Difference between revisions of "Makoto2"
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{{movelistheader}} | {{movelistheader}} | ||
{{super | Get Mad | QCB 2PUNCH | 4EX | she gets mad }} | {{super | Get Mad | QCB 2PUNCH | 4EX | she gets mad }} | ||
− | {{super | Super Rushpunch | QCF 2PUNCH | | + | {{super | Super Rushpunch | QCF 2PUNCH | INV | Dash, Jump or -> HK Cancellable }} |
{{super | Seichusen Goudanzuki | DP 2PUNCH | U1 | }} | {{super | Seichusen Goudanzuki | DP 2PUNCH | U1 | }} | ||
{{super | Abare Tosanami | QCF 2KICK | U2 | Hold LK or MK during startup to change trajectory}} | {{super | Abare Tosanami | QCF 2KICK | U2 | Hold LK or MK during startup to change trajectory}} |
Revision as of 10:50, 5 February 2017
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 HK. |
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 |
Super Rushpunch | |
---|---|
Dash, Jump or Cancellable |
Seichusen Goudanzuki | |
---|---|
Abare Tosanami | |
---|---|
Hold or during startup to change trajectory |