Difference between revisions of "Makoto"
| m (Text replacement - "LP" to "25px") | |||
| Line 35: | Line 35: | ||
| * 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! | ||
Revision as of 19:44, 21 January 2018
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 | |
|---|---|
|     | |
| 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 | |
| Super Rushpunch | |
|---|---|
|     | |
| Dash, Jump or    Cancellable | |
| 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 grab has range to connect after > > xx grab! xx grab!
- jump cancel and crossup
- jump cancel and attack from the front with axe kicks.  version has super armor! 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!
 












































