Ultra Street Fighter IV/Makoto/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Makoto

SSFIV-Makoto Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 1f faster (16f > 15f), shorter distance
      • During Super, her dash is 4f slower but moves farther and low profiles under projectiles
    • Throw: slightly shorter range


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • 5LP, 5MP, 5LK; 2LP, 2MP, 2LK, 2MK; 6LP, 6MP; Focus Attack + Forward Dash
    • Super Hayate (236P during Tanden Renki), Shikiri/Hayate Feint (P during Hayate or 236K)
    • LP/MP Oroshi (214LP/MP), Isana (421P Headbutt), Karakusa (63214K), Tsurugi (j.214K, meterless), Super activation (236236P)

Character Specific Data

Makoto

VITALS
Health: 950 Stun: 1050
WALKING
Forward Walk Speed: 0.020 Back Walk Speed: 0.015
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward, 1.75 Back
DASHING
Forward Dash Frames: 15
(Super: 19)
Forward Dash Distance: 1.67
(Super: 2.11)
Back Dash Frames: 27
(Super: 14)
Back Dash Distance: 1.33
(Super: 0.82)
FA + Forward Dash Frames: 15 FA + Back Dash Frames: 19
Back Dash Invincibility: 1-8
(Super: 1)
FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-13
(Super: 3-7)
FA + Back Dash Airborne: 3-8
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): 0 Lv1 FA + Back Dash (Block): -4
Lv2 FA + Forward Dash (Block): +6 Lv2 FA + Back Dash (Block): +2

Frame Data

Note: Damage/Stun values in [square brackets] refer to Makoto with Tanden Renki (Super) activated

