Street Fighter 3: 3rd Strike/Makoto/Archive: Difference between revisions

From SuperCombo Wiki
mNo edit summary
m (Scatteraxis moved page Street Fighter 3: 3rd Strike/Makoto to Street Fighter 3: 3rd Strike/Makoto/Archive without leaving a redirect)
 
(230 intermediate revisions by 47 users not shown)
Line 1: Line 1:
[http://calendari-illustrati.giantlau.info calendari illustrati] [http://dvd-sony.cleric4u.info dvd sony dvp ns] [http://laortiz.airsofthost.com/view/new/jabra-sp/ jabra sp500] [http://hdurian.airsofthost.com/view/new/scaffale-legno.htm scaffale legno] [http://laortiz.airsofthost.com/view/new/stampante-hp/ stampante hp laserjet serie 2420] [http://remayfuy.airsofthost.com/images/small/citroen-xm/ citroen xm td] [http://hdurian.airsofthost.com/view/new/humax-digital.htm humax digital satellite] [http://lejenny.airsofthost.com/library/html/tredici-uomini.htm tredici uomini e un cannone] [http://rumote.airsofthost.com/lib/quattrocento-colpi.htm quattrocento colpi] [http://il-marchio.otrev4ro.info il marchio] [http://laortiz.airsofthost.com/view/new/mary-e/ mary e marco] [http://remayfuy.airsofthost.com/images/small/mouse-ottico/ mouse ottico senza fili] [http://splucind.airsofthost.com/content/view/telefilm-jag/ telefilm jag avvocati] [http://elastic.giantlau.info elastic] [http://hdurian.airsofthost.com/view/new/average.htm average] [http://maheinze.airsofthost.com/data/cane-bouldog.htm cane bouldog] [http://frgrossm.airsofthost.com/topic/samsung-toner/ samsung toner ml1520d3 x ml1520] [http://alpaddy.airsofthost.com/img/styles/abbigliamento-premaman/ abbigliamento premaman] [http://splucind.airsofthost.com/content/view/donne-mature/ donne mature con foto] [http://www-ua.otrev4ro.info www ua es] [http://bicocca-ateneo.otrev4ro.info bicocca ateneo] [http://lejenny.airsofthost.com/library/html/e-di.htm e di vasco rossi in buoni o cattivi] [http://hdurian.airsofthost.com/view/new/no-te.htm no te quiero me amor] [http://splucind.airsofthost.com/content/view/bacio-gay/ bacio gay] [http://divx-.cleric4u.info divx  xvid] [http://splucind.airsofthost.com/content/view/figlia-enne/ figlia 15enne] [http://file-karaoke.firethro.info file karaoke] [http://alpaddy.airsofthost.com/img/styles/sartoria-tute/ sartoria tute trieste] [http://turbe-giovanili.firethro.info turbe giovanili] [http://hdurian.airsofthost.com/view/new/viaggio-sellia.htm viaggio sellia] [http://batterie-.otrev4ro.info batterie 2300 mah] [http://hdurian.airsofthost.com/view/new/una-demo.htm una demo per warlords iv] [http://hdurian.airsofthost.com/view/new/trencher.htm trencher] [http://rumote.airsofthost.com/lib/vespa-tecnica.htm vespa tecnica vol 5] [http://auto-.otrev4ro.info auto 3 porta] [http://mmc-samsung.firethro.info mmc6 samsung] [http://hdurian.airsofthost.com/view/new/intervallo-rai.htm intervallo rai] [http://splucind.airsofthost.com/content/view/crab-ball/ crab ball] [http://gang-bang.cleric4u.info gang bang con foto] [http://remayfuy.airsofthost.com/images/small/zsnesw/ zsnesw] [http://frgrossm.airsofthost.com/topic/tatuaggi-varese/ tatuaggi varese] [http://grana.cleric4u.info grana] [http://frgrossm.airsofthost.com/topic/nuova-lancia/ nuova lancia musa benzina auto nuove] [http://hdurian.airsofthost.com/view/new/dvd-rdrhx.htm dvd rdrhx710] [http://www-mariadefilippi.cleric4u.info www mariadefilippi amici] [http://poor-leno.firethro.info poor leno] [http://hdurian.airsofthost.com/view/new/canzone-del.htm canzone del film il gladiatore] [http://laortiz.airsofthost.com/view/new/specchi-per/ specchi per bagni] [http://laortiz.airsofthost.com/view/new/motorola-v/ motorola v3 grigio] [http://banzlees.airsofthost.com/description/lib/lettore-mp.htm lettore mp3 samsung ypf1z] [http://remayfuy.airsofthost.com/images/small/masters-of/ masters of hardcore] [http://maheinze.airsofthost.com/data/motorizazione-belluno.htm motorizazione belluno] [http://banzlees.airsofthost.com/description/lib/hp-dc.htm hp dc7100] [http://hdurian.airsofthost.com/view/new/www-mangiare.htm www mangiare bene it] [http://laortiz.airsofthost.com/view/new/ruben-balde/ ruben balde midi] [http://maheinze.airsofthost.com/data/cd-stampanti.htm cd stampanti] [http://laortiz.airsofthost.com/view/new/evoluzione-ufficio/ evoluzione ufficio srl] [http://maheinze.airsofthost.com/data/sistema-superenalotto.htm sistema superenalotto] [http://altec-lansing.giantlau.info altec lansing in motion] [http://ragazzo-nudo.otrev4ro.info ragazzo nudo] [http://hdurian.airsofthost.com/view/new/agordo-rieti.htm agordo rieti] [http://banzlees.airsofthost.com/description/lib/irradio-dvx.htm irradio dvx 103] [http://laortiz.airsofthost.com/view/new/www-azionecattolica/ www azionecattolica it] [http://banzlees.airsofthost.com/description/lib/free-download.htm free download mp3 song] [http://alpaddy.airsofthost.com/img/styles/configurazione-samsung/ configurazione samsung] [http://rumote.airsofthost.com/lib/debut-iii.htm debut iii] [http://viera.firethro.info viera 500] [http://tubi-per.cleric4u.info tubi per impianti] [http://enrico-caruso.cleric4u.info enrico caruso video] [http://alpaddy.airsofthost.com/img/styles/dampier-william/ dampier william] [http://laortiz.airsofthost.com/view/new/jeffery-deaver/ jeffery deaver] [http://maheinze.airsofthost.com/data/obiettivi-digitale.htm obiettivi digitale canon] [http://hdurian.airsofthost.com/view/new/frooze-ball.htm frooze ball] [http://remayfuy.airsofthost.com/images/small/auto-pontiac/ auto pontiac] [http://rumote.airsofthost.com/lib/where-are.htm where are where runnin] [http://lejenny.airsofthost.com/library/html/nike-total.htm nike total 90 iii tf] [http://rumote.airsofthost.com/lib/nolan-n.htm nolan n100 classic] [http://maheinze.airsofthost.com/data/i-dont.htm i dont wanna konow] [http://www-biancaluna.giantlau.info www biancaluna com] [http://alpaddy.airsofthost.com/img/styles/manuali-autoradio/ manuali autoradio] [http://lejenny.airsofthost.com/library/html/sce.htm sce] [http://alpaddy.airsofthost.com/img/styles/vodafone-connect/ vodafone connect card umts] [http://lejenny.airsofthost.com/library/html/in-nome.htm in nome di carine] [http://artwork-e.giantlau.info artwork e informazioni per blade dancer] [http://cielo-rojo.cleric4u.info cielo rojo] [http://lejenny.airsofthost.com/library/html/saggio-breve.htm saggio breve sulla pace] [http://targetas-el.cleric4u.info targetas el gusanito] [http://hard-disk.giantlau.info hard disk esterno maxtor e floppy] [http://aquatica-online.giantlau.info aquatica online] [http://alpaddy.airsofthost.com/img/styles/tommi-e/ tommi e carolina] [http://flash-nokia.cleric4u.info flash nokia 6630] [http://koch.cleric4u.info koch] [http://alpaddy.airsofthost.com/img/styles/televisori/ televisori 20] [http://frgrossm.airsofthost.com/topic/i-don/ i don t want you break] [http://laortiz.airsofthost.com/view/new/www-bancoposta/ www bancoposta it] [http://seme-velvet.giantlau.info seme velvet