|
|
Line 52: |
Line 52: |
| * F + Light Punch has a 3 frame startup (formerly 4 frames). | | * F + Light Punch has a 3 frame startup (formerly 4 frames). |
| * EX Hayate now breaks armor and has a slightly faster start up. | | * EX Hayate now breaks armor and has a slightly faster start up. |
| * Opponent can no longer do a quick get up after a EX Oroshi. It's more useful now in resets and wake up situations. | | * Opponent can no longer do a quick get up after a HP Oroshi or EX Oroshi. It's more useful now in resets and wake up situations. |
| * Fukiage, when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful. | | * Fukiage, when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful. |
| * EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground. | | * EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground. |
Makoto
Growing up respecting and loving her father's Rindoukan karate dojo, Makoto did everything she could to emulate her father. However, upon his passing, no one was left to continue the school (her brother had no interest in the school) and it eventually closed down. Figuring she was the only hope to rebuild the respected school, she literally used her own hands to bring the school back to life with her carpentry skills and has now entered the Street Fighting circuit to see if she can garner potential students after seeing her success in battles, thus continuing to spread her father's teachings.
In a nutshell
Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.
Moves
Unique Attacks
Yamase
f + hp --- hp
First hit can whiff and still be chained
Target Combo 1
lk --- mk
First hit can whiff and still be chained
Target Combo 2
f + mk --- hk
First hit can whiff and still be chained
Throws
Head Butt
f or n + lp + lk
throw
Triple Threat
b + lp + lk
throw
Special Moves
Hayate
qcf + p
Hold p to delay attack and increase damage; Press k during delay to cancel; ex version cannot be delayed or canceled; ex
Oroshi
qcb + p
high ex armorbreak
Karakusa
hcb + k
ex version gains armor; throw ex
Tsurugi
(during vertical or forward jump) qcb + k
ex version hits high ; ex
Super Combo
Tanden Renki
qcf qcf + p
Boosts strength temporarily
Ultra Combos
Seichusan Godanzuki
qcf qcf + 3p
armorbreak
Abare Tosanami
qcf qcf + 3k
Hold different kick buttons before reaching wall to change attack angle
AE Changes
- Crouching Light Kick has more range.
- Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.
- Crouching Hard Punch has slightly more active frames.
- F + Light Punch has a 3 frame startup (formerly 4 frames).
- EX Hayate now breaks armor and has a slightly faster start up.
- Opponent can no longer do a quick get up after a HP Oroshi or EX Oroshi. It's more useful now in resets and wake up situations.
- Fukiage, when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful.
- EX Tsurugi is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground.
- Ultra 1 damage distribution has been changed.
- Ultra 2 has a faster startup time making it easier to counter Fireballs with.
- Makoto's stamina is now 1,000.
- Forward and back dash are faster. New FADC combos possible now because of faster dash.
The Basics
Combos
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Stand
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
4
|
5
|
+2
|
+5
|
|
|
Stand
|
HL
|
60
|
100
|
40
|
sp/su
|
5
|
7
|
7
|
+2
|
+5
|
|
|
Stand
|
HL
|
80
|
200
|
60
|
sp/su
|
6
|
3
|
24
|
-9
|
-5
|
|
|
Stand
|
HL
|
40
|
50
|
20
|
sp/su
|
5
|
3
|
8
|
0
|
+3
|
|
|
Stand
|
HL
|
70
|
100
|
40
|
sp/su
|
6
|
4
|
12
|
-2
|
+1
|
|
|
Stand
|
HL
|
100
|
250
|
60
|
su
|
8
|
8
|
12
|
-2
|
+2
|
|
|
+
|
HL
|
30
|
50
|
20
|
sp/su
|
3
|
4
|
7
|
0
|
+3
|
|
|
+
|
HL
|
90
|
100
|
40
|
su
|
7
|
6
|
8
|
0
|
+3
|
|
|
+
|
HL
|
90
|
200
|
60
|
-
|
13
|
8
|
18
|
-8
|
-4
|
|
|
+
|
HL
|
40
|
50
|
20
|
-
|
7
|
3
|
12
|
-4
|
-1
|
|
|
+
|
HL
|
90
|
100
|
40
|
-
|
15
|
3
|
16
|
-1
|
+2
|
|
|
+
|
L
|
110
|
200
|
60
|
-
|
19
|
3
|
23
