Super Street Fighter IV AE/Makoto

From Shoryuken Wiki!
Jump to: navigation, search
Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Makoto

SSFIV-Makoto Face.jpg

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
  • Kelvin Jeong

Moves

Unique Attacks

Name
Command
Notes
Yamase
F.png + Hp.png ---.png Hp.png
First hit can whiff and still be chained
Target Combo 1
Lk.png ---.png Mk.png
First hit can whiff and still be chained
Target Combo 2
F.png + Mk.png ---.png Hk.png
First hit can whiff and still be chained

Throws

Name
Command
Notes
Head Butt
F.png or N.png + Lp.png + Lk.png
Throw.png
Triple Threat
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Fukiage
Dp.png + P.png
Ex.png
Hayate
Qcf.png + P.png
Hold P.png to delay attack and increase damage; Press K.png during delay to cancel; Ex.png version cannot be delayed or canceled, now Armorbreak.png ;
Oroshi
Qcb.png + P.png
High.png Ex.png Armorbreak.png
Karakusa
Hcb.png + K.png
Ex.png version gains armor; Throw.png Ex.png
Tsurugi
(during vertical or forward jump) Qcb.png + K.png
Ex.png version hits High.png ; Ex.png

Super Combo

Name
Command
Notes
Tanden Renki
Qcf.png Qcf.png + P.png
Boosts strength temporarily

Ultra Combos

Name
Command
Notes
Seichusan Godanzuki
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Abare Tosanami
Qcf.png Qcf.png + 3k.png
Hold different kick buttons before reaching wall to change attack angle


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

Hcb.gif + Kick.gif , Fierce.gif xx Qcf.gif + Jab.gif xx Qcf.gifQcf.gif + Punch.gif xx Qcf.gifQcf.gif + Jab.gifStrong.gifFierce.gif

Hcb.gif + Kick.gif , Fierce.gif xx Qcf.gif + Jab.gif/ Qcf.gif + Punch.gifPunch.gif

[Opponent must be airborne] Dp.gif + Punch.gif , Dp.gif + Punch.gif , Qcf.gif + Punch.gifPunch.gif

[Opponent must be airborne] Dp.gif + Punch.gif , jump cancel , Air Qcb.gif + Forward.gif , Qcf.gif + Punch.gifPunch.gif

Qcf.gifQcf.gif + Short.gifForward.gifRoundhouse.gif , jump cancel last hit , Air Qcb.gif + Forward.gif , Qcf.gif + Punch.gifPunch.gif

Strategy

  • Right.gif + Jab.gif 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: Right.gif + Strong.gif).