morning] [http://alpaddy.airsofthost.com/img/styles/www-fcliverpool/ www fcliverpool com] [http://remayfuy.airsofthost.com/images/small/fiona/ fiona] [http://maheinze.airsofthost.com/data/gps-navman.htm gps navman 4410] [http://executive.firethro.info executive] [http://splucind.airsofthost.com/content/view/arredamento-per/ arredamento per giardino fioriere] [http://laortiz.airsofthost.com/view/new/mondeo-sw/ mondeo sw 1996] [http://hdurian.airsofthost.com/view/new/francesco-renga.htm francesco renga video] [http://hard-capelli.giantlau.info hard capelli rossi] [http://lavastoviglie-ariston.monbrenno.info lavastoviglie ariston 64] [http://frgrossm.airsofthost.com/topic/r-kelly/ r kelly i believe i can fly] [http://maheinze.airsofthost.com/data/pentax-optio.htm pentax optio borsa] [http://kibuye.giantlau.info kibuye] [http://remayfuy.airsofthost.com/images/small/chab/ chab] [http://tesat.cleric4u.info tesat] [http://laortiz.airsofthost.com/view/new/carrello-siesta/ carrello siesta] [http://splucind.airsofthost.com/content/view/schede-video/ schede video  tv] [http://banzlees.airsofthost.com/description/lib/tego-calderon.htm tego calderon guasa guasa] [http://rumote.airsofthost.com/lib/tri-band.htm tri band panasonic] [http://banzlees.airsofthost.com/description/lib/live-score.htm live score] [http://video-di.giantlau.info video di nik ber] [http://remayfuy.airsofthost.com/images/small/tenneesee/ tenneesee] [http://drawing-restraint.monbrenno.info drawing restraint 9 bjork] [http://rumote.airsofthost.com/lib/antenna-gps.htm antenna gps 6600] [http://www-my.firethro.info www my siemens com] [http://laortiz.airsofthost.com/view/new/wireless-bridge/ wireless bridge 11a] [http://alpaddy.airsofthost.com/img/styles/la-valle/ la valle di santa lucia] [http://nike-nero.monbrenno.info nike nero rosa] [http://banzlees.airsofthost.com/description/lib/mas-alla.htm mas alla de los] [http://maheinze.airsofthost.com/data/meneguzzi-midi.htm meneguzzi midi 2004] [http://lejenny.airsofthost.com/library/html/la-gioconda.htm la gioconda] [http://mp-innovix.firethro.info mp3 innovix] [http://banzlees.airsofthost.com/description/lib/eurofestival.htm eurofestival] [http://splucind.airsofthost.com/content/view/this-love/ this love traduzione in italino] [http://o-al.giantlau.info o al sole] [http://splucind.airsofthost.com/content/view/porno-di/ porno di serena grande] [http://peugeot-.otrev4ro.info peugeot 407 sport] [http://traduzione-della.firethro.info traduzione della canzone f u r b] [http://batteria-compatibile.otrev4ro.info batteria compatibile] [http://hdurian.airsofthost.com/view/new/romeo-e.htm romeo e giulietta critiche] [http://rumote.airsofthost.com/lib/nomi-russi.htm nomi russi] [http://alpaddy.airsofthost.com/img/styles/kunming-o/ kunming o kunming] [http://nuptial.giantlau.info nuptial] [http://laortiz.airsofthost.com/view/new/lacie-mini/ lacie mini companion 160] [http://alpaddy.airsofthost.com/img/styles/htr-/ htr 5740 s] [http://alpaddy.airsofthost.com/img/styles/kiss-gold/ kiss gold] [http://rumote.airsofthost.com/lib/michael-jeorge.htm michael jeorge] [http://draon-ball.cleric4u.info draon ball] [http://banzlees.airsofthost.com/description/lib/ngrifato.htm ngrifato] [http://spartiti-musicali.monbrenno.info spartiti musicali mina] [http://alpaddy.airsofthost.com/img/styles/gams-spiderman/ gams spiderman] [http://microsoft-office.monbrenno.info microsoft office 2003 pro] [http://hdurian.airsofthost.com/view/new/videogiochi-playstation.htm videogiochi playstation 2 wwe smackdown] [http://alpaddy.airsofthost.com/img/styles/engin/ engin] [http://remayfuy.airsofthost.com/images/small/seni-enormi/ seni enormi] [http://alpaddy.airsofthost.com/img/styles/ultimi-motori/ ultimi motori di ricerca] [http://indovinello.otrev4ro.info indovinello] [http://hdurian.airsofthost.com/view/new/vacanza-alto.htm vacanza alto adige] [http://remayfuy.airsofthost.com/images/small/giochi-in/ giochi in due giocatori] [http://frgrossm.airsofthost.com/topic/campeggio-mare/ campeggio mare] [http://rumote.airsofthost.com/lib/suzana-vieira.htm suzana vieira] [http://insotel-club.giantlau.info insotel club formentera] [http://banzlees.airsofthost.com/description/lib/x.htm x19] [http://frgrossm.airsofthost.com/topic/ifp-mp/ ifp mp3] [http://videoregistratori-daewoo.firethro.info videoregistratori daewoo] [http://lejenny.airsofthost.com/library/html/pokemon-x.htm pokemon x] [http://banzlees.airsofthost.com/description/lib/antonello-de.htm antonello de pierro film amatoriali] [http://hdurian.airsofthost.com/view/new/la-maschera.htm la maschera di vetro] [http://splucind.airsofthost.com/content/view/ciclope/ ciclope] [http://rumote.airsofthost.com/lib/teengirl.htm teengirl] [http://hdurian.airsofthost.com/view/new/canyon-glyder.htm canyon glyder] [http://maheinze.airsofthost.com/data/truchi-e.htm truchi e soluzioni] [http://lejenny.airsofthost.com/library/html/benassi-bros.htm benassi bros feat dhany hit me heart] [http://frgrossm.airsofthost.com/topic/trucchi-colin/ trucchi colin mcrae rally 4] [http://remayfuy.airsofthost.com/images/small/noleggio-furgone/ noleggio furgone bologna] [http://www-sexe.cleric4u.info www sexe fr] [http://guida-londra.firethro.info guida londra] [http://maheinze.airsofthost.com/data/lettini-foppa.htm lettini foppa pedretti] [http://splucind.airsofthost.com/content/view/pc-maxdata/ pc maxdata favorit 1000 as] [http://cittadinanz.firethro.info cittadinanz] [http://avventura-multiplayer.monbrenno.info avventura multiplayer] [http://rumote.airsofthost.com/lib/media-player.htm media player wireless] [http://laortiz.airsofthost.com/view/new/biglietto-augurio/ biglietto augurio compleanno gratis] [http://ocz-alimentatore.cleric4u.info ocz alimentatore] [http://i-don.firethro.info i don t to back] [http://malagnino.firethro.info malagnino] [http://laortiz.airsofthost.com/view/new/checa/ checa] [http://zaino-campeggio.monbrenno.info zaino campeggio] [http://splucind.airsofthost.com/content/view/modus-vivendi/ modus vivendi] [http://file-seca.giantlau.info file seca absat] [http://lejenny.airsofthost.com/library/html/musica-villera.htm musica villera] [http://audi-tt.monbrenno.info audi tt lombardia] [http://laortiz.airsofthost.com/view/new/nikon-coolpix/ nikon coolpix 5600 l] [http://we-ara.firethro.info we ara] [http://rumote.airsofthost.com/lib/www-ciromarina.htm www ciromarina it] [http://gameboy-advance.cleric4u.info gameboy advance sp] [http://rumote.airsofthost.com/lib/finanziamento-pantelleria.htm finanziamento pantelleria] [http://hdurian.airsofthost.com/view/new/aero-jarre.htm aero jarre] [http://alpaddy.airsofthost.com/img/styles/diffusori-bmw/ diffusori bmw] [http://guy-cloutier.monbrenno.info guy cloutier] [http://banzlees.airsofthost.com/description/lib/kit-sicurezza.htm kit sicurezza auto] [http://remayfuy.airsofthost.com/images/small/cf-gsm/ cf gsm gprs] [http://divorzio-consensuale.cleric4u.info