Super Street Fighter IV AE/Makoto: Difference between revisions

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* Makoto's stamina is now 1,000.
* Makoto's stamina is now 1,000.
* Forward and back dash are faster. New FADC combos possible now because of faster dash.
* Forward and back dash are faster. New FADC combos possible now because of faster dash.


==The Basics==  
==The Basics==  

Revision as of 18:55, 2 June 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Makoto

SSFIV-Makoto Face.jpg

Growing up respecting and loving her father's Rindoukan karate dojo, Makoto did everything she could to emulate her father. However, upon his passing, no one was left to continue the school (her brother had no interest in the school) and it eventually closed down. Figuring she was the only hope to rebuild the respected school, she literally used her own hands to bring the school back to life with her carpentry skills and has now entered the Street Fighting circuit to see if she can garner potential students after seeing her success in battles, thus continuing to spread her father's teachings.


In a nutshell

Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.


Moves

Unique Attacks

Name
Command
Notes
Yamase
f + hp --- hp
First hit can whiff and still be chained
Target Combo 1
lk --- mk
First hit can whiff and still be chained
Target Combo 2
f + mk --- hk
First hit can whiff and still be chained

Throws

Name
Command
Notes
Head Butt
f or n + lp + lk
throw
Triple Threat
b + lp + lk
throw

Special Moves

Name
Command
Notes
Fukiage
dp + p
ex
Hayate
qcf + p
Hold p to delay attack and increase damage; Press k during delay to cancel; ex version cannot be delayed or canceled; ex
Oroshi
qcb + p
high ex armorbreak
Karakusa
hcb + k
ex version gains armor; throw ex
Tsurugi
(during vertical or forward jump) qcb + k
ex version hits high ; ex

Super Combo

Name
Command
Notes
Tanden Renki
qcf qcf + p
Boosts strength temporarily

Ultra Combos

Name
Command
Notes
Seichusan Godanzuki
qcf qcf + 3p
armorbreak
Abare Tosanami
qcf qcf + 3k
Hold different kick buttons before reaching wall to change attack angle