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Stand Jab.gif HL 30 50 20 sp/su 4 4 5 +2 +5
Stand Strong.gif HL 60 100 40 sp/su 5 7 7 +2 +5
Stand Fierce.gif HL 80 200 60 sp/su 6 3 24 -9 -5
Stand Short.gif HL 40 50 20 sp/su 5 3 8 0 +3
Stand Forward.gif HL 70 100 40 sp/su 6 4 12 -2 +1
Stand Roundhouse.gif HL 100 250 60 su 8 8 12 -2 +2
Right.gif+Jab.gif HL 30 50 20 sp/su 3 4 7 0 +3
Right.gif+Strong.gif HL 90 100 40 su 7 6 8 0 +3
Right.gif+Fierce.gif HL 90 200 60 - 13 8 18 -8 -4 -5 on hit for crouching opponents
Right.gif+Short.gif HL 40 50 20 - 7 3 12 -4 -1
Right.gif+Forward.gif HL 90 100 40 - 15 3 16 -1 +2
Right.gif+Roundhouse.gif L 110 200 60 - 19 3 23 -8 - Untechable knockdown, hold button to feint (total 27f)
crouch Jab.gif HL 20 50 20 ch/sp/su 4 4 6 +1 +4
crouch Strong.gif HL 60 100 40 sp/su 7 6 9 -1 +2
crouch Fierce.gif L 90 100 60 - 7 3 24 -9 - Untechable knockdown
crouch Short.gif L 30 50 20 sp/su 4 4 7 0 +3
crouch Forward.gif HL 70 100 40 - 7 6 8 0 +3
crouch Roundhouse.gif HL 90 100 60 - 9 4 17 -3 +1
Jump up Jab.gif H 50 50 20 - 4 9 - - - Legs are immune to projectiles until end of startup frames
Jump up Strong.gif H 80 100 40 - 5 6 - - - Legs are immune to projectiles until end of startup frames
Jump up Fierce.gif H 100 250 60 - 8 2 - - - Legs are immune to projectiles until end of startup frames, can juggle
Jump up Short.gif H 40 50 20 - 4 9 - - - Legs are immune to projectiles until end of startup frames
Jump up Forward.gif H 80 100 40 - 7 10 - - - Legs are immune to projectiles until end of startup frames
Jump up Roundhouse.gif H 100 200 60 - 7 5 - - - Legs are immune to projectiles until end of startup frames
Jump forward Jab.gif H 50 50 20 -- 4 9 - - - Legs are immune to projectiles until end of startup frames
Jump forward Strong.gif H 80 100 40 - 5 6 - - - Legs are immune to projectiles until end of startup frames
Jump forward Fierce.gif H 100 200 60 - 6 5 - - - Legs are immune to projectiles until end of startup frames, can juggle
Jump forward Short.gif H 40 50 20 - 4 9 - - - Legs are immune to projectiles until end of startup frames
Jump forward Forward.gif H 80 100 40 - 7 5 - - - Legs are immune to projectiles until end of startup frames
Jump forward Roundhouse.gif H 100 200 60 - 9 5 - - - Legs are immune to projectiles until end of startup frames
Yamase (Right.gif+Fierce.gif > Fierce.gif) HL 50*80 50*100 20*20 - 7 3(3)5 18 -5 -1
Short.gif > Forward.gif HL 50 100 40 sp/su 2 4 14 -4 -1
Right.gif+Forward.gif > Roundhouse.gif 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 Jab.gif HL 90 160 30/40 su 6 8 31 - - Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
Fukiage Strong.gif HL 90 160 30/40 su 10 8 32 - - 2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
Fukiage Fierce.gif HL 90 160 30/40 su 13 8 32 - - 2~3f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
Fukiage EX.gif HL 120 200 -250/0 su 10 8 32 - - 2f airborne, Knockdown, can juggle, jump cancellable, cannot hit grounded opponents
Hayate Jab.gif (Lv1) HL 90 120 20/40 su 8 5 23 -8 0 [Air hit] knockdown, can juggle, 8f startup from button release
Hayate Jab.gif (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 Jab.gif (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 Jab.gif (Lv4) HL 135 165 20/40 su 44+20 5 19 -2 - Knockdown, can juggle, charge 44~63f, 20f startup from button release
Hayate Jab.gif (Lv5) HL 190 180 20/40 su 64+11 5 19 -2 - Knockdown, can juggle, charge 64f, 11f startup from button release
Hayate Strong.gif (Lv1) HL 100 120 20/40 su 15 5 21 -7 +1 [Air hit] knockdown, can juggle, 15f startup from button release
Hayate Strong.gif (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 Strong.gif (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 Strong.gif (Lv4) HL 155 165 20/40 su 44+20 5 19 -2 - Knockdown, can juggle, charge 44~63f, 20f startup from button release
Hayate Strong.gif (Lv5) HL 190 180 20/40 su 64+11 5 19 -2 - Knockdown, can juggle, charge 64f, 11f startup from button release
Hayate Fierce.gif (Lv1) HL 110 120 20/40 su 20 5 19 -6 +2 [Air hit] knockdown, can juggle, 20f startup from button release
Hayate Fierce.gif (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 Fierce.gif (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 Fierce.gif (Lv4) HL 155 165 20/40 su 44+20 5 19 -2 - Knockdown, can juggle, charge 44~63f, 20f startup from button release
Hayate Fierce.gif (Lv5) HL 190 180 20/40 su 64+11 5 19 -2 - Knockdown, can juggle, charge 64f, 11f startup from button release
Hayate EX.gif HL 120 150 -250/0 su 13 6 16 -4 - Knockdown, can juggle, armor break
Hayate Cancel - - - - - - - Total 12 - - Fastest cancel is 16f
Oroshi Jab.gif H 90 200 30/30 su 22 6 16 -4 +4 [Air hit] knockdown, +3 hit advantage on crouching opponent, armor break
Oroshi Strong.gif H 100 200 30/30 su 23 6 15 -5 +5 [Air hit] knockdown, +4 hit advantage on crouching opponent, armor break
Oroshi Fierce.gif H 150 200 30/30 su 24 6 14 -5 - Untechable knockdown, armor break
Oroshi EX.gif H 120 200 -250/0 su 18 6 19 -4 - 1~12f immune to strikes and projectiles, untechable knockdown, armor break, can juggle
Karakusa Short.gif 0.93 40 80 20/40 - 7 2 47 - +12 Forces stand
Karakusa Forward.gif 0.99 40 80 20/40 - 8 2 47 - +12 Forces stand
Karakusa Roundhouse.gif 1.06 40 80 20/40 - 9 2 47 - +12 Forces stand
Karakusa EX.gif 0.93 60 120 -250/0 - 5 2 47 - +12 1~6f armored, forces stand
Tsurugi Short.gif HL 90 120 10/40 - 11 4 After landing 11 - - [Air hit] knockdown, can juggle
Tsurugi Forward.gif HL 100 140 10/40 - 13 4 After landing 11 - - [Air hit] knockdown, can juggle
Tsurugi Roundhouse.gif HL 150 200 10/40 - 15 4 After landing 11 - - Untechable knockdown, can juggle
Tsurugi EX.gif 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 Short.gif 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 Forward.gif 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 Roundhouse.gif 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: