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

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Line 60: Line 60:
  ↳tick karakusa
  ↳tick karakusa
  ↳UOH
  ↳UOH


5mp
5mp
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  ↳instant air ex tsurugi
  ↳instant air ex tsurugi
  ↳sa1 (confirm)
  ↳sa1 (confirm)


2mp
2mp
Line 99: Line 97:
  ↳ex oroshi
  ↳ex oroshi
  ↳sa1
  ↳sa1


5hp
5hp
Line 124: Line 121:
  ↳ex oroshi
  ↳ex oroshi
  ↳sa1
  ↳sa1


2hp
2hp


5lk
5lk
Line 143: Line 138:
  ↳karakarakusa
  ↳karakarakusa
  ↳sa1
  ↳sa1


2lk
2lk
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  ↳ex oroshi
  ↳ex oroshi
  ↳sa1
  ↳sa1


5hk
5hk
  ↳sa1 (confirm)
  ↳sa1 (confirm)


2hk
2hk


dj.hp (crossup-able)
dj.hp (crossup-able)
Line 170: Line 161:
   ↳sa2(if cornered)
   ↳sa2(if cornered)
  ↳karakusa (doesnt combo)
  ↳karakusa (doesnt combo)


karakusa (sjc-able)
karakusa (sjc-able)


ex oroshi (sjc-able)
ex oroshi (sjc-able)


instant air ex tsurugi
instant air ex tsurugi


UOH
UOH


backdash
backdash
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  ↳2mk
  ↳2mk
   ↳sa1 (confirm)
   ↳sa1 (confirm)


n.jump
n.jump
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  ↳whiffed j.hk karakusa setup
  ↳whiffed j.hk karakusa setup
  ↳tsurugi
  ↳tsurugi


parry guess
parry guess

Revision as of 03:37, 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

Mixups and Okizeme

Makoto's okizeme and mixups are arguably the strongest ones in 3s, it doesn't mean they're simple and/or easy to grasp. For jump-ins it's easier to grasp them using j. (jump), nj. (neutral jump) and dj. (diagonal jump). Each option has its framedata, however, for making the list easier and shorter to read the framedata contains 'normal blockstun and hitstun ~ best meaty blockstun and hitstun'. Terminologies: "sjc-able" means "super jump cancellable", the move can cancel the first frames of the super jump, making the character unthrowable for few frames. Example: 2147p for sjc orochi Instant air ex tsurugi is doing ex tsurugi as low to the ground as possible, by inputting the super jump and inputting the ex tsurugi motion, no trick behind it. Example: 28214kk or 2963214kk

NOTE: The order of the options listed is: Punches Kicks Type of the move (light, medium, hard) Tick karakusa (if possible) UOH (Universal Over Head) Ex moves (if possible) Instant air tsurugi (if possible) Super


Remember, these are the most optimal AGGRESSIVE options, but the master of war Sun Tzu once said: "Even the finest sword plunged into salt water will eventually rust.", meaning being aggressive all the time will lead you to defeat. Never understimate guarding and backdashing.


5lp

↳2lk
 ↳2hk
 ↳hayate
   ↳hit
   ↳feint
 ↳ex oroshi
↳tick karakusa
↳UOH

2lp

↳5mp
↳2hk
↳tick karakusa
↳UOH

5mp

↳5mp
 ↳hayate
  ↳hit
  ↳feint
 ↳5lk (char specific)
  ↳hayate
   ↳hit
   ↳feint
 ↳instant air ex tsurugi
 ↳sa1 (confirm)
↳5hp
 ↳hayate
  ↳hit
  ↳feint
↳2hp
↳5lk
 ↳hayate
  ↳hit
  ↳feint
↳2lk
 ↳hayate
  ↳hit
  ↳feint
↳2hk
↳tick karakusa
↳ex oroshi
↳instant air ex tsurugi
↳sa1 (confirm)

2mp

↳hayate
 ↳hit
 ↳feint
↳ex oroshi
↳sa1

5hp

↳hayate
 ↳hit
 ↳feint
↳ex hayate
 ↳2mp (vs cornered Ibuki, Dudley & Necro)
  ↳hayate
   ↳hit
   ↳feint
    ↳5lk karakarakusa 
 ↳5hp (vs cornered Alex & Hugo)
  ↳hayate
   ↳hit
   ↳feint
    ↳5lk karakarakusa 
 ↳6lk (vs cornered Yang & Yun)
  ↳5lk karakarakusa 
 ↳5mk (vs cornered Dudley & Necro)
 ↳lp hayate (vs cornered Chun-li, Elena, Makoto, Oro, Q, Remy & Twelve)
 ↳5lk or 5mk kara lp hayate (vs cornered Gouki, Ken, Ryu & Sean) 
 ↳mp hayate (vs cornered Alex, Hugo & Urien)
↳ex oroshi
↳sa1

2hp

5lk

↳whiffed 5lk 2mp
↳whiffed 5lk 5hp
↳whiffed 5lk 2lk
↳whiffed 5lk 5mk
↳whiffed 5lk 5hk
↳whiffed 5lk 2hk
↳whiffed 5lk hk karakusa
↳whiffed 5lk ex oroshi
↳hayate
 ↳hit
 ↳feint
↳karakarakusa
↳sa1

2lk

↳hayate
 ↳hit
 ↳feint
↳tick karakusa
↳ex oroshi
↳sa1

5hk

↳sa1 (confirm)

2hk

dj.hp (crossup-able)

↳5hp
 ↳hayate
  ↳hit
  ↳feint
 ↳ex oroshi
 ↳sa1
 ↳sa2(if cornered)
↳karakusa (doesnt combo)

karakusa (sjc-able)

ex oroshi (sjc-able)

instant air ex tsurugi

UOH

backdash

↳2mp
 ↳hayate
  ↳hit
  ↳feint
 ↳sa1
↳2mk
 ↳sa1 (confirm)

n.jump

↳j.hk (hit)
 ↳5hp
  ↳sa1
  ↳sa2 (if cornered) 
↳whiffed j.hk karakusa setup
↳tsurugi

parry guess

LK Kara HK Karakusa sweetspot after opponent's quick rise

Small note: Tests were done by forward throw while Makoto is in the corner

Character Range
Alex No
Chun-li Yes
Dudley No
Elena No
Gouki/Akuma Yes
Hugo Yes
Ibuki Yes
Ken Yes
Makoto No
Necro Yes
Oro No
Q Yes
Remy No
Ryu Yes
Sean Yes
Twelve No
Urien Yes
Yang Yes
Yun Yes

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