|
-8
|
-
|
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
4
|
6
|
+1
|
+4
|
|
|
crouch
|
HL
|
60
|
100
|
40
|
sp/su
|
7
|
6
|
9
|
-1
|
+2
|
|
|
crouch
|
L
|
90
|
100
|
60
|
-
|
7
|
3
|
24
|
-9
|
-
|
|
|
crouch
|
L
|
30
|
50
|
20
|
sp/su
|
4
|
4
|
7
|
0
|
+3
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
-
|
7
|
6
|
8
|
0
|
+3
|
|
|
crouch
|
HL
|
90
|
100
|
60
|
-
|
9
|
4
|
17
|
-3
|
+1
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
9
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
250
|
60
|
-
|
8
|
2
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
4
|
9
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
7
|
10
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
--
|
4
|
9
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
40
|
-
|
4
|
9
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
9
|
5
|
-
|
-
|
-
|
|
|
Yamase ( + > )
|
HL
|
50*80
|
50*100
|
20*20
|
-
|
7
|
3(3)5
|
18
|
-5
|
-1
|
|
|
>
|
HL
|
50
|
100
|
40
|
-
|
2
|
4
|
14
|
-4
|
-1
|
|
|
+ >
|
HL
|
100
|
200
|
60
|
-
|
8
|
7
|
14
|
-3
|
+1
|
|
|
Focus Attack LVL1
|
HL
|
60
|
100
|
20
|
-
|
21
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL2
|
HL
|
80
|
150
|
40
|
-
|
17+12
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL3
|
-
|
140
|
200
|
60
|
-
|
64
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.90
|
100
|
200
|
40
|
-
|
3
|
2
|
20
|
-
|
+1
|
|
|
Back Throw
|
0.90
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Fukiage
|
HL
|
100
|
160
|
30/40
|
su
|
8
|
8
|
31
|
-
|
-
|
|
|
Fukiage
|
HL
|
100
|
160
|
30/40
|
su
|
10
|
8
|
32
|
-
|
-
|
|
|
Fukiage
|
HL
|
100
|
160
|
30/40
|
su
|
13
|
8
|
32
|
-
|
-
|
|
|
Fukiage
|
HL
|
140
|
200
|
-250/0
|
su
|
10
|
8
|
32
|
-
|
-
|
|
|
Hayate (Lv1)
|
HL
|
90
|
120
|
20/40
|
su
|
8
|
5
|
23
|
-8
|
0
|
|
|
Hayate (Lv2)
|
HL
|
105
|
135
|
20/40
|
su
|
4+8
|
5
|
23
|
-7
|
+1
|
|
|
Hayate (Lv3)
|
HL
|
120
|
150
|
20/40
|
su
|
24+8
|
5
|
23
|
-6
|
+2
|
|
|
Hayate (Lv4)
|
HL
|
135
|
165
|
20/40
|
su
|
44+8
|
5
|
23
|
-5
|
-
|
|
|
Hayate (Lv5)
|
HL
|
150
|
180
|
20/40
|
su
|
64+8
|
5
|
23
|
-4
|
-
|
|
|
Hayate (Lv1)
|
HL
|
100
|
120
|
20/40
|
su
|
15
|
5
|
21
|
-7
|
+1
|
|
|
Hayate (Lv2)
|
HL
|
115
|
135
|
20/40
|
su
|
4+15
|
5
|
21
|
-6
|
+2
|
|
|
Hayate (Lv3)
|
HL
|
130
|
150
|
20/40
|
su
|
24+15
|
5
|
21
|
-5
|
+3
|
|
|
Hayate (Lv4)
|
HL
|
145
|
165
|
20/40
|
su
|
44+15
|
5
|
21
|
-4
|
-
|
|
|
Hayate (Lv5)
|
HL
|
160
|
180
|
20/40
|
su
|
64+15
|
5
|
21
|
-3
|
-
|
|
|
Hayate (Lv1)
|
HL
|
110
|
120
|
20/40
|
su
|
20
|
5
|
19
|
-6
|
+2
|
|
|
Hayate (Lv2)
|
HL
|
125
|
135
|
20/40
|
su
|
4+20
|
5
|
19
|
-5
|
+3
|
|
|
Hayate (Lv3)
|
HL
|
140
|
150
|
20/40
|
su
|
24+20
|
5
|
19
|
-4
|
+4
|
|
|
Hayate (Lv4)
|
HL
|
155
|
165
|
20/40
|
su
|
44+20
|
5
|
19
|
-3
|
-
|
|
|
Hayate (Lv5)
|
HL
|
170
|
180
|
20/40
|
su
|
64+20
|
5
|
19
|
-2
|
-
|
|
|
Hayate
|
HL
|
120
|
150
|
-250/0
|
su
|
13
|
6
|
16
|
-4
|
-
|
|
|
Hayate Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
12
|
-
|
-
|
|
|
Oroshi
|
H
|
90
|
200
|
30/30
|
su
|
22
|
6
|
16
|
-4
|
+4
|
|
|
Oroshi
|
H
|
100
|
200
|
30/30
|
su
|
23
|
6
|
15
|
-5
|
+5
|
|
|
Oroshi
|
H
|
150
|
200
|
30/30
|
su
|
24
|
6
|
14
|
-5
|
-
|
|
|
Oroshi
|
H
|
120
|
200
|
-250/0
|
su
|
18
|
6
|
19
|
-4
|
-
|
|
|
Karakusa
|
???
|
40
|
80
|
20/40
|
-
|
???
|
2
|
47
|
-
|
+12
|
|
|
Karakusa
|
0.98
|
60
|
120
|
-250/0
|
-
|
5
|
2
|
47
|
-
|
+12
|
|
|
Tsurugi
|
HL
|
90
|
120
|
10/40
|
-
|
11
|
4
|
11
|
-
|
-
|
|
|
Tsurugi
|
HL
|
100
|
140
|
10/40
|
-
|
13
|
4
|
11
|
-
|
-
|
|
|
Tsurugi
|
HL
|
150
|
200
|
10/40
|
-
|
15
|
4
|
11
|
-
|
-
|
|
|
Tsurugi
|
H
|
60*100
|
100*120
|
-250/0
|
-
|
15
|
1*4
|
11
|
-
|
-
|
|
|
Super Combo
|
HL
|
-
|
-
|
-1000/0
|
-
|
1+0
|
720
|
11
|
-
|
-
|
|
|
Ultra Combo 1
|
HL
|
75*405
|
0
|
0/0
|
-
|
0+6
|
3
|
47
|
-29
|
-
|
|
|
Ultra Combo 2
|
HL
|
105*75*60*150[60*45*45*60]
|
0
|
0/0
|
???
|
???
|
???
|
26
|
-28
|
-
|
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: