Makoto2
Revision as of 11:05, 5 February 2017 by MiriamBurgers (talk | contribs)
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
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 | |
---|---|
any | |
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 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. 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!