Difference between revisions of "Makoto (3S)"

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[[Image:makoto.gif|frame|right|Makoto's Character Select Portrait]]
 
[[Image:makoto.gif|frame|right|Makoto's Character Select Portrait]]
 
==Introduction==
 
==Introduction==
Makoto is a very unique character, and still is to this day, as the first fairly slow, hard-hitting girl with just as much stamina as the average males (like Ryu and Ken), whereas all other female fighters before her focused on speed and always had notably less. Although her normal walk speed is incredibly sluggish, she probably has the best dash in the game, as well as high priority and several mixups off a knockdown. 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.
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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. Although her normal walk speed is incredibly sluggish, she probably has the best dash in the game, as well as high priority and several mixups off a knockdown. 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.
 
==Specific Character Information==
 
==Specific Character Information==
  

Revision as of 06:17, 21 June 2015

Makoto's Character Select Portrait

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. Although her normal walk speed is incredibly sluggish, she probably has the best dash in the game, as well as high priority and several mixups off a knockdown. 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.

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

Normal Moves

Throws

Tacchuu LP LK
Araiso F or B LP LK

Command Normals

Kazami F LP
Kaoruna F MP
Shimaki F HP
Press HP during this move for a follow-up punch (up to two times)
Shinbuki F LK
Naruto F MK
Kurushio F HK

Target Combos

  • LP -> LK -> MK
  • LK -> MK
  • F MK -> HK

Special Moves

Hayate D, DF, F P (EX)
Fukiage F, D, DF P (EX)
Karakusa F, DF, D, DB, B K
Oroshi D, DB, B P (EX)
Tsurugi D, DB, B K (in air) (EX)

Super Arts

I Seichusen-Godanzuki D, DF, F, D, DF, F P 1 stock
II Abare-Tosanami D, DF, F, D, DF, F K 2 stocks
III Tanden-Renki D, DF, F, D, DF, F P 1 stock

Frame Data

     Normal Moves, Command Normals, Other
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
Light Punch HL 30 3 Sp*Su 4 5 6 2 2 2
Medium Punch H 80 9 Sp*Su 8 10 4 6 7 8
Hard Punch H 150 15 Sp*Su 8 1 22 -5 -3 -1
Light Kick HL 40 3 Sp*Su 4 4 12 -2 -2 -2
Medium Kick HL 90 7 - 7 4 13 -2 -1 0
Hard Kick H 130 7 - 11 8 13 0 2 4
Crouching Light Punch HL 20 3 C*Sp*Su 5 5 4 3 3 3
Crouching Medium Punch HL 70 5 Sp*Su 7 6 11 -1 0 1
Crouching Hard Punch L 100 3 - 10 1 21 -6 Down Down
Crouching Light Kick L 30 3 Sp*Su 4 5 10 -3 -3 -3
Crouching Medium Kick HL 90 5 - 7 7 7 3 4 5
Crouching Hard Kick H 130 15 - 10 3 12 2 4 6
Jump Up Light Punch H 50 7 - 9 16 - - - -
Jump Up Medium Punch H 80 11 - 11 9 - - - -
Jump Up Hard Punch H 130 15 - 13 1 - - - -
Jump Toward Light Punch H 50 7 - 4 20 - - - -
Jump Toward Medium Punch H 70 11 - 11 23 - - - -
Jump Toward Hard Punch H 130 15 - 10 1 - - - -
Jump Toward Light Kick H 60 7 - 2 13 - - - -
Jump Toward Medium Kick H 90 9 - 8 12 - - - -
Jump Toward Hard Kick H 130 11 - 6 5 - - - -
Toward + Light Punch HL 25 3 Sp*Su 4 3 8 0 0 0
Toward + Medium Punch H 85 5 - 9 5 9 2 3 4
Toward + Hard Punch H 150 13 - 16 11 16 -4 -2 0
Follow up hits (Toward + Hard Punch) H 20+20 3+3 - 8*6 3*14 13 -4 - -
Toward + Light Kick HL 35 5 - 6 5 13 -5 -5 -5
Toward + Medium Kick H 100 9 - 17 4 18 -5 -3 -1
Toward + Hard Kick L 120 5 - 22 2 25 -11 Down Down
Throw - 90 17 - 2 1 21 - - -
Back & Toward Throw - 30+20+10 3+3+7 - 2 1 21 - - -
Universal Overhead H 40 3 - 16~25 9 5 -5 ~ +7 0 ~ +8 +1 ~ +9
Taunt HL 10 3 - 80 2 - - - -
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
     Special Moves and Super Arts
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block
Rush Punch (Hayate) H 100 9 - 6 5 - -
Rush Punch - Level 2 (Hayate) H 110 11 - 8 ~ 27 5 - -
Rush Punch - Level 3 (Hayate) H 120 13 - 28 ~ 47 5 - -
Rush Punch - Level 4 (Hayate) H 130 15 - 48 ~ 67 5 - -
Rush Punch - Level 5 (Hayate) H 140 17 - 68 ~ 127 5 - -
Rush Punch Light (Hayate) H - - - 6 - - -12
Rush Punch Medium (Hayate) H - - - 9 - - -12
Rush Punch Hard (Hayate) H - - - 11 - - -12
Rush Punch EX (Hayate) H 160 17 - 17 5 - 2
Upwards Punch Light (Fukiage) HL 120 29 Su 7 7 26 -
Upwards Punch Medium (Fukiage) HL 140 31 Su 10 9 26 -
Upwards Punch Hard (Fukiage) HL 160 31 Su 14 7 26 -
Upwards Punch EX (Fukiage) HL 140 21 Su 11 7 26 -
Overhead Chop Light Punch (Oroshi) H 100 7 Su 19 6 17 -4
Overhead Chop Medium Punch (Oroshi) H 110 11 Su 23 6 17 -4
Overhead Chop Hard Punch (Oroshi) H 140 13 Su 28 6 17 0
Overhead Chop EX (Oroshi) H 160 9 Su 13 6 17 4
Aerial Axe Kick Light (Tsurugi) H 140 13 - 14 3 8 -
Aerial Axe Kick Medium (Tsurugi) H 150 13 - 15 3 8 -
Aerial Axe Kick Hard (Tsurugi) H 160 13 - 16 3 8 -
Aerial Axe Kick EX (Tsurugi) H 80+100 9+9 - 15 1*1 8 -
Grab and Choke Light Kick (Karakusa) - 30 9 - 7 2 28 -
Grab and Choke Medium Kick (Karakusa) - 30 9 - 8 3 29 -
Grab and Choke Hard Kick (Karakusa) - 30 9 - 9 3 30 -
SA1 — Seichuusen Godanzuki HL 150 5 - 1 2 - -
- - 40 5 - 39 1 - -
- - 40 5 - 4 1 - -
- - 40 5 - 4 1 - -
- H 300 5 - 30 6 133 -16
SA2 — Abare Tosanami H 100 9 - 15 ~ 19 2 25 -
- H 40 3 - 7 4 - -
- H 80 5 - 13 1 - -
- HL 170 9 - 32 6 32 -20
SA3 — Tanden Renki - - - - 36 - - -
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block


Move Analysis

Combos

Meterless

cr.LP,cr.LP,LP Hayate

cr.LK,LP Hayate

cr.MP,LP Hayate

Karakusa,cl.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 during the first recovery frame of the dash punch; 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.

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

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
  • Ryu
  • 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