(→6HK) |
Scatteraxis (talk | contribs) m (Scatteraxis moved page Street Fighter 3: 3rd Strike/Makoto/2021 to Street Fighter 3: 3rd Strike/Makoto) |
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(22 intermediate revisions by 2 users not shown) | |||
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|onBlock=2 | |onBlock=2 | ||
|attack=H | |attack=H | ||
|parry= | |guard=HL | ||
|parry=HL | |||
|damage=5 | |damage=5 | ||
|stun=3 | |stun=3 | ||
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|onBlock=6 | |onBlock=6 | ||
|attack=H | |attack=H | ||
|guard=HL | |||
|parry=H | |parry=H | ||
|damage=14 | |damage=14 | ||
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|onBlock=-5 | |onBlock=-5 | ||
|attack=H | |attack=H | ||
|guard=HL | |||
|parry=H | |parry=H | ||
|damage=21 | |damage=21 | ||
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|onBlock=-2 | |onBlock=-2 | ||
|attack=H | |attack=H | ||
|parry= | |guard=HL | ||
|parry=HL | |||
|damage=7 | |damage=7 | ||
|stun=3 | |stun=3 | ||
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|onBlock=-2 | |onBlock=-2 | ||
|attack=H | |attack=H | ||
|parry= | |guard=HL | ||
|parry=H | |||
|damage=16 | |damage=16 | ||
|stun=7 | |stun=7 | ||
Line 171: | Line 176: | ||
|onHitCrouch=4 | |onHitCrouch=4 | ||
|attack=H | |attack=H | ||
|guard=HL | |||
|parry=H | |parry=H | ||
|damage=23 | |damage=23 | ||
Line 199: | Line 205: | ||
|recovery=8 | |recovery=8 | ||
|attack=H | |attack=H | ||
|parry= | |guard=HL | ||
|parry=HL | |||
|damage=4 | |damage=4 | ||
|stun=3 | |stun=3 | ||
Line 224: | Line 231: | ||
|onBlock=2 | |onBlock=2 | ||
|attack=H | |attack=H | ||
|guard=HL | |||
|parry=H | |parry=H | ||
|damage=15 | |damage=15 | ||
Line 250: | Line 258: | ||
|onBlock=-4 | |onBlock=-4 | ||
|attack=H | |attack=H | ||
|guard=HL | |||
|parry=H | |parry=H | ||
|damage=26 | |damage=26 | ||
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|onBlock=-5 | |onBlock=-5 | ||
|attack=H | |attack=H | ||
|parry= | |guard=HL | ||
|parry=HL | |||
|damage=6 | |damage=6 | ||
|stun=5 | |stun=5 | ||
Line 303: | Line 313: | ||
|onBlock=-5 | |onBlock=-5 | ||
|attack=H | |attack=H | ||
|guard=HL | |||
|parry=H | |parry=H | ||
|damage=17 | |damage=17 | ||
Line 331: | Line 342: | ||
|onBlock=-11 | |onBlock=-11 | ||
|attack=H | |attack=H | ||
|guard=L | |||
|parry=L | |parry=L | ||
|damage=21 | |damage=21 | ||
Line 358: | Line 370: | ||
* Like Kuroshio, from 3rd frame, Makoto steps backwards and can avoid some grabs | * Like Kuroshio, from 3rd frame, Makoto steps backwards and can avoid some grabs | ||
* Recovers 6f faster than Kuroshio and is excellent against knocked-down opponents to set up a Karakusa | * Recovers 6f faster than Kuroshio and is excellent against knocked-down opponents to set up a Karakusa | ||
Used as another dash, and for a post-knockdown Karakusa setup. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kuroshio%20(Fake)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Kuroshio%20(Fake)}} | ||
}} | }} | ||
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|onBlock=3 | |onBlock=3 | ||
|attack=H | |attack=H | ||
|parry= | |guard=HL | ||
|parry=HL | |||
|damage=3 | |damage=3 | ||
|stun=3 | |stun=3 | ||
|description= | |description= | ||
* Cancel options: self sp su | * Cancel options: self sp su | ||
A better LP in most cases. Better recovery and +3 on all scenarios, however less active frames and 1f slower than LP on startup, so use it for applying mixups and dash cancelling. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20LP}} | ||
}} | }} | ||
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|onBlock=-1 | |onBlock=-1 | ||
|attack=H | |attack=H | ||
|parry= | |guard=HL | ||
|parry=HL | |||
|damage=12 | |damage=12 | ||
|stun=5 | |stun=5 | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Long cancel window and significant active frames allow this to be used to cover a large area and hit confirm into hayate if it hits. | * Long cancel window and significant active frames allow this to be used to cover a large area and hit confirm into hayate if it hits. | ||