divorzio consensuale mantenimento] [http://hdurian.airsofthost.com/view/new/foto-donna.htm foto donna grasse] [http://alpaddy.airsofthost.com/img/styles/tesi-laurea/ tesi laurea economia] [http://kocarawf.125mb.com/blog/venezia-fiere.htm venezia fiere srl] [http://hoadmoni.125mb.com/styles/ormoni/ ormoni] [http://vegrigsb.angelfire.com/resources/auto-noleggio.htm auto noleggio collegno] [http://blhestrie.125mb.com/web/manta-ecuador/ manta (ecuador)] [http://dacornel.125mb.com/data/modelos.htm modelos] [http://degaylor.125mb.com/presentadora/ presentadora] [http://dleslis.125mb.com/resources/mediterranean-cruise.htm mediterranean cruise] [http://paryker.125mb.com/styles/keneth-mpeg/ keneth mpeg] [http://fikimber.125mb.com/lib/logitech-auricolare.htm logitech auricolare] [http://sibeatri.angelfire.com/html/ba-baciami/ ba baciami piccina] [http://mamans.125mb.com/topic/accendisigari-auto.htm accendisigari auto usb] [http://elernst.angelfire.com/articles/sony-.htm sony  dcrhc19] [http://wiellico.125mb.com/html/sex-mature.htm sex mature] [http://mcclaise.angelfire.com/description/nuova-nissan/ nuova nissan auto nuove] [http://elernst.angelfire.com/articles/sigla-kurt.htm sigla kurt angle] [http://slavfondmeister.angelfire.com/styles/maroon-.htm maroon 5 testo] [http://stjollay.125mb.com/topic/gta-sad/ gta sad andea] [http://blhestrie.125mb.com/web/villaggi-franco/ villaggi franco rosso] [http://requidim.angelfire.com/web/testimone-assistito.htm testimone assistito] [http://stjollay.125mb.com/topic/monica-noriega/ monica noriega] [http://blhestrie.125mb.com/web/trio-confort/ trio confort] [http://fikimber.125mb.com/lib/mature-handjob.htm mature handjob] [http://dacornel.125mb.com/data/eather-parisi.htm eather parisi] [http://sibeatri.angelfire.com/html/pc-gb/ pc 1gb ram] [http://amarymuk.angelfire.com/html/e-singoli.htm e singoli] [http://hahosmer.angelfire.com/html/la-morte.htm la morte vestita di dollari] [http://elernst.angelfire.com/articles/giochi-super.htm giochi super porno online] [http://dleslis.125mb.com/resources/finalfantasyx.htm finalfantasyx] [http://nescogin.125mb.com/content/il-video.htm il video della decapitazione] [http://hoadmoni.125mb.com/styles/siemens-cordles/ siemens cordles c100] [http://dacornel.125mb.com/data/firegate.htm firegate 5] [http://woharwoo.angelfire.com/data/giochi-bambini/ giochi bambini online] [http://vegrigsb.angelfire.com/resources/ati-radeon.htm ati radeon x700pro 256mb] [http://gitedy.125mb.com/blog/spartiti-love/ spartiti love in the air di young] [http://wiellico.125mb.com/html/frigo-doppia.htm frigo doppia porta] [http://paryker.125mb.com/styles/parcelle-geometri/ parcelle geometri] [http://dacornel.125mb.com/data/stasera-resta.htm stasera resta con me] [http://bedrew.125mb.com/omnitel-pubblicita.htm omnitel pubblicita] [http://kocarawf.125mb.com/blog/lg-.htm lg  dr 4800] [http://fikimber.125mb.com/lib/dp-kiss.htm dp1500 kiss] [http://hoadmoni.125mb.com/styles/can-tev/ can tev] [http://paryker.125mb.com/styles/rayman-forever/ rayman forever] [http://yarobiso.angelfire.com/text/all-by.htm all by my self kar] [http://requidim.angelfire.com/web/felipe-dylon.htm felipe dylon] [http://gitedy.125mb.com/blog/derive/ derive] [http://sawilson.125mb.com/data/birkenstock-boston.htm birkenstock boston] [http://amarymuk.angelfire.com/html/humax-hd.htm humax hd ready] [http://sawilson.125mb.com/data/motori-di.htm motori di ricerca italiani] [http://gitedy.125mb.com/blog/hessler-vanessa/ hessler vanessa] [http://stjollay.125mb.com/topic/dressing/ dressing] [http://nescogin.125mb.com/content/carlo-ventura.htm carlo ventura] [http://nescogin.125mb.com/content/molina-.htm molina  c snc] [http://dacornel.125mb.com/data/amore-in.htm amore in gabbia] [http://gitedy.125mb.com/blog/interview-to/ interview to jester interactive] [http://kocarawf.125mb.com/blog/panasonic-cq.htm panasonic cq c1301n] [http://nescogin.125mb.com/content/video-anastacia.htm video anastacia gratis] [http://spdinnie.angelfire.com/html/ligting-break/ ligting break] [http://ruwier.125mb.com/ministry-no/ ministry no w mp3] [http://dleslis.125mb.com/resources/router-adsl.htm router adsl wireless dslg604t] [http://ruwier.125mb.com/mexico-sex/ mexico sex] [http://requidim.angelfire.com/web/lettere-di.htm lettere di cicerone] [http://wiellico.125mb.com/html/motorola-italia.htm motorola italia] [http://fikimber.125mb.com/lib/batterie-np.htm batterie np 900] [http://wiellico.125mb.com/html/fori-dal.htm fori dal tunel] [http://gitedy.125mb.com/blog/mordi/ mordi] [http://gistrate.angelfire.com/html/tico-tico.htm tico tico lou vega] [http://awihimmeru.angelfire.com/premier.htm premier 8330] [http://degaylor.125mb.com/barbie/ barbie 1987] [http://elernst.angelfire.com/articles/download-free.htm download free games for pc] [http://nescogin.125mb.com/content/voglia-di.htm voglia di pompini] [http://fikimber.125mb.com/lib/batteria-sony.htm batteria sony video npft1] [http://paryker.125mb.com/styles/turner/ turner 8000] [http://stjollay.125mb.com/topic/cento-ragazze/ cento ragazze e un marinaio] [http://ruwier.125mb.com/agenzia-viaggi/ agenzia viaggi crociera] [http://gitedy.125mb.com/blog/radiologica/ radiologica] [http://ruwier.125mb.com/udoku/ udoku] [http://nescogin.125mb.com/content/vacanze-last.htm vacanze last minute praga] [http://fikimber.125mb.com/lib/i-canadesi.htm i canadesi] [http://stjollay.125mb.com/topic/pulp-hits/ pulp hits] [http://mamans.125mb.com/topic/donnegrasse.htm donnegrasse] [http://mamans.125mb.com/topic/gta-sandreas.htm gta sandreas] [http://blhestrie.125mb.com/web/bomboniere-campania/ bomboniere campania] [http://mcclaise.angelfire.com/description/bigliettini-matrimoniali/ bigliettini matrimoniali] [http://hahosmer.angelfire.com/html/live-is.htm live is live] [http://elernst.angelfire.com/articles/sciare-italia.htm sciare italia] [http://mamans.125mb.com/topic/dei-gelati.htm dei gelati] [http://yonosoyyo.angelfire.com/directory/tiger-tai.htm tiger tai] [http://nescogin.125mb.com/content/commento-infinito.htm commento infinito leopardi] [http://wiellico.125mb.com/html/tatoo-fate.htm tatoo fate] [http://fikimber.125mb.com/lib/www-interlubke.htm www interlubke de] [http://nescogin.125mb.com/content/offerta-telefoni.htm offerta telefoni] [http://tibrown.125mb.com/description/genifer-lopez/ genifer lopez] [http://slavfondmeister.angelfire.com/styles/itinerario-lecce.htm itinerario lecce] [http://slavfondmeister.angelfire.com/styles/rotomec.htm rotomec] [http://sibeatri.angelfire.com/html/lei/ lei 1] [http://grdugans.angelfire.com/text/maremma-amara.htm maremma amara] [http://ruwier.125mb.com/carvajal-micael/ carvajal micael de] [http://fikimber.125mb.com/lib/monitor-crt.htm monitor crt multimediale] [http://amarymuk.angelfire.com/html/hapland-free.htm hapland free the baloon] [http://sawilson.125mb.com/data/t-cellulari.htm t39 cellulari] [http://amarymuk.angelfire.com/html/home-fitness.htm