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png s a r B H 30 [38] 50 M Sp Su -
5MP st. Mp.png s a r B H 60 [75] 100 M Sp Su -
5HP st. Hp.png s a r B H 80 [100] 200 M Sp Su -
5LK st. Lk.png s a r B H 40 [50] 50 M TC Sp Su -
5MK st. Mk.png s a r B H 70 [88] 100 M Sp Su -
5HK st. Hk.png s a r B H 100 [125] 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 20 [25] 50 M Ch Sp Su -
2MP Down.gifMp.png s a r B H 60 [75] 100 M Sp Su -
2HP Down.gifHp.png s a r B H 100 [125] 200 L - KD Adv: +x
2LK Down.gifLk.png s a r B H 30 [38] 50 L Sp Su -
2MK Down.gifMk.png s a r B H 70 [88] 100 M - -
2HK Down.gifHk.png s a r B KD 90 [113] 100 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
6LP Right.gifLp.png s a r B H 30 [38] 50 M Sp Su -
6MP Right.gifMp.png s a r B H 90 [113] 100 M Su -
6HP Right.gifHp.png s a r B H 90 [113] 200 M TC -
+ Yamase
(Triple Punch)
+ Hp.png s a r B H *50*80
[*63*100]
*50*100 M - -
6LK Right.gifLk.png s a r B H 40 [50] 50 M - -
6MK Right.gifMk.png s a r B H 90 [113] 100 M TC -
6HK Right.gifHk.png s a r B H 110 [138] 200 L - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combo 1 Lk.png > Mk.png s a r B KD 40*80
[50*100]
50*100 M Su -
Target Combo 2 Right.gifMk.png > Hk.png s a r B H 90*100
[113*125]
100*200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 [63] 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 80 [100] 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - 100 [125] 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - 40 [50] 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 80 [100] 100 H - Crossup
j.HK (angled) Upright.gifHk.png s a - - - 100 [125] 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 50 [63] 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 80 [100] 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 100 [125] 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - 40 [50] 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 80 [100] 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 100 [125] 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 100 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 64 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Head Butt
(Forward Throw)
Lp.pngLk.png 3 2 24 - H 160 [200] 250 T - -
Triple Threat
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 [225] 180 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Hayate Lv.1
(Dash Punch)
Qcf.pngLp.png
236+LP
s a r B H 90
[150]
120
[150]
M Su [During Super]; input P while charging to cancel; can't charge Hayate during Super
+ Lv.2 Charge Hold Lp.png s a r B H 105 135 M Su -
+ Lv.3 Charge Hold Lp.png s a r B H 120 150 M Su -
+ Lv.4 Charge Hold Lp.png s a r B KD 155 165 M Su -
+ Max Charge Hold Lp.png s a r B KD 190 180 M Su Makoto makes sound to indicate max charge is ready
MP Hayate Lv.1
(Dash Punch)
Qcf.pngMp.png
236+MP
s a r B H 100
[38*125]
120
[50*100]
M Su [During Super]; input P while charging to cancel; can't charge Hayate during Super
+ Lv.2 Charge Hold Mp.png s a r B H 115 135 M Su -
+ Lv.3 Charge Hold Mp.png s a r B H 130 150 M Su -
+ Lv.4 Charge Hold Mp.png s a r B KD 155 165 M Su -
+ Max Charge Hold Mp.png s a r B KD 190 180 M Su Makoto makes sound to indicate max charge is ready
HP Hayate Lv.1
(Dash Punch)
Qcf.pngHp.png
236+HP
s a r B H 110
[25x2*125]
120
[50x2*100]
M Su [During Super]; input P while charging to cancel; can't charge Hayate during Super
+ Lv.2 Charge Hold Hp.png s a r B H 125 135 M Su -
+ Lv.3 Charge Hold Hp.png s a r B H 140 150 M Su -
+ Lv.4 Charge Hold Hp.png s a r B KD 155 165 M Su -
+ Max Charge Hold Hp.png s a r B KD 190 180 M Su Makoto makes sound to indicate max charge is ready
Ex.png Hayate
(Dash Punch)
Qcf.png2p.png
236+PP
s a r B KD 120 150 M FA No charge; has juggle potential
Shikiri
(Hayate Feint)
Qcf.pngK.png
236+K
- - r - - - - - - Automatically does Hayate + Cancel at the fastest possible timing
Ex.pngEx.png Shikiri
(Hayate Feint)
Qcf.png2k.png
236+KK
- - r - - - - - - Costs 2 bars; much faster recovery, acting like an FADC when cancelled into from a normal
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Oroshi
(Overhead Chop)
Qcb.pngLp.png
214+LP
s a r B H
[KD]
90
[125]
200
[150]
H Su Knocks down during Super
MP Oroshi
(Overhead Chop)
Qcb.pngMp.png
214+MP
s a r B H 100
[100]
200
[100]
H Su -
HP Oroshi
(Overhead Chop)
Qcb.pngHp.png
214+HP
s a r B KD 150
[188]
200
[200]
H Su Performs a short hop during Super
Ex.png Oroshi
(Overhead Chop)
Qcb.png2p.png
214+PP
s a r B KD 120 200 H FA -
LP Isana
(Headbutt)
Rdp.pngLp.png
421+LP
s a r B H 80
[100]
150 M - -
MP Isana
(Headbutt)
Rdp.pngMp.png
421+MP
s a r B H 80
[100]
150 M - -
HP Isana
(Headbutt)
Rdp.pngHp.png
421+HP
s a r B H 80
[100]
150 M - -
Ex.png Isana
(Headbutt)
Rdp.png2p.png
421+PP
s a r B H 80 150 M - -
Karakusa
(Choke Grab)
Hcb.pngK.png
63214+K
s a r - H 40
[50]
80 T - -
Ex.png Karakusa
(Choke Grab)
Hcb.png2k.png
63214+KK
s a r - H 60 120 T - -
LP Fukiage
(Uppercut)
Dp.pngLp.png
623+LP
s a r [B] KD 90
[100]
160
[120]
M Su J [during Super, hits grounded opponents]
MP Fukiage
(Uppercut)
Dp.pngMp.png
623+MP
s a r [B] KD 90
[100]
160
[120]
M Su J [during Super, hits grounded opponents]
HP Fukiage
(Uppercut)
Dp.pngHp.png
623+HP
s a r [B] KD 90
[100]
160
[120]
M Su J [during Super, hits grounded opponents]
Ex.png Fukiage
(Uppercut)
Dp.png2p.png
623+PP
s a r B KD 120 200 M FA J Hits grounded opponents; whiffs on some characters when not cancelled into
LK Tsurugi
(Axe Kick)
Air Qcb.pngLk.png
Air 214+LK
s a r B H 70
[100]
100 M - Forward/Neutral jump only; puts airborne opponents into juggle state
MK Tsurugi
(Axe Kick)
Air Qcb.pngMk.png
Air 214+MK
s a r B H 70
[100]
100 M - Forward/Neutral jump only; puts airborne opponents into juggle state
HK Tsurugi
(Axe Kick)
Air Qcb.pngHk.png
Air 214+HK
s a r B H 70
[100]
100 M - Forward/Neutral jump only; KD vs. airborne opponents
Ex.png Tsurugi
(Axe Kick)
Air Qcb.png2k.png
Air 214+KK
s a r B KD 60*100 100*120 H - Forward/Neutral jump only; KD vs. airborne opponents
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Tanden Renki
(Super)
Qcf.pngQcf.pngP.png
236236+P
s a r B KD [+25%] - - - Can be performed with 2-4 bars (affects Super duration); Increases damage, changes special moves, Focus Attack replaced by Parry, dashes changed (Forward Dash can low profile projectiles)
+ Kumoharai
(Parry)
Mp.pngMk.png
MP+MK
s a r - - - - - - Replaces Focus Attack during Tanden Renki
Seichusen Godanzuki
(Ultra 1 Raw)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 480
[603]
- M - -
Seichusen Midarezuki
(Ultra 1 Linked)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 389
[491]
- M - Weaker version when comboed into
Abare Tosanami
(Ultra 2 Cinematic)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 390
[489]
- M - Can change trajectory by inputting LK, MK, or HK immediately after activation
Abare Tosanami
(Ultra 2 Juggle)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 210
[264]
- M - Lower damage juggled version; can change trajectory by inputting LK, MK, or HK immediately after activation
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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