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

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===Kara-Techniques===
===Kara-Techniques===
LK kara HK Karakusa
c.HK kara MK Karakusa
HK kara any Hayate
HK kara any Fukiage
MK kara LP Hayate


===Zoning===
===Zoning===

Revision as of 03:14, 18 September 2021

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

Kara-Techniques

LK kara HK Karakusa

c.HK kara MK Karakusa

HK kara any Hayate

HK kara any Fukiage

MK kara LP Hayate

Zoning

Mixups

Additional Notes

  • Personal Action: Attack and Recovers stun meter. Holding HP HK = Up to 2 more Stun Recocery bonuses Attack up.

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