1 LP Hayate to a Karakusa combo starter, she must charge a Super Art Stock as soon as possible and then land it for a high possible Stun combo.

She had good pokes but zoning with her but due to her slow walk and bad dash animation can be an easy objective for poking focused character like Necro and Twelve, try to approach your opponent with Hayate and jumping on it

Super Art Selection

SAI (Seichusen-Godanzuki):

Use this for the weaker stamina characters, including Yun, Yang, Ibuki, etc.* It does excellent damage, and has numerous hit-confirms, in addition to the guaranteed karakusa ones. Especially good if you get good comboing it out of dash punches, which are fairly easy to confirm. 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.

* Some people use this super exclusively for all characters, which is fine, but not the norm. Even within the norm, there are some borderline characters, such as Chun-Li and Twelve, where it comes down to personal preference and skill. However, unless you really have a hard time landing karakusas, do not choose SAI for Akuma and Remy; always choose SAII.


SAII (Abare-Tosanami):

Typically used for higher stamina characters including the shotos, Urien, Hugo, etc. A lot of its usefulness depends on your ability to land karakusas, especially on your half of the screen, since the overhead link is virtually useless, and fierce -> SAII w/o karakusa is rare except for punishes. If you get good with karakusas, though, this super is excellent, as it has massive damage and stun potential. For the most damage, go the axe-kick, hayate, hayate route; for the most stun, follow it up with fukiage, hp/fukiage.

Akuma and Remy, having the shortest stun bars, have one of the easiest 100% stun combos in the game (the "fukiage, hp" follow-up to the super). Given their weak staminas (and therefore extra damage after the stun), this is why SAII is nearly always recommended for those two. Makoto actually has 100% stuns on everyone except the 5 characters with the longest stun bar (Alex, Q, Hugo, Oro, and Dudley), but they involve either two uppercuts after the super, kara-uppercutting either the first or second one. The timing on the second uppercut is very strict, and those 100%s are much more difficult to execute consistently. There is also character-specificity in which kara-uppercut to do. However, you can still get 80-85% stuns on those characters with the same combo than 100% stuns Akuma and Remy, so it's still an extremely worthwhile super.

The only downside (aside from its usefulness being totally tied to your ability to land stun grabs) is that it has absolutely terrible recovery if you mess it up (i.e. the fierce gets blocked, you land the fierce but the super comes out too late, the opponent is too far on the far half of the screen, etc.) This shouldn't be an issue once you get comfortable with it, but under virtually no circumstances should you use it outside of karakusa or guaranteed punish combos. In other words, terrible wake-up super, terrible super for punishing someone whiffing moves at a distance, etc. Just don't do it.


SAIII (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, you're pretty much screwed.

Kara-Techniques

Zoning

Mixups

Additional Notes

  • Personal Action: Attack and Recovers stun meter. Holding HP HK = Up to 2 more Stun Recocery bonuses Attack up.

Match-ups

Serious Advantage Match-ups

  • Sean
  • Q

Advantage Match-ups

  • Yang
  • Akuma
  • Urien
  • Ryu
  • Ibuki
  • Elena
  • Necro
  • Alex
  • Remy
  • Hugo
  • Twelve

Fair Match-ups

  • Ken
  • Makoto
  • Dudley
  • Oro

Disadvantage Match-ups

  • Yun
  • Chun-Li

Serious Disadvantage Match-ups

Makoto has no match-ups where she is at a serious disadvantage

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