home fitness consigli] [http://sawilson.125mb.com/data/james-mason.htm james mason] [http://blhestrie.125mb.com/web/house-musica/ house musica erik morillo] [http://mcclaise.angelfire.com/description/liner-abak/ liner abak 3 60] [http://grdugans.angelfire.com/text/segretarie-sexy.htm segretarie sexy] [http://dacornel.125mb.com/data/fujifilm-finepix.htm fujifilm finepix s5000 zoom] [http://dleslis.125mb.com/resources/gigaset-c.htm gigaset c355] [http://dleslis.125mb.com/resources/dinosauri-i.htm dinosauri i grandi predatori] [http://gitedy.125mb.com/blog/cut-and/ cut and cover] [http://mamans.125mb.com/topic/ujung-pandang.htm ujung pandang] [http://sibeatri.angelfire.com/html/testo-canzone/ testo canzone coolio] [http://slavfondmeister.angelfire.com/styles/cine-are.htm cine are noroc] [http://gitedy.125mb.com/blog/saeco-sirius/ saeco sirius sbs] [http://sibeatri.angelfire.com/html/bindi-dolce/ bindi dolce] [http://dacornel.125mb.com/data/microfoni-b.htm microfoni b2] [http://sawilson.125mb.com/data/groovehouse.htm groovehouse] [http://vegrigsb.angelfire.com/resources/pasta-macchina.htm pasta macchina per] [http://slavfondmeister.angelfire.com/styles/elettrostimolatori-laica.htm elettrostimolatori laica] [http://amarymuk.angelfire.com/html/whirlpool-arc.htm whirlpool arc] [http://ruwier.125mb.com/video-matoriali/ video matoriali] [http://dacornel.125mb.com/data/olivetti-d.htm olivetti d copia 16] [http://mamans.125mb.com/topic/materie-plastiche.htm materie plastiche  semilavorati] [http://mamans.125mb.com/topic/iiiiiiiiiiiiiiiiiiiii.htm iiiiiiiiiiiiiiiiiiiii] [http://ruwier.125mb.com/un-ora/ un ora sola giorgia] [http://gistrate.angelfire.com/html/frase-augurio.htm frase augurio pasqua] [http://wiellico.125mb.com/html/on-the.htm on the road again] [http://tibrown.125mb.com/description/panasonic-nvgs/ panasonic nvgs 25] [http://gitedy.125mb.com/blog/video-de/ video de concierto de bob marley] [http://morudd.angelfire.com/web/batterie-ups/ batterie ups apc smartups] [http://sawilson.125mb.com/data/cover-cd.htm cover cd audio renato zero] [http://hoadmoni.125mb.com/styles/onorificienze/ onorificienze] [http://dleslis.125mb.com/resources/obiettivi-formativi.htm obiettivi formativi e specifici scuola d] [http://kocarawf.125mb.com/blog/stefano-bettarini.htm stefano bettarini] [http://sibeatri.angelfire.com/html/prezzario-dei/ prezzario dei francobolli] [http://yarobiso.angelfire.com/text/z.htm z5] [http://fikimber.125mb.com/lib/boner-ulrich.htm boner ulrich] [http://blhestrie.125mb.com/web/sony-/ sony  hdrhc1 e] [http://sawilson.125mb.com/data/origine-dei.htm origine dei cognomi] [http://paryker.125mb.com/styles/ilaria-d/ ilaria d amico topless] [http://hahosmer.angelfire.com/html/servizio-di.htm servizio di traduzione] [http://dacornel.125mb.com/data/gorlovka.htm gorlovka] [http://bedrew.125mb.com/punto.htm punto 1300] [http://bedrew.125mb.com/video-scandalo.htm video scandalo croata] [http://hoadmoni.125mb.com/styles/pt-cruiser/ pt cruiser 2 0 2000] [http://degaylor.125mb.com/philadelphia-/ philadelphia  anniversary edition] [http://woharwoo.angelfire.com/data/loewe-xelos/ loewe xelos a 32] [http://hoadmoni.125mb.com/styles/www-cerca/ www cerca com] [http://tibrown.125mb.com/description/mercato-arte/ mercato arte moderna] [http://mamans.125mb.com/topic/papilla.htm papilla] [http://dleslis.125mb.com/resources/creative-zen.htm creative zen 1gb] [http://ruwier.125mb.com/kilkenny-cose/ kilkenny cose fare] [http://hoadmoni.125mb.com/styles/router-wireless/ router wireless dlink] [http://gitedy.125mb.com/blog/confalonieri/ confalonieri] [http://dacornel.125mb.com/data/maxtor-firewire.htm maxtor firewire hard disk] [http://nescogin.125mb.com/content/hola.htm hola] [http://woharwoo.angelfire.com/data/umberta-comi/ umberta comi venezia] [http://yonosoyyo.angelfire.com/directory/sexo-gay.htm sexo gay] [http://awihimmeru.angelfire.com/ven-a.htm ven a bailar iman] [http://ruwier.125mb.com/j-d/ j d dunn] [http://hahosmer.angelfire.com/html/incasso-piano.htm incasso piano cottura 90] [http://mamans.125mb.com/topic/erreway-sweet.htm erreway sweet baby mp3] [http://paryker.125mb.com/styles/barriere-acustiche/ barriere acustiche] [http://woharwoo.angelfire.com/data/bubblebabble/ bubblebabble] [http://stjollay.125mb.com/topic/lexmark-x/ lexmark x 1170] [http://kocarawf.125mb.com/blog/the-rasmus.htm the rasmus dead letters] [http://gistrate.angelfire.com/html/vendita-auto.htm vendita auto germania] [http://fikimber.125mb.com/lib/grow-life.htm grow life] [http://degaylor.125mb.com/last-minute/ last minute agosto 2004] [http://ruwier.125mb.com/stop-america/ stop america] [http://mamans.125mb.com/topic/fox-uomo.htm fox uomo viaggi] [http://dleslis.125mb.com/resources/dvd-uscita.htm dvd uscita dvii] [http://amarymuk.angelfire.com/html/scusa-gesu.htm scusa gesu ti do del tu] [http://nescogin.125mb.com/content/amanda-white.htm amanda white foto porno di amanda white] [http://wiellico.125mb.com/html/torture-iracheni.htm torture iracheni] [http://wiellico.125mb.com/html/ohe.htm ohe] [http://fikimber.125mb.com/lib/numerica.htm numerica 3] [http://dleslis.125mb.com/resources/ati-asus.htm ati asus x] [http://sawilson.125mb.com/data/esercito-italiano.htm esercito italiano rinvii] [http://fikimber.125mb.com/lib/nokia.htm nokia 3220] [http://fikimber.125mb.com/lib/i-sandali.htm i sandali] [http://kocarawf.125mb.com/blog/hidden-and.htm hidden and dangerous] [http://awihimmeru.angelfire.com/mappa-di.htm mappa di segrate] [http://degaylor.125mb.com/dois-a/ dois a um] [http://woharwoo.angelfire.com/data/www-samsungmobile/ www samsungmobile com] [http://wiellico.125mb.com/html/philips-televisore.htm philips televisore] [http://yonosoyyo.angelfire.com/directory/plextor-pxa.htm plextor px130a] [http://amarymuk.angelfire.com/html/descrizione.htm descrizione] [http://dacornel.125mb.com/data/stampante-samsung.htm stampante samsung laser ml 2010] [http://mamans.125mb.com/topic/tps-sat.htm tps sat] [http://degaylor.125mb.com/www-martina/ www martina stella it] [http://degaylor.125mb.com/romania-da/ romania da ru] [http://mamans.125mb.com/topic/simbiosi-mag.htm simbiosi mag] [http://slavfondmeister.angelfire.com/styles/lee-cabrera.htm lee cabrera] [http://bedrew.125mb.com/usb-driver.htm usb driver c650] [http://fikimber.125mb.com/lib/metallica-subsonica.htm metallica subsonica] [http://dacornel.125mb.com/data/web-tv.htm web tv sport] [http://bedrew.125mb.com/dragostea-din.htm dragostea din tei haiducii ozone] [http://mcclaise.angelfire.com/description/centri-commerciali/ centri commerciali provincia prato] [http://ruwier.125mb.com/cellulare-samsung/ cellulare samsung z510] [http://mcclaise.angelfire.com/description/foto-samantha/ foto samantha fantauzzi] ==Moves List==
[[Image:makoto.gif|frame|right|Makoto's Character Select Portrait]]
[[Image:Makoto3s-stance.gif |frame|right|Makoto's Neutral Stance]]
==Updated version available!==


===Normal Moves===
You're reading the old version of this page. [https://srk.shib.live/w/Street_Fighter_3:_3rd_Strike/Makoto/2021 Click here] to read the (in-progress) updated version!


====Throws====


{| border="0" cellpadding="5" cellspacing="0" width="60%"
==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.
{{ ProConTable
|pros=
* '''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.
|cons=
* '''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==
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|-
|-
| Hikiyose Zutsuki~Tacchuu || [[File:Lp.png]]+[[File:Lk.png]]
|-
| Hiji Otoshi Sanren Tsuki~Araiso || [[File:F.png]]/[[File:B.png]]+[[File:Lp.png]]+[[File:Lk.png]]
|}
 
==Command Moves==
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|-
| Kote Tsuki~Kazami || [[File:F.png]]+[[File:Lp.png]]
|-
| Gezuki~Kaoruna || [[File:F.png]]+[[File:Mp.png]]
|-
| Fumikomi Seiken-zuki~Shimaki || [[File:F.png]]+[[File:Hp.png]]
|-
| └Fumikomi Seiken Sanren Tsuki~Yamase || Press rapidly [[File:Hp.png]]
|-
| Mae Geri~Shibuki || [[File:F.png]]+[[File:Lk.png]]
|-
| Fumikomi Joudan Mawashi Geri~Naruto || [[File:F.png]]+[[File:Mk.png]]
|-
| Fumikomi Soku Barai~Kuroshio || [[File:F.png]]+[[File:Hk.png]]
|-
| └Fake || Hold [[File:Hk.png]]
|}
 
==Special  Moves==
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|-
| Tosshin Seiken-zuki~Hayate || [[File:Qcf.png]]+Hold [[File:P.png]] || EX ||
|-
| └Cancel || [[File:K.png]] || ||
|-
| └Makoto Secret Taunt || [[File:Hp.png]]+[[File:Hk.png]] || ||
|-
| Chokujou Seiken-zuki~Fukiage || [[File:Dp.png]]+[[File:P.png]] || EX || SC
|-
| Uchi Oroshi Shutou~Oroshi || [[File:Qcb.png]]+[[File:P.png]] || EX || SC
|-
| Tsurushi Nodowa~Karakusa || [[File:Hcb.png]]+[[File:K.png]] || ||
|-
| Senkou Kakato Otoshi~Tsurugi ||  Neutral/Foward Air [[File:Qcb.png]]+[[File:K.png]] || EX ||
|}
 
==Super Arts==
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|-
| I || Seichu Sen Godan-zuki || [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] || 120 Gauge Dots || 1 Stock || 3.0 EX Uses
|-
| II ||Abare To Sanami Kudaki || [[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]] || 88 Gauge Dots || 2 Stocks || 4.3 EX Uses
|-
| III ||Tanden Renki-Seme no Kata || [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] || 96 Gauge Dots || 1 Stock || 2.3 EX Uses
|}
==Target Combo==
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|-
|-
| [[File:Lk.png]]c[[File:Mk.png]]
|-
| [[File:F.png]]+[[File:Mk.png]][[File:Hk.png]]
|}
 
= Move Analysis =
 
*All those sprites are taken from the site https://www.justnopoint.com/zweifuss/
*All Framedatas in "Move Analysis" section are taken from [http://gr.qee.jp/01_3rd/index.html Game Restaurant] , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.
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 ===
 
[[Image:(makotodf).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
! align="center" | Move
! align="center" | Start-up frames
! align="center" | In ground frames
! align="center" | In air frames
! align="center" | Recovery frames
! align="center" | Total frames
|-
| align="center" | Dash Forward
| align="center" | 2
| align="center" | 8?
| align="center" | -
| align="center" | 6?
| align="center" | 11
|}
''Comments here''
 
 
[[Image:(makotodb).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
! align="center" | Move
! align="center" | Start-up frames
! align="center" | In ground frames
! align="center" | In air frames
! align="center" | Recovery frames
! align="center" | Total frames
|-
| align="center" | Dash Backwards
| align="center" | 1
| align="center" | 4?
| align="center" | -
| align="center" | 6?
| align="center" | 12
|}
''Comments here''
 
 
[[Image:(makotobjump).gif|none]]
[[Image:(makotojump).gif|none]]
[[Image:(makotofjump).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames'''
|-
| align="center" | Jump || align="center" | BU or U or FU || align="center" | 3
|}
''Comments here''
 
 
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames'''
|-
| align="center" | Super Jump || align="center" | DBU or DU or DFU || align="center" | 5
|}
''Comments here''
 
 
[[Image:(makotow).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames'''
|-
| align="center" | Normal Wakeup || align="center" | - || align="center" | 71
|}
''Comments here''
 
 
[[Image:(makototw).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames'''
|-
| align="center" | Quick Stand || align="center" | Tap D when hitting the ground || align="center" | 43
|}
''Comments here''
 
 
[[Image:(makotot).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Taunt || align="center" | HP+HK || align="center" | 10 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 79 || align="center" | 3 || align="center" | - || align="center" | ? || align="center" | ? || align="center" | ? || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 6(7) || align="center" | ? || align="center" | ? || align="center" | 8(4+4)
|}
''Comments here''
 
 
[[Image:(makotohparry).gif|none]]
[[Image:(makotolparry).gif|none]]
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion'''
|-
| align="center" | Parry (High) || align="center" | Tap F when about taking a hit
|-
| align="center" | Parry (Low) || align="center" | Tap D when about taking a hit
|-
| align="center" | Parry (Air) || align="center" | Tap F in air when about taking a hit
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="95%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Frames you're frozen''' || align="center" | '''Frames opponent is frozen''' || align="center" | '''Frame Advantage when parry is successful''' || align="center" | '''Frames before you can try another parry'''
|-
| align="center" | Parry (High) || align="center" | 16 || align="center" | 16 || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 24(19 when attack comes from the air)*,**
|-
| align="center" | Parry (Low) || align="center" | 16 || align="center" | 16 || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 24(19 when attack comes from the air)*,**
|-
| align="center" | Parry (Air) || align="center" | 16 || align="center" | 16 || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 21(19 when attack comes from the air)*,**
|}
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
|* (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'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Gauge Increase'''
|-
| align="center" | Parry (High) || align="center" | 4***
|-
| align="center" | Parry (Low) || align="center" | 4***
|-
| align="center" | Parry (Air) || align="center" | 4***
|}
{| border="1em" cellspacing="0" width="57%" style="border: 1px solid #999; background: none;"
|-
|*** (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 ====
 
[[Image:(makotolp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Far Jab || align="center" | LP || align="center" | 30(5 life points) || align="center" | 3 || align="center" | Yes || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 4 || align="center" | 6 || align="center" | 6 || align="center" | +2 || align="center" | +2 || align="center" | +2 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotomp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Far Strong || align="center" | MP || align="center" | 80(14 life points) || align="center" | 9 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 8 || align="center" | 11 || align="center" | 4 || align="center" | +6 || align="center" | +7 || align="center" | +8 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 6 || align="center" | 11 || align="center" | 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.''
 
 
[[Image:(makotohp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Far Fierce || align="center" | HP || align="center" | 120(21 life points) || align="center" | 15 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 8 || align="center" | 2 || align="center" | 22 || align="center" | -5 || align="center" | -3 || align="center" | -1 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 10 || align="center" | 19 || align="center" | 4
|}
''Comments here''
 
[[Image:(makotolk).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Short || align="center" | LK || align="center" | 40(7 life points) || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 4 || align="center" | 5 || align="center" | 12 || align="center" | -2 || align="center" | -2 || align="center" | -2 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotomk).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Forward || align="center" | MK || align="center" | 90(16 life points) || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 7 || align="center" | 5 || align="center" | 13 || align="center" | -2 || align="center" | -1 || align="center" | 0 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 6 || align="center" |11 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotohk).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Roundhouse || align="center" | HK || align="center" | 130(21 life points) || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 11 || align="center" | 9 || align="center" | 13 || align="center" | 0 || align="center" | +2 || align="center" | +4 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 10 || align="center" | 19 || align="center" | 4
|}
''Comments here''
 
==== Jumping Normals ====
 
[[Image:(makotojlp).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Jump Jab || align="center" | (Air) LP || align="center" | 50(8 life points) || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 4 || align="center" | 21 || align="center" | - || align="center" | -9~+7 || align="center" | -9~+7 || align="center" | +2~+7 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotonjlp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Neutral Jump Jab || align="center"  | (Air) LP || align="center" | 50(8 life points) || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 9 || align="center" | 17|| align="center" | - || align="center" | -2~+7 || align="center" | -2~+7 || align="center" | +5~+7 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotojmp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Jump Strong || align="center" | (Air) MP || align="center" | 80(12 life points) || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 11 || align="center" | 24 || align="center" | - || align="center" | -3~+10 || align="center" | -3~+10 || align="center" | +4~+10 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 6 || align="center" | 11 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotojnmp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Neutral Jump Strong || align="center" | (Air) MP || align="center" | 80(14 life points) || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 11 || align="center" | 10 || align="center" | - || align="center" | +2~+10 || align="center" | +2~+10 || align="center" | +8~+10 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 6 || align="center" | 11 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotojhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Jump Fierce || align="center" | (Air) HP || align="center" | 130(150)(26 life points) || align="center" | 15 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 10 || align="center" | 2 || align="center" | - || align="center" | +1~+13 || align="center" | +1~+13 || align="center" | +7~+13 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 10 || align="center" | 19 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotonjhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Neutral Jump Fierce || align="center" | (Air) HP || align="center" | 130(23 life points) || align="center" | 15 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 13 || align="center" | 2 || align="center" | - || align="center" | +7~+13 || align="center" | +7~+13 || align="center" | +12~+13 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 10 || align="center" | 19 || align="center" | 4
|}
''Comments here''
 
[[Image:(makotojlk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Jump Short || align="center" | (Air) LK || align="center" | 60(10 life points) || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 2 || align="center" | 14 || align="center" | - || align="center" | -4~+7/-5~+7 || align="center" | -4~+7/-5~+7 || align="center" |+3~+7/+4~+7 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotojmk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Jump Forward || align="center" | (Air) MK || align="center" | 90(16 life points) || align="center" | 9 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 7 || align="center" | 13 || align="center" | - || align="center" | -4~+10/-5~+10 || align="center" | -4~+10/-5~+10 || align="center" | +3~+10/+5~+10 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 6 || align="center" | 11 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotojhk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Jump Roundhouse || align="center" | (Air) HK || align="center" | 130(23 life points) || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 6 || align="center" | 6 || align="center" | - || align="center" | +4~+13 || align="center" | +4~+13 || align="center" | +11~+13 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 10 || align="center" | 19 || align="center" | 4
|}
''Comments here''
 
 
 
[[Image:(makotooh).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Universal Overhead || align="center" | MP+MK || align="center" | 40(7 life points) || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 15 || align="center" | 10 || align="center" | 5 || align="center" | -5~+7 || align="center" | 0~+8 || align="center" | +1~+9 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''
 
==== Throws ====
 
[[Image:(makotothr).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Kara-Throw''' || align="center" | '''Kara-Throw Range'''
|-
| align="center" | Hikiyose Zutsuki "Tacchuu" || align="center" | LP+LK || align="center" | 90(16 life points)  || align="center" | 17 || align="center" | 20 || align="center" | C.HK / S.LK / S.MK / F.LK / F.MP / C.MP / F.MK || align="center" | 33 / 27 / 27 / 24 / 24 / 23 / 22
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP+LK || align="center" | -
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit'''
|-
| align="center" | 0 || align="center" | 7 (for the player who blocked) || align="center" | 8
|}
''Comments here''
 
 
[[Image:(makotobftr).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Kara-Throw''' || align="center" | '''Kara-Throw Range'''
|-
| align="center" | Hiji Otoshi Sanren Tsuki "Araiso" || align="center" | B/F+LP+LK || align="center" | 150(21 life points) || align="center" | 13 || align="center" | 20 || align="center" | C.HK / S.LK / S.MK / F.LK / F.MP / C.MP / F.MK || align="center" | 33 / 27 / 27 / 24 / 24 / 23 / 22
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | B/F+LP+LK || align="center" | -
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit'''
|-
| align="center" | 0 || align="center" | 7 (for the player who blocked) || align="center" | 7
|}
''Comments here''
 
==== Crouching Normals ====
 
[[Image:(makotoclp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Crouch Jab || align="center" | D+LP || align="center" | 20(3 life points) || align="center" | 3 || align="center" | Yes || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 5 || align="center" | 4 || align="center" | 5 || align="center" | +3 || align="center" | +3 || align="center" | +3 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
|-
| Tacchuu || LP  LK
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
|-
| Araiso || F or B  LP  LK
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
|}
''Comments here''


====Command Normals====


{| border="0" cellpadding="5" cellspacing="0" width="60%"
[[Image:(makotocmp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Crouch Strong || align="center" | D+MP || align="center" | 70(12 life points) || align="center" | 5 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 7 || align="center" | 7 || align="center" | 11 || align="center" | -1 || align="center" | 0 || align="center" | +1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
|-
| Kazami || F  LP
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 6 || align="center" | 11 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotochp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
|-
| Kaoruna || F  MP
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
|-
| Shimaki || HP
| align="center" | Crouch Fierce || align="center" | D+HP || align="center" | 130(17 life points) || align="center" | 13 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
|-
| || Press HP during this move for a follow-up punch (up to two times)
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
|-
| Shinbuki || F  LK
| align="center" | 10 || align="center" | 2 || align="center" | 21 || align="center" | -6 || align="center" | Down || align="center" | Down || align="center" | L || align="center" | L
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
|-
| Naruto || F  MK
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
|-
| Kurushio || F  HK
| align="center" | 3 || align="center" | 10 || align="center" | 19 || align="center" | 4
|}
|}
''Comments here''


====Target Combos====
* LP -> LK -> MK


* LK -> MK
[[Image:(makotoclk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Crouch Short || align="center" | D+LK || align="center" | 40(5 life points) || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 4 || align="center" | 6 || align="center" | 10 || align="center" | -3 || align="center" | -3 || align="center" | -3 || align="center" | L || align="center" | L
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''


* F  MK -> HK


===Special Moves===
[[Image:(makotocmk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Crouch Forward || align="center" | D+MK || align="center" | 90(16 life points) || align="center" | 5 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 7 || align="center" | 8 || align="center" | 7 || align="center" | +3 || align="center" | +4 || align="center" | +5 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 4 || align="center" | 8 || align="center" | 4
|}
''Comments here''


{| border="0" cellpadding="5" cellspacing="0" width="60%"
 
[[Image:(makotochk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
|-
| Hayate || D, DF, F  P || (EX)
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
|-
| Fukiage || F, D, DF  P || (EX)
| align="center" | Crouch Roundhouse || align="center" | D+HK || align="center" | 130(23 life points) || align="center" | 15 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
|-
| Karakusa || F, DF, D, DB, B  K ||  
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
|-
| Oroshi || D, DB, B  P || (EX)
| align="center" | 10 || align="center" | 4 || align="center" | 12 || align="center" | +2 || align="center" | +4 || align="center" | +6 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
|-
| Tsurugi || D, DB, B  K (in air) || (EX)
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 10 || align="center" | 19 || align="center" | 4
|}
|}
''Comments here''


===Super Arts===
==== Command Normals ====


{| border="0" cellpadding="5" cellspacing="0" width="80%"
 
[[Image:(makotoflp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
|-
| I || Seichusen-Godanzuki || D, DF, F, D, DF, F  P || 1 stock
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
|-
| II || Abare-Tosanami || D, DF, F, D, DF, F  K || 2 stocks
| align="center" | Kazami || align="center" | F+LP || align="center" | 25(4 life points) || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
|-
| III || Tanden-Renki || D, DF, F, D, DF, F  P || 1 stock
| align="center" | 4 || align="center" | 4 || align="center" | 8 || align="center" | 0 || align="center" | 0 || align="center" | 0 || align="center" | HL || align="center" | HL
|}
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''