The aforementioned Long-ish range and cancel window makes it an ideal poking tool and niche AA. It can be cancelled into a special or SA if parried. You can also cancel it into HP Hayate or SA1 if it lands normally. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20MP}} | ||
}} | }} | ||
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|onBlock=-6 | |onBlock=-6 | ||
|attack=H | |attack=H | ||
|guard=L | |||
|parry=L | |parry=L | ||
|damage=17 | |damage=17 | ||
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* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Sweep, hits low | * Sweep, hits low | ||
Its excellent speed and range makes it good at stopping approaches, and largely unpunishable by other sweeps. However it can still suffer against certain SAs, so be sure not to abuse it. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20HP}} | ||
}} | }} | ||
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|onBlock=-3 | |onBlock=-3 | ||
|attack=L | |attack=L | ||
|guard=L | |||
|parry=L | |parry=L | ||
|damage=5 | |damage=5 | ||
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* Combos into LP hayate, unless it hits at max range. | * Combos into LP hayate, unless it hits at max range. | ||
* Almost immediately retracts Makoto's upper body, making downward-moving attacks strike later (if not miss entirely) | * Almost immediately retracts Makoto's upper body, making downward-moving attacks strike later (if not miss entirely) | ||
The most used button for punishing high-blockers, especially after Hayate loops (only for 2 loops though). Cancel it into LP Hayate. You can also cancel it into EX Oroshi to punish low blocking. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20LK}} | ||
}} | }} | ||
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|onBlock=3 | |onBlock=3 | ||
|attack=H | |attack=H | ||
|parry= | |guard=HL | ||
|parry=HL | |||
|damage=16 | |damage=16 | ||
|stun=5 | |stun=5 | ||
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* Does not hit low; can be parried high or low | * Does not hit low; can be parried high or low | ||
* A good normal to whiff for meter build. | * A good normal to whiff for meter build. | ||
A really good low poke. It's +3 on block so you can harass with it (with caution). It can beat other cr.MKs. It can also be linked into SA1 after Karakusa, though it does the same dmg of HP > lvl1 MP Hayate > SA1. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20MK}} | ||
}} | }} | ||
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|onBlock=2 | |onBlock=2 | ||
|attack=H | |attack=H | ||
|guard=HL | |||
|parry=H | |parry=H | ||
|damage=23 | |damage=23 | ||
Line 519: | Line 542: | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* High-angle attack for anti-air, often recovers fast enough to be safe if parried | * High-angle attack for anti-air, often recovers fast enough to be safe if parried | ||
Used sparingly against some characters (mainly Elena and Dudley). It can also beat long medium/heavy normals if spaced right. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Crouch%20HK}} | ||
}} | }} | ||
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|damage=8 | |damage=8 | ||
|stun=7 | |stun=7 | ||
|description= | |description= Often used as an air reset in conjunction with j.LK, and after SA2, though j.LK has a better hitbox. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20LP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20LP%20(Neutral)}} | ||
}} | }} | ||
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* Self meter gain: Whiff: 2, Hit: 11, Block: 6. | * Self meter gain: Whiff: 2, Hit: 11, Block: 6. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
A slower j.LP, and thus is never used. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MP%20(Neutral)}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Has extended active frames for the entire jump | * Has extended active frames for the entire jump | ||
A slower j.LP, and thus is never used. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MP}} | ||
}} | }} | ||
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* Extremely slow startup | * Extremely slow startup | ||
