Makoto (SSFIV)

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Revision as of 03:54, 10 May 2010 by Gilley (talk | contribs) (→‎Frame Data: text alignment adjustment)

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

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 LP HL 30 50 20 sp/su 4 4 5 +2 +5
Stand MP HL 60 100 40 sp/su 5 7 7 +2 +5
Stand HP HL 80 200 60 sp/su 6 3 24 -9 -5
Stand LK HL 40 50 20 sp/su 5 3 8 0 +3
Stand MK HL 70 100 40 sp/su 6 4 12 -2 +1
Stand HK HL 100 250 60 su 8 8 12 -2 +2
F+LP HL 30 50 20 sp/su 4 4 7 0 +3
F+MP HL 90 100 40 su 7 6 8 0 +3
F+HP HL 90 200 60 - 13 8 18 -8 -4[-5] -5 on crouch hit
F+LK HL 40 50 20 - 7 3 12 -4 -1 1-5f special/super cancellable, juggle(1)
F+MK HL 90 100 40 - 15 3 16 -1 +2
F+HK L 110 200 60 - 19 3 23 -8 - Hold button to feint (27f duration)
crouch LP HL 20 50 20 ch/sp/su 4 4 6 +1 +4
crouch MP HL 60 100 40 sp/su 7 6 9 -1 +2
crouch HP L 90 100 60 - 7 2 25 -9 - knockdown
crouch LK L 30 50 20 sp/su 4 4 7 0 +3
crouch MK HL 70 100 40 - 7 6 8 0 +3
crouch HK HL 90 100 60 - 9 4 17 -3 +1
Jump up LP H 50 50 20 - 4 9 - - -
Jump up MP H 80 100 40 - 5 6 - - -
Jump up HP H 100 250 60 - 8 2 - - - juggle(1)
Jump up LK H 40 50 20 - 4 9 - - -
Jump up MK H 80 100 40 - 7 10 - - -
Jump up HK H 100 200 60 - 7 5 - - -
Jump forward LP H 50 50 20 -- 4 9 - - -
Jump forward MP H 80 100 40 - 5 6 - - -
Jump forward HP H 100 200 60 - 6 5 - - - juggle(1)
Jump forward LK H 40 50 40 - 4 9 - - -
Jump forward MK H 80 100 40 - 7 5 - - -
Jump forward HK H 100 200 60 - 9 5 - - -
Yamase (F+HP > HP) HL 50*80 50*100 20*20 - 7 3(3)5 18 -5 -1
LK > MK HL 50 100 40 - 2 4 14 -4 -1
F+MK > HK HL 100 200 60 - 8 6 15 -3 +1
Focus Attack LVL1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL3 - 140 200 60 - 51+12 2 35 - -
Forward Throw 0.9 100 200 40 - 3 2 20 - +1
Back Throw 0.9 130 120 40 - 3 2 20 - - knockdown
Fukiage LP - 100 160 30/40 su/ju 8 8 31 - - launch, juggle(1), whiff vs ground
Fukiage MP - 100 160 30/40 su/ju 12 8 32 - - launch, juggle(1), whiff vs ground
Fukiage HP - 100 160 30/40 su/ju 15 8 32 - - launch, juggle(1), whiff vs ground
Fukiage EX - 140 200 -250/0 su/ju 12 8 32 - - launch, juggle(1), whiff vs ground
Hayate LP (Lv1) HL 90 120 20/40 su 1+7 5 23 -8 0 launch vs air, juggle(1)
Hayate LP (Lv2) HL 105 135 20/40 su 5+7 5 23 -7 +1 launch vs air, juggle(1), +5 on counter
Hayate LP (Lv3) HL 120 150 20/40 su 25+7 5 23 -6 +2 launch vs air, juggle(1)
Hayate LP (Lv4) HL 135 165 20/40 su 45+7 5 23 -5 - launch, juggle(1)
Hayate LP (Lv5) HL 150 180 20/40 su 65+7 5 23 -4 - launch, juggle(1)
Hayate MP (Lv1) HL 100 120 20/40 su 1+14 5 21 -7 +1 launch vs air, juggle(1)