----
[[Image:(makotofmp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Kaoruna || align="center" | F+MP || align="center" | 85(15 life points) || align="center" | 5 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 9 || align="center" | 6 || align="center" | 9 || align="center" | +2 || align="center" | +3 || align="center" | +4 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 6 || align="center" | 11 || align="center" | 4
|}
''Comments here''
 
[[Image:(makotofhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Shimaki || align="center" | F+HP || align="center" | 150(16 life points) || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 16 || align="center" | 12 || align="center" | 16 || align="center" | -4 || align="center" | -2 || align="center" | 0 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 17 || align="center" | 4
|}
''Comments here''


===Move Analysis===
[[Image:(makotofhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Shimaki || align="center" | F+HP || align="center" | 150,20+20(31 life points) || align="center" | 13,3+3 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 16 || align="center" | 4,15 || align="center" | 13 || align="center" | -4 || align="center" | -3 || align="center" | -2 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 11 || align="center" | 29 || align="center" | 4
|}
''Comments here''


==Combos==
[[Image:(makotoflk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Shinbuki || align="center" | F+LK || align="center" | 35(6 life points) || align="center" | 5 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 6 || align="center" | 6 || align="center" | 13 || align="center" | -5 || align="center" | -5 || align="center" | -5 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''


SAI (Seichusen-Godanzuki):
[[Image:(makotofmk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Naruto || align="center" | F+MK || align="center" | 100(17 life points) || align="center" | 9 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 17 || align="center" | 5 || align="center" | 18 || align="center" | -5 || align="center" | -3 || align="center" | -1 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 6 || align="center" | 11 || align="center" | 4
|}
''Comments here''
 
 
 
[[Image:(makotofhk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Kurushio || align="center" | F+HK || align="center" | 120(21 life points) || align="center" | 5 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 22 || align="center" | 3 || align="center" | 25 || align="center" | -11 || align="center" | Down || align="center" | Down || align="center" | L || align="center" | L
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 10 || align="center" | 19 || align="center" | 4
|}
''Comments here''
 
=== Target Combo ===
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Target Combo || align="center" | LK -> MK || align="center" | 40+70 || align="center" | 3+7 || align="center" | No || align="center" | Yes/No || align="center" | Yes/No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 4 || align="center" | - || align="center" | - || align="center" | -3 || align="center" | -2 || align="center" | -1 || align="center" | HL/HL || align="center" | H/H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0+? || align="center" | 1+1 || align="center" | 2+1 || align="center" | 8(4+4)
|}
''Comments here''
 
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Target Combo || align="center" | F+MK -> Far HK || align="center" | 100+80 || align="center" | 9+7 || align="center" | No/No || align="center" | No/No || align="center" | No/No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 17 || align="center" | - || align="center" | - || align="center" | -1 || align="center" | -1 || align="center" | +1 || align="center" | HL/HL || align="center" | HL/H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2+? || align="center" | 6+1 || align="center" | 11+1 || align="center" | 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.
 
[[Image:(makotohayate).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Hayate (Jab) || align="center" | QCF +LP || align="center" | 100(17 life points) || align="center" | 13 || align="center" | 9 || align="center" | No
|-
| align="center" | Hayate (Strong) || align="center" | QCF +MP || align="center" | 100(17 life points) || align="center" | 13 || align="center" | 9 || align="center" | No
|-
| align="center" | Hayate (Fierce) || align="center" | QCF +HP || align="center" | 100(17 life points) || align="center" | 13 || align="center" | 9 || align="center" | No
|-
| align="center" | Hayate (Level 1) || align="center" | QCF +P Hold || align="center" | 110(19 life points) || align="center" | 14 || align="center" | 11 || align="center" | No
|-
| align="center" | Hayate (Level 2) || align="center" | QCF +P Hold || align="center" | 120(21 life points) || align="center" | 15 || align="center" | 13 || align="center" | No
|-
| align="center" | Hayate (Level 3) || align="center" | QCF +P Hold || align="center" | 130(22 life points) || align="center" | 33 || align="center" | 15 || align="center" | No
|-
| align="center" | Hayate (Level 4) || align="center" | QCF +P Hold || align="center" | 140(24 life points) || align="center" | 35 || align="center" | 17 || align="center" | No
 
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Hayate (Jab) || align="center" | 6 || align="center" | 6 || align="center" | 12 || align="center" | -12 || align="center" | +2 || align="center" | +4 || align="center" | HL || align="center" | H
|-
| align="center" | Hayate (Strong) || align="center" | 9 || align="center" | 6 || align="center" | 12 || align="center" | -12 || align="center" | +2 || align="center" | +4 || align="center" | HL || align="center" | H
|-
| align="center" | Hayate (Fierce) || align="center" | 11 || align="center" | 6 || align="center" | 12 || align="center" | -12 || align="center" | +2 || align="center" | +4 || align="center" | HL || align="center" | H
|-
| align="center" | Hayate (Level 1) || align="center" | 7~26 || align="center" | 6 || align="center" | 11 || align="center" | -9 || align="center" | +2 || align="center" | +4 || align="center" | HL || align="center" | H
|-
| align="center" | Hayate (Level 2) || align="center" | 27~46 || align="center" | 6 || align="center" | 10 || align="center" | -6 || align="center" | +2 || align="center" | +4 || align="center" | HL || align="center" | H
|-
| align="center" | Hayate (Level 3) || align="center" | 47~66 || align="center" | 6 || align="center" | 10 || align="center" | -2 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|-
| align="center" | Hayate (Level 4) || align="center" | 67~126 || align="center" | 6 || align="center" | 8 || align="center" | +2 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
 
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 5 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotofkage).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Fukiage (Jab) || align="center" | F, D, DF+LP || align="center" | 120(21 life points) || align="center" | 15 || align="center" | 29 || align="center" | Yes
|-
| align="center" | Fukiage (Strong) || align="center" | F, D, DF+MP || align="center" | 140(24 life points) || align="center" | 18 || align="center" | 31 || align="center" | Yes
|-
| align="center" | Fukiage (Fierce) || align="center" | F, D, DF+HP || align="center" | 160(28 life points) || align="center" | 20 || align="center" | 31 || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Fukiage (Jab) || align="center" | 7 || align="center" | 8 || align="center" | 26 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL
|-
| align="center" | Fukiage (Strong) || align="center" | 10 || align="center" | 8 || align="center" | 26 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL
|-
| align="center" | Fukiage (Fierce) || align="center" | 14 || align="center" | 7 || align="center" | 26 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Fukiage (Jab) || align="center" | 3 || align="center" | 10 || align="center" | 21 || align="center" | 4
|-
| align="center" | Fukiage (Strong) || align="center" | 3 || align="center" | 10 || align="center" | 21 || align="center" | 4
|-
| align="center" | Fukiage (Fierce) || align="center" | 3 || align="center" | 10 || align="center" | 21 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(makotooroshi).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Oroshi (Jab) || align="center" | QCB+LP || align="center" | 100(17 life points) || align="center" | 25 || align="center" | 7 || align="center" | Yes
|-
| align="center" | Oroshi (Strong) || align="center" | QCB+MP || align="center" | 110(19 life points) || align="center" | 28 || align="center" | 11 || align="center" | Yes
|-
| align="center" | Oroshi (Fierce) || align="center" | QCB+HP || align="center" | 140(24 life points) || align="center" | 35 || align="center" | 13 || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Oroshi (Jab) || align="center" | 19 || align="center" | 7 || align="center" | 17 || align="center" | -4 || align="center" | -2 || align="center" | 0 || align="center" | HL || align="center" | H
|-
| align="center" | Oroshi (Strong) || align="center" | 23 || align="center" | 7 || align="center" | 17 || align="center" | -4 || align="center" | -2 || align="center" | 0 || align="center" | HL || align="center" | H
|-
| align="center" | Oroshi (Fierce) || align="center" | 28 || align="center" | 7 || align="center" | 17 || align="center" | 0 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Oroshi (Ja) || align="center" | 3 || align="center" | 12 || align="center" | 18 || align="center" | 4
|-
| align="center" | Oroshi (Strong) || align="center" | 3 || align="center" | 12 || align="center" | 18 || align="center" | 4
|-
| align="center" | Oroshi (Fiercee) || align="center" | 3 || align="center" | 12 || align="center" | 18 || align="center" | 4
|}
''Comments here''
 