* High hitbox, cannot hit most crouching characters | * High hitbox, cannot hit most crouching characters | ||
Poor air-to-air option, use j.HK/MK instead. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HP%20(Neutral)}} | ||
}} | }} | ||
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* First frame does less damage than later frames | * First frame does less damage than later frames | ||
* Can hit slightly behind Makoto vs larger characters | * Can hit slightly behind Makoto vs larger characters | ||
A safe jumping move (from +1 to +13 on block). Can be combo'd into st.HP (though timing can make it difficult at first) and can crossup some characters. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HP}} | ||
}} | }} | ||
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|description= | |description= | ||
* Super-fast startup for winning air-air situations | * Super-fast startup for winning air-air situations | ||
Used in air resets and/or after SA2, often in conjunction with j.LP, though it is often favored due to a faster startup. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20LK}} | ||
}} | }} | ||
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* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Superb hitbox coverage and active frames | * Superb hitbox coverage and active frames | ||
It's a nice jumping poke both aggressively or defensively, though it's very active, so be careful against AAs. Can be combo'd into SA1 or st.LK > LP Hayate. It can also crossup. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20MK}} | ||
}} | }} | ||
Line 710: | Line 739: | ||
* Extremely fast for a heavy button with very high priortity and very good range. | * Extremely fast for a heavy button with very high priortity and very good range. | ||
* Can often dash in to extend pressure after an air to air hit. | * Can often dash in to extend pressure after an air to air hit. | ||
Same deal as j.MK, however the hitbox is only horizontal and it's a better A2A move. If done low enough it can be combo'd into st.HP. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Jump%20HK}} | ||
}} | }} | ||
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|onBlock=-2 | |onBlock=-2 | ||
|attack=H*H | |attack=H*H | ||
|parry= | |guard=HL*HL | ||
|parry=HL*H | |||
|damage=16 | |damage=16 | ||
|stun=7 | |stun=7 | ||
Line 759: | Line 789: | ||
|onHitCrouch=4 | |onHitCrouch=4 | ||
|attack=H*H | |attack=H*H | ||
|parry=H | |guard=HL*HL | ||
|parry=H*H | |||
|damage=23 | |damage=23 | ||
|stun=7 | |stun=7 | ||
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|onBlock=-4 | |onBlock=-4 | ||
|attack=H*H*H | |attack=H*H*H | ||
|guard=HL*HL*HL | |||
|parry=H*H*H | |parry=H*H*H | ||
|damage=31 | |damage=31 | ||
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|stun=3 | |stun=3 | ||
|description= | |description= | ||
An underrated mixup tool, as it can be kara-canceled from standing HK to move Makoto backwards for better spacing and hit advantage. Thus, it's used to apply pressure, beat cr.MKs and can be used as a sneaky AA. Used to also confirm SA1 or LK too if meaty'd enough. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Chigusa}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Makoto/normal/Chigusa}} | ||
}} | }} |
Latest revision as of 19:40, 23 June 2024
Introduction
Makoto, a tomboyish Japanese teenager, seeks to restore her father's dojo to its former glory. She is one of the new characters introduced in SF III: 3rd Strike, based around a more traditional concept of Japanese Karate compared to Ryu/Ken's more supernaturally-flavored Ansatsuken.
Makoto is the first female Street Fighter to be tough and hard-hitting with just as much stamina as the average males (like Ryu and Ken), instead of being a "glass cannon" archetype. Although her normal walk speed is incredibly sluggish, she has the fastest dash in the game, as well as quick feints and overheads. Perhaps her best tool is the Karakusa, a unique command grab which can be comboed from, making way for devastating damage and stun. Put all of this together and you have a character who can survive long sets until her highly explosive fighting style can win with a single opening.
