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

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= Moves List =
==Introduction==


== Normal Moves ==
==Moves List==


== Throws ==
===Normal Moves===
 
====Throws====


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== Special Normals ==
====Command Normals====


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


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* F + MK -> HK
* F + MK -> HK


== Special Moves ==
===Special Moves===


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== Super Arts ==
===Super Arts===


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== Strategies ==
==Strategies==
work your entire game around the karakusa/ landing the abare tsunami. 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 to keep it fresh. jumping Mk are 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 tsunami. 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 to keep it fresh. jumping Mk are the all purpose air and anti air attack. jumping HK is great for swatting down jump happy combatants.

Revision as of 19:30, 4 December 2006

http://photobucket.com/albums/a347/givequicheachance/makoto-stance.gif

Introduction

Moves List

Normal Moves

Throws

Tacchuu LP + LK
Araiso F or B + LP + LK

Command Normals

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

Target Combos

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

Special Moves

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

Super Arts

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

Strategies

work your entire game around the karakusa/ landing the abare tsunami. 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 to keep it fresh. jumping Mk are the all purpose air and anti air attack. jumping HK is great for swatting down jump happy combatants.