[[Image:(makotokarakusa).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Karakusa (Short) || align="center" | HCB +LK || align="center" | 30(8 life points) || align="center" | - || align="center" | 9 || align="center" | 39 || align="center" | No
|-
| align="center" | Karakusa (Forward) || align="center" | HCB +MK || align="center" | 30(8 life points) || align="center" | - || align="center" | 9 || align="center" | 43 || align="center" | No
|-
| align="center" | Karakusa (Roundhouse) || align="center" | HCB +HK || align="center" | 30(8 life points) || align="center" | - || align="center" | 9 || align="center" | 47 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Karakusa (Short) || align="center" | 7 || align="center" | 3 || align="center" | 28 || align="center" | - || align="center" | +14 || align="center" | +14 || align="center" | - || align="center" | -
|-
| align="center" | Karakusa (Forward) || align="center" | 8 || align="center" | 4 || align="center" | 29 || align="center" | - || align="center" | +14 || align="center" | +14 || align="center" | - || align="center" | -
|-
| align="center" | Karakusa (Roundhouse) || align="center" | 9 || align="center" | 4 || align="center" | 30 || align="center" | - || align="center" | +14 || align="center" | +14 || align="center" | - || align="center" | -
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Karakusa (Short) || align="center" | 0 || align="center" | - || align="center" | 8 || align="center" | -
|-
| align="center" | Karakusa (Forward) || align="center" | 0 || align="center" | - || align="center" | 8 || align="center" | -
|-
| align="center" | Karakusa (Roundhouse) || align="center" | 0 || align="center" | - || align="center" | 8 || align="center" | -
|}
''Comments here''
 
[[Image:(makotoatsur).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Tsurugi (Short) || align="center" | (Air Neutral or Diagonal Forward Jump) QCB+LK || align="center" | 140 || align="center" | 18 || align="center" | 13 || align="center" | No
|-
| align="center" | Tsurugi (Forward) || align="center" | (Air Neutral or Diagonal Forward Jump) QCB+MK || align="center" | 150 || align="center" | 19 || align="center" | 13 || align="center" | No
|-
| align="center" | Tsurugi (Roundhouse) || align="center" | (Air Neutral or Diagonal Forward Jump) QCB+HK || align="center" | 160 || align="center" | 20 || align="center" | 13 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Tsurugi (Short) || align="center" | 7 || align="center" | 1 || align="center" | 12 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | H
|-
| align="center" | Tsurugi (Forward) || align="center" | 7 || align="center" | 1 || align="center" | 12 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | H
|-
| align="center" | Tsurugi (Roundhouse) || align="center" | 7 || align="center" | 1 || align="center" | 12 || align="center" | - || align="center" | - || align="center" | - || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Tsurugi (Short) || align="center" | 3 || align="center" | 12 || align="center" | 19 || align="center" | 4
|-
| align="center" | Tsurugi (Forward) || align="center" | 3 || align="center" | 12 || align="center" | 19 || align="center" | 4
|-
| align="center" | Tsurugi (Roundhouse) || align="center" | 3 || align="center" | 12 || align="center" | 19 || align="center" | 4
|}
''Comments here''
 
=== EX Moves ===
 
[[Image:(makotohdkex).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Hayate (EX) || align="center" | QCF+PP || align="center" | 40 || align="center" | 160(28 life points) || align="center" | 20 || align="center" | 15 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Hayate (EX) || align="center" | 17 || align="center" | 1 || align="center" | 8/12 Guard/8 Far || align="center" | +2 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Hayate (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 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.
 
 
[[Image:(makotosrkex).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Fukiage (EX) || align="center" | F, D, DF+PP || align="center" | 40 || align="center" | 140(24 life points) || align="center" | 18 || align="center" | 21 || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Fukiage (EX) || align="center" | 11 || align="center" | 8 || align="center" | 17/26 Guard || align="center" | - || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Fukiage (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 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).
 
 
[[Image:(makototskex).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Oroshi (EX) || align="center" | QCB+PP || align="center" | 40 || align="center" | 160(28 life points) || align="center" | 40 || align="center" | 9 || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Oroshi (EX) || align="center" | 13 || align="center" | 7 || align="center" | 17 || align="center" | +3~+9 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Oroshi (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 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.
 
 
[[Image:(makotoatskex).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value'''
|-
| align="center" | Tsurugi (EX) || align="center" | (Air) QCB+KK || align="center" | 40 || align="center" | 180(80+100)(17 life points) || align="center" | 23(10+13) || align="center" | 18(9+9) || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Tsurugi (EX) || align="center" | 15・17 || align="center" | 2・2 || align="center" | 8 || align="center" | +2~+9 || align="center" | Down || align="center" | Down || align="center" | Hx2 || align="center" | Hx2
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Tsurugi (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 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 ===
 
[[Image:(makotosa1).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge'''
|-
| align="center" | I || align="center" | Seichu Sen Godan-zuki || align="center" | 1 bar (120) || align="center" | QCF QCF+P || align="center" | 500*(83 life points) || align="center" | 40 || align="center" | 20** || align="center" | 4,17
|}
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: none;"
|-
|* (150+40×3+300) Damage is when all hits connect.
|-
|** 5x5 is when all hits connect.
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 1・42・46・50・80 || align="center" | 3・1・1・1・7 || align="center" | 133/65 Far/71 Parry || align="center" | -17 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|}
''Comments here''
 
 
[[Image:(makotosa2).gif|none]]
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge'''
|-
| align="center" | II || align="center" | Abare Tosanami Kudaki || align="center" | 2 bars (88 each bar) || align="center" | QCF QCF+K (range changes based on the K) || align="center" | 360*(59 life points) || align="center" | 65** || align="center" | 24*** || align="center" | 4,75
|}
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: none;"
|-
|* (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'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 14~18 || align="center" | 5/6/9 || align="center" | 6/25 Far/32 Parry || align="center" | -20 || align="center" | Down || align="center" | Down || align="center" | HLx3 || align="center" | HLx3
|}
''Comments here''
 
 
[[Image:(makotosa3).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge'''
|-
| align="center" | III || align="center" | Tanden Renki-Seme no Kata || align="center" | 1 bar (96) || align="center" | QCF QCF+P || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|}
 
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 0 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|}
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 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.)  
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.)  




Line 87: Line 1,475:
Karakusa, SAI
Karakusa, SAI


 
===SAII (Abare Tosanami)===
 
 
SAII (Abare Tosanami):


Lead-ins:
Lead-ins:
Line 117: Line 1,502:
(JCD) Mk Tsurugi, SAII, (JCU) mk Tsurugi, hp hayate, hp hayate (corner only, 2 full stocks, strict timing)
(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.
''*''Character-specific, and sometimes the second fukiage is kara'ed, not the first. [https://docs.google.com/document/d/1NAO6oTN6ov5xw4Z8Lxd5mExz_9clRYz0lcyyKXTueXQ/edit?usp=sharing Here] is a comprehensive guide to most of the character specifics of SAII


 
===SAIII (Tanden-Renki)===
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:
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:
Line 126: Line 1,510:
Karakusa, hp, SAIII, cr. mp, hp Hayate
Karakusa, hp, SAIII, cr. mp, hp Hayate


==Frame Data==
=Strategies=
===Normals===
===Throws===
===Command Normals===
===Special Moves===
===Super Arts===
===Additional Frame Data===
 
==Strategies==
===Overview===
===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.
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===
===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===
===Super Art Selection===


Line 185: Line 1,565:
*Ibuki
*Ibuki
*Elena
*Elena
*Ryu
*Necro
*Necro
*Alex
*Alex
Line 207: Line 1,586:
''Makoto has no match-ups where she is at a serious disadvantage''
''Makoto has no match-ups where she is at a serious disadvantage''


{{Template:3rd Strike}}
{{Navbox-3S}}
 
[[Category: Street Fighter 3: 3rd Strike]]
[[Category: Street Fighter 3: 3rd Strike]]
[[Category: Makoto]]

Latest revision as of 19:39, 23 June 2024

Makoto's Character Select Portrait
Makoto's Neutral Stance

Updated version available!

You're reading the old version of this page. Click here to read the (in-progress) updated version!


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 L L

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 HL HL

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 HL H

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 HL

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 L L

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