Super Arts
SA I (Seichuusen Godanzuki)
Highly recommended for beginners. Use this for the faster characters, including Yun, Yang, and Ibuki, who tend to be harder to grab with Karakusa. It does excellent damage and has numerous hit-confirms, in addition to the guaranteed Karakusa ones. It is especially good if you can confirm it after Hayate and Oroshi. 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. It also confers no positional advantage after hit, as your opponent is sent across the screen and often recovers before you will (some characters can even get a free punish if you hit them with it in the corner). Some top players use this super exclusively against all characters as it allows for fast punishes and is universally easy to connect with.
SA II: (Abare Tosanami)
High execution, high reward Super. Typically used for slower characters including the shotos, Urien, Hugo, etc. A lot of its usefulness depends on your ability to land Karakusa (or the threat thereof), especially on your half of the screen, as it can be comboed into with HP after the Karakusa (or simply with HP to catch your opponent trying to jump away out of Karakusa reach. It is potentially the most powerful super in the game and can lead to 100% kill combos from full health using the Double Fukiage technique. For the most damage, you can use early MK Tsurugi, Fukiage, jump Fierce, but for the most reliable combo, use MK Tsurugi, Hayate, Hayate.
Makoto has 100% stun setups from Karakusa on almost everyone except the 5 characters with the longest stun bar (Alex, Q, Hugo, Oro, and Dudley) using the "Double Fukiage" (W-Fukiage in Japan) followup, but they involve an advanced kara-cancel technique on at least the first Fukiage (using neutral HK), and even more advanced methods against Oro, Ibuki, and Chun-Li (the Telesniper technique). Akuma and Remy, having the shortest stun bars, have the easiest 100% stun combo (the "Fukiage, HP" follow-up to the super), and can also be fully stunned with even a raw SAII using the Double Fukiage follow-up. Timing before the first Fukiage also varies greatly by character (Necro, Urien, Dudley, and Hugo very slowly, Shotos tend to fall moderately fast, and Yun, Yang, and Alex fall extremely quickly, for example). Also, it can 100% stun every character in the game if comboed into from jump HP, though this is highly situational.
The main downside (aside from its usefulness being mostly tied to your ability to land Karakusa on your side of the screen) is that it has huge startup time and no actual invulnerability on startup, unlike her other two supers. However, it can be used to counter fireballs from full screen, and counter meaty low attacks and throws even on wakeup (if you are actually unhinged enough to do this).
SA III: (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 (while it's already active), you're pretty much screwed. It does confer temporary invulnerability upon startup with zero recovery time (and is the only super in the game to do so), so it's possible to use this as a one-time Get Out of Jail Free card, but it's likely to take you out of the frying pan and directly into the fire.
Strengths | Weaknesses |
---|---|
|
|
Makoto #3S_MA | |
---|---|
Vitals | |
Life Points | 1200 |
Stun Points | 64 |
Super Art Stock/Size | |
SA1 | 1/120 |
SA2 | 2/88 |
SA3 | 1/96 |
Ground Movement | |
Forward Dash duration/distance | 11 (30) (150px) |
Back Dash duration/distance | 14 |
Jumping | |
Back Jump duration | 42(4+35+3) |
Neutral Jump duration | 41(4+34+3) |
Forward Jump duration | 41(4+34+3) |
Back Super Jump duration | 46(6+37+3) |
Neutral Super Jump duration | 45(6+36+3) |
Forward Super Jump duration | 45(6+36+3) |
Wake up | |
Wake up duration | 71 |
Quick rise duration | 43 |
3S Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Command Normals
6LP
6MP
6HP
6LK
6MK
6HK
6HK (Hold)
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
8MP
j.MP
8HP
j.HP
j.LK
j.MK
j.HK
Target Combos
5LK, MK
6MK,HK
6HP, HP, HP
Throws
LPLK
4/6LPK
Universal Overhead
MPMK
Taunts
HPHK
None
None
Special Moves
236P
236P (7F hold)
236P (27F hold)
236P (47F hold)
236P (67F hold)
236P,K
236P, HPK
623P
214P
214K (air)
63214K