Difference between revisions of "Makoto"

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{{charheader}}
 
{{charheader}}
 
==Description==
 
==Description==
Makoto trained so hard she learned how to harness the power of electricity. She learned that having armor during her dash would be very good, so she did that.
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Makoto touched a live wire with both hands and now she's 100% electric
  
*Dash cancel or jump cancel many normals and some specials
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==Moves==
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====Unique====
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{{movelistheader}}
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{{normal | Dash | -> -> | ARMOR | only cancels to jump and supers }}
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{{normal | Step Kick | -> LK | SPC |  }}
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{{normal | Fist Push | -> MP | SPC |  }}
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{{normal | Spin Kick | -> MK | SPC |  }}
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{{normal | Trick Sweep | -> HK | LOW SC | Can be cancelled into from anything. Hold HK for feint }}
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{{normal | Chain 1 | LP / LK => any HP / HK | SPC |  }}
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{{normal | Chain 2 | LP / LK => -> MP / MK | SPC |  }}
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{{normal | Chain 3 | MP / MK => HP / HK | SPC |  }}
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{{normal | Target Combo 1 | -> MK => HK | SPC |  }}
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{{normal | Target Combo 2 | any => -> HK | SPC |  }}
  
*chains L to H, M to H, or L to fwd + MK
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====Special Moves====
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{{normal | Rushpunch | QCF PUNCH | ARMOR | Cancels to -> HK }}
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{{normal | Overhead Chop | QCB PUNCH |  | Dash cancellable }}
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{{normal | Up Punch | DP PUNCH |  | Dash or jump cancellable }}
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{{normal | Command Grab | HCB KICK |  | Throw invincible on startup. increased range from regular SF4 }}
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{{normal | Axe Kick | QCB KICK | AIRONLY | HK version has ARMOR }}
  
*Dash has armor, and can cancel dash to jump (but nothing else)
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====Super Moves====
 
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{{movelistheader}}
*combo off fwd throw with special cancels
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{{super | Get Mad | QCB 2PUNCH | 4EX | she gets mad }}
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{{super | Super Rushpunch | QCF 2PUNCH | INV | Dash, Jump or -> HK Cancellable }}
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{{super | Seichusen Goudanzuki | DP 2PUNCH | U1 | }}
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{{super | Abare Tosanami | QCF 2KICK | U2 | Hold LK or MK during startup to change trajectory}}
  
 
==Tactics==
 
==Tactics==
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** dash cancel to close the distance
 
** dash cancel to close the distance
 
** cancel to overhead chop to catch them low blocking!
 
** cancel to overhead chop to catch them low blocking!
 
==Moves==
 
====Unique====
 
 
====Special Moves====
 
 
{{movelistheader}}
 
{{movelistrow | Rushpunch | QCF PUNCH | ARMOR | Cancels to fwd.HK. EX version is jump cancellable or dash cancellable}}
 
{{movelistrow | Overhead Chop | QCB PUNCH |  | Dash cancellable }}
 
{{movelistrow | Up Punch | DP PUNCH |  | dash or jump cancellable }}
 
{{movelistrow | Command Grab | HCB KICK |  | throw invincible on startup. increased range from regular game }}
 
{{movelistrow | Axe Kick | QCB KICK | AIRONLY | HK version has ARMOR. air control on ex }}
 
 
====Super Moves====
 
{{movelistheader}}
 
{{super | get mad | QCF X2 PUNCH | 4EX | she gets mad}}
 
{{super | seichusen godanzuki | QCB X2 KICK | U1 2EX | }}
 
{{super | abare tosanami | QCF X2 KICK | U2 2EX | }}
 

Revision as of 16:42, 24 March 2017

Character Select
DCP.png Ryu.png Ken.png Honda.png Ibuki.png Makoto.png Dudley.png Seth.png Gouken.png Akuma.png Gen.png Dan.png Sakura.png Oni.png ELN.png
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Eryu.png Guile.png Blanka.png Zangief.png Rufus.png Fuerte.png Vega.png Balrog.png Feilong.png Hawk.png Adon.png Rose.png Yang.png HUG.png

System | Guide | Credits

Description

Makoto touched a live wire with both hands and now she's 100% electric

Moves

Unique

Dash ARMOR.PNG
6.png ->
only cancels to jump and supers
Step Kick SPC.PNG
6.png LK.png
Fist Push SPC.PNG
6.png MP.png
Spin Kick SPC.PNG
6.png MK.png
Trick Sweep LOW.PNG SC.PNG
6.png HK.png
Can be cancelled into from anything. Hold HK.png for feint
Chain 1 SPC.PNG
LP.png / LK.png FOLLOWUP.PNG any HP.png / HK.png
Chain 2 SPC.PNG
LP.png / LK.png FOLLOWUP.PNG 6.png MP.png / MK.png
Chain 3 SPC.PNG
MP.png / MK.png FOLLOWUP.PNG HP.png / HK.png
Target Combo 1 SPC.PNG
6.png MK.png FOLLOWUP.PNG HK.png
Target Combo 2 SPC.PNG
any FOLLOWUP.PNG 6.png HK.png

Special Moves

Rushpunch ARMOR.PNG
QCF.png PUNCH.png
Cancels to 6.png HK.png
Overhead Chop
QCB.png PUNCH.png
Dash cancellable
Up Punch
DP.png PUNCH.png
Dash or jump cancellable
Command Grab
HCB.png KICK.png
Throw invincible on startup. increased range from regular SF4
Axe Kick AIR.PNG
QCB.png KICK.png
HK.png version has ARMOR.PNG

Super Moves

Get Mad 4EX.PNG
QCB.png 2PUNCH.png
she gets mad
Super Rushpunch INV.PNG
QCF.png 2PUNCH.png
Dash, Jump or 6.png HK.png Cancellable
Seichusen Goudanzuki U1.PNG
DP.png 2PUNCH.png
Abare Tosanami U2.PNG
QCF.png 2KICK.png
Hold LK.png or MK.png during startup to change trajectory

Tactics

  • use delayed cancels to mixup between a normal cancel into:
    • A delayed normal into a combo to beat button presses
    • delay a Command Grab to let them leave block/hitstun. HK.png grab has range to connect after LP.png > HP.png xx grab!
    • jump cancel and crossup
    • jump cancel and attack from the front with axe kicks. HK.png version has super armor!
    • use the super armor of the rushpunch to blow through button presses
    • dash cancel to close the distance
    • cancel to overhead chop to catch them low blocking!