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

From SuperCombo Wiki
mNo edit summary
Line 3: Line 3:
===Meterless===
===Meterless===


c.LK, LP Hayate
c.LP -> c.LP x LP Hayate


LK, LP Hayate
LP -> LP -> LK x LP Hayate


c.MP, HP Hayate
c.LK x LP Hayate


MP, HP Hayate
LK x LP Hayate


Karakusa, close.HP, HP Hayate
c.MP x HP Hayate
 
MP x HP Hayate
 
MP -> LK x LP Hayate
 
HP x lvl1 MP Hayate
 
Karakusa -> cl.HP x lvl1 MP Hayate
 
MK Tsurugi -> LK x LP Hayate
 
MK Tsurugi -> c.MP x HP Hayate
 
MK Tsurugi -> HP x lvl1 MP Hayate


===EX Moves===
===EX Moves===

Revision as of 18:57, 11 September 2021

Combos

Meterless

c.LP -> c.LP x LP Hayate

LP -> LP -> LK x LP Hayate

c.LK x LP Hayate

LK x LP Hayate

c.MP x HP Hayate

MP x HP Hayate

MP -> LK x LP Hayate

HP x lvl1 MP Hayate

Karakusa -> cl.HP x lvl1 MP Hayate

MK Tsurugi -> LK x LP Hayate

MK Tsurugi -> c.MP x HP Hayate

MK Tsurugi -> HP x lvl1 MP Hayate

EX Moves

Karakusa,HP,EX Hayate,(HP Hayate)

SAI (Seichusen-Godanzuki)

Note: Her dash punch can combo into SAI if you do the super during the first recovery frame of the dash punch; any combo involving dash punch can be comboed into SAI, as a result (i.e. strong -> dash punch -> SAI, or low short -> dash punch -> super, etc.)


Cr. lk, SAI

Cl. mp, SAI

Cl. hp, SAI

Cr. mk, SAI

Cl. hk, SAI

Karakusa, SAI

SAII (Abare Tosanami)

Lead-ins:

Note: SAII tracks based on which kick is used. LK travels nearly vertically, MK goes to about half-screen, and HK goes about 3/4 screen. Sometimes there is character specificity involved in which kick to use; taller characters, for example, can be hit anywhere between pinned in the corner and half screen by MK (and sometimes HK, even), but shorter ones require LK if Makoto is pinned in the corner (MK hits once and then flies over the character's head) and MK otherwise.


(Karakusa), Cl. hp, SAII (only if opponent is on your half of the screen after the pushback from the standing fierce.)

Mp Oroshi, SAII (same condition).


Juggles after SAII finishes:

Note: All dash-cancels are in the direction your opponent is hit; therefore, if your SAII activates from the right corner of the screen, dash-cancel left, and vice-versa. Also, all follow-up uppercuts (fukiages) are in the opposite direction of the dash-cancel. Therefore, if you dash-canceled to the right, you have to do a left-directional DP motion. Finally, "JCD" = Jump-cancel directionally (towards opponent); JCU = Jump-cancel up.


(Dash-cancel) Hp Fukiage, (JCU) Hp

(Dash-cancel) Kara-Fukiage*, (Dash-cancel) Fukiage

(JCD) Mk Tsurugi, lp Hayate, hp Hayate

(JCD) Mk Tsurugi, hp Hayate, hp/cr. hk (corner only)

(JCD) Mk Tsurugi, SAII, (JCU) mk Tsurugi, hp hayate, hp hayate (corner only, 2 full stocks, strict timing)

*Character-specific, and sometimes the second fukiage is kara'ed, not the first.

SAIII (Tanden-Renki)

This isn't a traditional attacking super; Makoto gets a serious attack boost but can't block (until the meter runs out.) Therefore, there's not really any special comboes she can do with it, but there is a lot of damage potential if you can read your opponent well. The only one I've got is:

Karakusa, hp, SAIII, cr. mp, hp Hayate

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