Makoto's Neutral Stance
Introduction
Moves List
Normal Moves
Throws
Tacchuu |
LP + LK
|
Araiso |
F or B + LP + LK
|
Command Normals
Kazami |
F + LP
|
Kaoruna |
F + MP
|
Shimaki |
F + HP
|
|
Press HP during this move for a follow-up punch (up to two times)
|
Shinbuki |
F + LK
|
Naruto |
F + MK
|
Kurushio |
F + HK
|
Target Combos
Special Moves
Hayate |
D, DF, F + P |
(EX)
|
Fukiage |
F, D, DF + P |
(EX)
|
Karakusa |
F, DF, D, DB, B + K |
|
Oroshi |
D, DB, B + P |
(EX)
|
Tsurugi |
D, DB, B + K (in air) |
(EX)
|
Super Arts
I |
Seichusen-Godanzuki |
D, DF, F, D, DF, F + P |
1 stock
|
II |
Abare-Tosanami |
D, DF, F, D, DF, F + K |
2 stocks
|
III |
Tanden-Renki |
D, DF, F, D, DF, F + P |
1 stock
|
Move Analysis
Combos
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Arts
Additional Frame Data
Strategies
Overview
Work your entire game around the karakusa/landing the abare tsunami. 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
Super Art Selection
Kara-Throwing
Zoning
Mixups
Additional Notes
- Personal Action: Attack and Recovers stun meter. Holding HP+HK = Up to 2 more Stun Recocery bonuses + Attack up.
Match-ups
Serious Advantage Match-ups
Advantage Match-ups
Fair Match-ups
Disadvantage Match-ups
Serious Disadvantage Match-ups