Street Fighter 3: 3rd Strike/Makoto/Archive

From SuperCombo Wiki
File:Makoto3sport.gif
Makoto's Character Select Portrait
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

  • LP -> LK -> MK
  • LK -> MK
  • F + MK -> HK

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

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

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 to keep it fresh. jumping Mk are the all purpose air and anti air attack. jumping HK is great for swatting down jump happy combatants.