AE Changes

  • Crouching Light Kick has more range.
  • Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.
  • Crouching Hard Punch has slightly more active frames.
  • F + Light Punch has a 3 frame startup (formerly 4 frames).
  • EX Hayate now breaks armor and has a slightly faster start up.
  • Opponent can no longer do a quick get up after a Hard Punch or EX Oroshi. It's more useful now in resets and wake up situations.
  • Fukiage, when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful.
  • EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground.
  • Ultra 1 damage distribution has been changed.
  • Ultra 2 has a faster startup time making it easier to counter Fireballs with.
  • Makoto's stamina is now 1,000.
  • Forward and back dash are faster. New FADC combos possible now because of faster dash.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Stand Jab.gif HL 30 50 20 sp/su 4 4 5 +2 +5
Stand Strong.gif HL 60 100 40 sp/su 5 7 7 +2 +5
Stand Fierce.gif HL 80 200 60 sp/su 6 3 24 -9 -5
Stand Short.gif HL 40 50 20 sp/su 5 3 8 0 +3
Stand Forward.gif HL 70 100 40 sp/su 6 4 12 -2 +1
Stand Roundhouse.gif HL 100 250 60 su 8 8 12 -2 +2
Right.gif+Jab.gif HL 30 50 20 sp/su 3 4 7 0 +3
Right.gif+Strong.gif HL 90 100 40 su 7 6 8 0 +3
Right.gif+Fierce.gif HL 90 200 60 - 13 8 18 -8 -4
Right.gif+Short.gif HL 40 50 20 - 7 3 12 -4 -1
Right.gif+Forward.gif HL 90 100 40 - 15 3 16 -1 +2
Right.gif+Roundhouse.gif L 110 200 60 - 19 3 23 -8 -
crouch Jab.gif HL 20 50 20 ch/sp/su 4 4 6 +1 +4
crouch Strong.gif HL 60 100 40 sp/su 7 6 9 -1 +2
crouch Fierce.gif L 90 100 60 - 7 3 24 -9 -
crouch Short.gif L 30 50 20 sp/su 4 4 7 0 +3
crouch Forward.gif HL 70 100 40 - 7 6 8 0 +3
crouch Roundhouse.gif HL 90 100 60 - 9 4 17 -3 +1
Jump up Jab.gif H 50 50 20 - 4 9 - - -
Jump up Strong.gif H 80 100 40 - 5 6 - - -
Jump up Fierce.gif H 100 250 60 - 8 2 - - -
Jump up Short.gif H 40 50 20 - 4 9 - - -
Jump up Forward.gif H 80 100 40 - 7 10 - - -
Jump up Roundhouse.gif H 100 200 60 - 7 5 - - -
Jump forward Jab.gif H 50 50 20 -- 4 9 - - -
Jump forward Strong.gif H 80 100 40 - 5 6 - - -
Jump forward Fierce.gif H 100 200 60 - 6 5 - - -
Jump forward Short.gif H 40 50 40 - 4 9 - - -
Jump forward Forward.gif H 80 100 40 - 7 5 - - -
Jump forward Roundhouse.gif H 100 200 60 - 9 5 - - -
Yamase (Right.gif+Fierce.gif > Fierce.gif) HL 50*80 50*100 20*20 - 7 3(3)5 18 -5 -1
Short.gif > Forward.gif HL 50 100 40 - 2 4 14 -4 -1
Right.gif+Forward.gif > Roundhouse.gif HL 100 200 60 - 8 7 14 -3 +1
Focus Attack LVL1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack LVL2 HL 80 150 40 - 17+12 2 35 -15 -
Focus Attack LVL3 - 140 200 60 - 64 2 35 - -
Forward Throw 0.90 100 200 40 - 3 2 20 - +1
Back Throw 0.90 130 120 40 - 3 2 20 - -
Fukiage Jab.gif HL 100 160 30/40 su 8 8 31 - -
Fukiage Strong.gif HL 100 160 30/40 su 10 8 32 - -
Fukiage Fierce.gif HL 100 160 30/40 su 13 8 32 - -
Fukiage EX.gif HL 140 200 -250/0 su 10 8 32 - -
Hayate Jab.gif (Lv1) HL 90 120 20/40 su 8 5 23 -8 0
Hayate Jab.gif (Lv2) HL 105 135 20/40 su 4+8 5 23 -7 +1
Hayate Jab.gif (Lv3) HL 120 150 20/40 su 24+8 5 23 -6 +2
Hayate Jab.gif (Lv4) HL 135 165 20/40 su 44+8 5 23 -5 -
Hayate Jab.gif (Lv5) HL 150 180 20/40 su 64+8 5 23 -4 -
Hayate Strong.gif (Lv1) HL 100 120 20/40 su 15 5 21 -7 +1
Hayate Strong.gif (Lv2) HL 115 135 20/40 su 4+15 5 21 -6 +2
Hayate Strong.gif (Lv3) HL 130 150 20/40 su 24+15 5 21 -5 +3
Hayate Strong.gif (Lv4) HL 145 165 20/40 su 44+15 5 21 -4 -
Hayate Strong.gif (Lv5) HL 160 180 20/40 su 64+15 5 21 -3 -
Hayate Fierce.gif (Lv1) HL 110 120 20/40 su 20 5 19 -6 +2
Hayate Fierce.gif (Lv2) HL 125 135 20/40 su 4+20 5 19 -5 +3
Hayate Fierce.gif (Lv3) HL 140 150 20/40 su 24+20 5 19 -4 +4
Hayate Fierce.gif (Lv4) HL 155 165 20/40 su 44+20 5 19 -3 -
Hayate Fierce.gif (Lv5) HL 170 180 20/40 su 64+20 5 19 -2 -
Hayate EX.gif HL 120 150 -250/0 su 13 6 16 -4 -
Hayate Cancel - - - - - - - 12 - -
Oroshi Jab.gif H 90 200 30/30 su 22 6 16 -4 +4
Oroshi Strong.gif H 100 200 30/30 su 23 6 15 -5 +5
Oroshi Fierce.gif H 150 200 30/30 su 24 6 14 -5 -
Oroshi EX.gif H 120 200 -250/0 su 18 6 19 -4 -
Karakusa ??? 40 80 20/40 - ??? 2 47 - +12
Karakusa EX.gif 0.98 60 120 -250/0 - 5 2 47 - +12
Tsurugi Short.gif HL 90 120 10/40 - 11 4 11 - -
Tsurugi Forward.gif HL 100 140 10/40 - 13 4 11 - -
Tsurugi Roundhouse.gif HL 150 200 10/40 - 15 4 11 - -
Tsurugi EX.gif H 60*100 100*120 -250/0 - 15 1*4 11 - -
Super Combo HL - - -1000/0 - 1+0 720 11 - -
Ultra Combo 1 HL 75*405 0 0/0 - 0+6 3 47 -29 -
Ultra Combo 2 HL 105*75*60*150[60*45*45*60] 0 0/0 ??? ??? ??? 26 -28 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: