Difference between revisions of "Makoto"
(7 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | <tabber> |
+ | Remix 2= | ||
+ | ==Description== | ||
+ | Makoto touched a live wire with both hands and now she's 100% electric | ||
+ | |||
+ | ==Moves== | ||
+ | ====Unique==== | ||
+ | {{movelistheader}} | ||
+ | {{normal | Dash | -> -> | ARMOR | only cancels to jump and supers }} | ||
+ | {{normal | Step Kick | -> LK | SPC | }} | ||
+ | {{normal | Fist Push | -> MP | SPC | }} | ||
+ | {{normal | Spin Kick | -> MK | SPC | }} | ||
+ | {{normal | Trick Sweep | -> HK | LOW SC | Can be cancelled into from anything. Hold HK for feint }} | ||
+ | {{normal | Chain 1 | LIGHT => any HEAVY | SPC | }} | ||
+ | {{normal | Chain 2 | LIGHT => -> MED | SPC | }} | ||
+ | {{normal | Chain 3 | MED => HEAVY | SPC | }} | ||
+ | {{normal | Target Combo 1 | -> MK => HK | SPC | }} | ||
+ | {{normal | Target Combo 2 | ANY => -> HK | SPC | }} | ||
+ | |||
+ | ====Special Moves==== | ||
+ | {{normal | Rushpunch | QCF PUNCH | ARMOR | Cancels to -> HK }} | ||
+ | {{normal | Overhead Chop | QCB PUNCH | | Dash cancellable }} | ||
+ | {{normal | Up Punch | DP PUNCH | | Dash or jump cancellable }} | ||
+ | {{normal | Command Grab | HCB KICK | | Throw invincible on startup. increased range from regular SF4 }} | ||
+ | {{normal | Axe Kick | QCB KICK | AIRONLY | HK version has ARMOR }} | ||
+ | |||
+ | ====Super Moves==== | ||
+ | {{movelistheader}} | ||
+ | {{super | Get Mad | QCB 3PUNCH | 4EX | she gets mad }} | ||
+ | {{super | Seichusen Goudanzuki | DP 3PUNCH | U1 | }} | ||
+ | {{super | Abare Tosanami | QCF 3KICK | U2 | Hold LK MK or HK 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 grab has range to connect after [[Image:LP.png|25px]] > HP xx grab! | ||
+ | ** jump cancel and crossup | ||
+ | ** jump cancel and attack from the front with axe kicks. HK 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! | ||
+ | |-| | ||
+ | Remix 1.2= | ||
+ | ==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. | ||
+ | |||
+ | *Dash cancel or jump cancel many normals and some specials | ||
+ | |||
+ | *chains L to H, M to H, or L to fwd + MK | ||
+ | |||
+ | *Dash has armor, and can cancel dash to jump (but nothing else) | ||
+ | |||
+ | *combo off fwd throw with special cancels | ||
+ | |||
+ | ==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 grab has range to connect after [[Image:LP.png|25px]] > HP xx grab! | ||
+ | ** jump cancel and crossup | ||
+ | ** jump cancel and attack from the front with axe kicks. HK 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! | ||
+ | |||
+ | ==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 | }} | ||
+ | |-| | ||
+ | Koryu= | ||
==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. | 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. | ||
Line 15: | Line 99: | ||
* use delayed cancels to mixup between a normal cancel into: | * use delayed cancels to mixup between a normal cancel into: | ||
** A delayed normal into a combo to beat button presses | ** A delayed normal into a combo to beat button presses | ||
− | ** delay a Command Grab to let them leave block/hitstun. HK grab has range to connect after LP > HP xx grab! | + | ** delay a Command Grab to let them leave block/hitstun. HK grab has range to connect after [[Image:LP.png|25px]] > HP xx grab! |
** jump cancel and crossup | ** jump cancel and crossup | ||
** jump cancel and attack from the front with axe kicks. HK version has super armor! | ** jump cancel and attack from the front with axe kicks. HK version has super armor! | ||
Line 39: | Line 123: | ||
{{super | seichusen godanzuki | QCB X2 KICK | U1 2EX | }} | {{super | seichusen godanzuki | QCB X2 KICK | U1 2EX | }} | ||
{{super | abare tosanami | QCF X2 KICK | U2 2EX | }} | {{super | abare tosanami | QCF X2 KICK | U2 2EX | }} | ||
+ | </tabber> | ||
+ | |||
+ | {{charheader}} |
Latest revision as of 20:32, 12 December 2020
Description
Makoto touched a live wire with both hands and now she's 100% electric
Moves
Unique
Dash | |
---|---|
only cancels to jump and supers |
Step Kick | |
---|---|
Fist Push | |
---|---|
Spin Kick | |
---|---|
Trick Sweep | |
---|---|
Can be cancelled into from anything. Hold for feint |
Chain 1 | |
---|---|
any | |
Chain 2 | |
---|---|
Chain 3 | |
---|---|
Target Combo 1 | |
---|---|
Target Combo 2 | |
---|---|
Special Moves
Rushpunch | |
---|---|
Cancels to |
Overhead Chop | |
---|---|
Dash cancellable |
Up Punch | |
---|---|
Dash or jump cancellable |
Command Grab | |
---|---|
Throw invincible on startup. increased range from regular SF4 |
Axe Kick | |
---|---|
version has |
Super Moves
Get Mad | |
---|---|
she gets mad |
Seichusen Goudanzuki | |
---|---|
Abare Tosanami | |
---|---|
Hold or 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. grab has range to connect after > xx grab!
- jump cancel and crossup
- jump cancel and attack from the front with axe kicks. 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!
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.
- Dash cancel or jump cancel many normals and some specials
- Dash has armor, and can cancel dash to jump (but nothing else)
- combo off fwd throw with special cancels
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. grab has range to connect after > xx grab!
- jump cancel and crossup
- jump cancel and attack from the front with axe kicks. 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!
Moves
Unique
Special Moves
Rushpunch | |
---|---|
Cancels to fwd.HK. EX version is jump cancellable or dash cancellable |
Overhead Chop | |
---|---|
Dash cancellable |
Up Punch | |
---|---|
dash or jump cancellable |
Command Grab | |
---|---|
throw invincible on startup. increased range from regular game |
Axe Kick | |
---|---|
version has ARMOR. air control on ex |
Super Moves
get mad | |
---|---|
she gets mad |
seichusen godanzuki | |
---|---|
abare tosanami | |
---|---|
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.
- Dash cancel or jump cancel many normals and some specials
- Dash has armor, and can cancel dash to jump (but nothing else)
- combo off fwd throw with special cancels
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. grab has range to connect after > xx grab!
- jump cancel and crossup
- jump cancel and attack from the front with axe kicks. 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!
Moves
Unique
Special Moves
Rushpunch | |
---|---|
Cancels to fwd.HK. EX version is jump cancellable or dash cancellable |
Overhead Chop | |
---|---|
Dash cancellable |
Up Punch | |
---|---|
dash or jump cancellable |
Command Grab | |
---|---|
throw invincible on startup. increased range from regular game |
Axe Kick | |
---|---|
version has ARMOR. air control on ex |
Super Moves
get mad | |
---|---|
she gets mad |
seichusen godanzuki | |
---|---|
abare tosanami | |
---|---|