Hayate MP (Lv2) HL 115 135 20/40 su 5+14 5 21 -6 +2 launch vs air, juggle(1)
Hayate MP (Lv3) HL 130 150 20/40 su 25+14 5 21 -5 +3 launch vs air, juggle(1)
Hayate MP (Lv4) HL 145 165 20/40 su 45+14 5 21 -4 - launch, juggle(1)
Hayate MP (Lv5) HL 160 180 20/40 su 65+14 5 21 -3 - launch, juggle(1)
Hayate HP (Lv1) HL 110 120 20/40 su 1+19 5 19 -6 +2 launch vs air, juggle(1)
Hayate HP (Lv2) HL 125 135 20/40 su 5+19 5 19 -5 +3 launch vs air, juggle(1)
Hayate HP (Lv3) HL 140 150 20/40 su 25+19 5 19 -4 +4 launch vs air, juggle(1)
Hayate HP (Lv4) HL 155 165 20/40 su 45+19 5 19 -3 - launch, juggle(1)
Hayate HP (Lv5) HL 170 180 20/40 su 65+19 5 19 -2 - launch, juggle(1)
Hayate EX HL 100 150 -250/0 su 16 6 16 -4 - launch, juggle (3+)
Hayate Cancel - - - - - 4 - 12 - - startup = minimum hayate charge time
Oroshi LP H 90 200 30/30 su 22 6 16 -4 +4[+3] knockdown vs air, +3 on crouch hit, armor break
Oroshi MP H 100 200 30/30 su 23 6 15 -5 +5[+4] knockdown vs air, +4 on crouch hit, armor break
Oroshi HP H 150 200 30/30 su 24 6 14 -5 - knockdown, armor break
Oroshi EX H 120 200 -250/0 su 18 6 19 -4 - 1-12f strike invincible, knockdown, armor break, juggle(1)
Karakusa LP 0.93 40 80 20/40 - 7 2 47 - +12
Karakusa MP 0.99 40 80 20/40 - 8 2 47 - +12
Karakusa HP 1.06 40 80 20/40 - 9 2 47 - +12
Karakusa EX 0.84 60 120 -250/0 - 5 2 47 - +12 1-7f armor
Tsurugi LK HL 90 120 10/40 - 11[7+11] 4 11[4+11] [-3] [+9] launch vs air, juggle(1)
Tsurugi MK HL 100 140 10/40 - 13[7+13] 4 11[2+11] [-1] [+11] launch vs air, juggle(1)
Tsurugi HK HL 150 200 10/40 - 15[7+15] 4 11[2+11] [-1] - knockdown, juggle(1)
Tsurugi EX H 60*100 100*120 -250/0 - 15[6+15] 1*4[1*3] 11[2+11] [+4] - 1-15f projectile invincible, knockdown, juggle(2+)
Super Combo HL - - -1000/0 - 1+0 300 11 - - fully invincible, 25% damage increase
Ultra Combo 1 HL 150*330 0 0/0 - 1+5 3 47 -29 - 1-8f invincible, knockdown, armor break, full version on hit
Ultra Combo 2 LK HL 105*75*60*150[60*45*45*60] 0 0/0 ju/da 15+1+0 6 26 -28 - 1-15f invincible, launch, juggle(1), 1st hit armor break, cannot cancel if 1st hit is blocked, non-full version leaves opponent in fully hittable launch state
Ultra Combo 2 MK HL 105*75*60*150[60*45*45*60] 0 0/0 ju/da 15+1+0 7 26 -28 - as above
Ultra Combo 2 HK HL 105*75*60*150[60*45*45*60] 0 0/0 ju/da 15+1+3 11? 26 -28 - as above

Notes:

  • Hayate and Focus startup is split into two parts. The first is the minimum length of time the button must be held to reach that level of charge, the second takes effect the moment that the button is released.
  • The bracketed values for Tsurugi are only applicable when the move is used at its minimum possible height immediately after a jump.