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Tuesday
Jul202010

MAKOTO - INTRO - SUPER STREET FIGHTER 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN
STRENGTHS Incredible rushdown mix-up game, dash travels the furthest in the game
WEAKNESSES Must be close to inflict any serious damage, few wake up options and situational anti-airs. 
STAMINA 950 - BELOW AVERAGE
STUN 1050 - ABOVE AVERAGE
CROSS UP  N/A
ANTI-AIR MEDIUM PUNCH, CROUCHING HEAVY KICK, STANDING AND CROUCHING MEDIUM KICK, FUKIAGE
ARMOR BREAK OROSHI
GOOD MATCH UP N/A
BAD MATCH UP N/A

 COMMUNITY VIDEOS

Tuesday
Jul202010

MAKOTO - MATCH VIDEOS - SUPER STREET FIGHTER 4



Sunday
Mar212010

MAKOTO - NORMAL MOVES - SUPER STREET FIGHTER 4

JAB (LIGHT) PUNCH

     

Standing Light Punch is effective for setting up the Karakusa on hit or block.

Crouching Light Punch is a great close range attack which can combo into her Hayate.

STRONG (MEDIUM) PUNCH

     

Standing Medium Punch is arguably Makoto's best normal attack. It not only allows for many combo opportunities but will beat many of the opponents attacks. After a connected Hayate, Standing Medium Punch is usually a good follow up.  This normal doesn't look it, but it is also a good anti-air.

Crouching Medium Punch is another great attack for Makoto, allowing her to combo into a Hayate from mid range.

FIERCE (HARD) PUNCH

     

Standing Heavy Punch is on of Makoto's most hard hitting normal attacks and is best used in combos.

Diagonal Jump Heavy Punch is a great air-to-air attack for Makoto, allowing her to hit jumping opponents.

SHORT (LIGHT) KICK

     

Standing Light Kick can be canceled into Makoto's special moves, making it a great attack to continue offensive momentum.

Crouching Light Kick can be canceled into Hayate, making it a great mix up tool after a connected Hayate.

FORWARD (MEDIUM) KICK

     

Standing Medium Kick can be comboed into both Medium and EX Hayate, making it a great long range attack to punish the opponent. 

Crouching Medium Kick is a good anti-air. It makes her hitbox small and can hit a jumping opponent out of most moves.

ROUNDHOUSE (HARD) KICK

     

Crouching Heavy Kick is another anti-air attack but you have to practice the timing. It trades with some opponent jump-in attacks.

Both Neutral and Diagonal Jump Heavy Kick are great air-to-air attacks and also useful for starting combos on stunned opponents.

COMMAND NORMALS

   

   

Sunday
Mar212010

MAKOTO - SPECIAL MOVES - SUPER STREET FIGHTER 4

FUKIAGE


FORWARD, DOWN, DOWN FORWARD + PUNCH

This is Makoto's Uppercut attack, although it's applications are not the same as a typical uppercut from say Ryu or Ken. Light version is stationary, while all other versions move her forward slightly. This move can be useful for going under certain attacks and in some cases beating early cross ups and vertical jumps.

You can also land this after a dash after a fully connected Abare Tosanami.

 

HAYATE 


QUARTER CIRCLE FORWARD + PUNCH

Makoto's signature dash punch, which is useful in combos and also punishing some wiffed attacks. The normal versions allow her to follow up with numerous mix ups afterwards, while the EX version knocks down. After a connected Hayate, on certian characters you will be in range to connect with a follow up Heavy Kick Karakusa, but on other characters it will wiff completley. On all characters you can FADC the Hayate and Dash in for a Karakusa or any other mix up.

Landing a Hayate with Full super meter and a stocked Ultra I will allow Makoto to pull off one of the most damaging combos in the game. Cancel into Super from the hit of the Hayate, and then input the Ultra. The Super will power up Makoto and increase the damage of the Ultra by a significant amount.

OROSHI


QUARTER CIRCLE BACK + PUNCH

This is an overhead attack where both the Light and Medium versions hit the opponent, while the Hard and EX versions knockdown. The EX version has invincibility and is very fast, allowing Makoto to blow through certain attacks. You can also FADC the Light and Medium versions, allowing Makoto to rush in for more mix ups.

The EX version can also be used versus jumping opponents on wake up due to it's invincibility, allowing her to pass through the incoming attack and hit the opponent.

 

KARAKUSA


HALF CIRCLE BACK + KICK

This is Makoto's command grab that allows her to set up some very damaging combos. Each increasing strength will improve the range of each Karakusa. The EX Version has less range than the heavy Kick version but has armor, allowing her to absorb many attacks and grab the opponent. 

Makoto can also kara her Karakusa with Forward and Light Kick, giving the grab extended range. This is very difficult to do, but players who master this technique will open up many more possibilities to catch their opponent with the Karakusa.

 

TSURUGI 


IN AIR, QUARTER CIRCLE BACK + KICK

This is an attack that has various uses depending on the situation. Both Light and Medium versions hit the opponent allowing Makoto to follow up with a combo, while the Heavy and EX versions knockdown on hit. It's worth noting that you have to do this move as soon as you leave the ground for it to be effective for the most part. If you perform the move too late the Axe Kick simply wont hit the opponent. 

 

 

SUPER - TANDEN RENKI


QUARTER CIRCLE FORWARD X2 + PUNCH

When Makoto's Super is activated, she will power up, giving all her attacks increased damage output. The Super will last as long as the time ticks down on her Super bar. Although Makoto will build up a lot of Super meter through out the course of the match considering she is an offensive character, you probably will only want to use this Super within combos considering the opponent will run away once you activate it. Also, Makoto needs her EX meter during general gameplay, so again, it's best to Save this super for combo opportunities. 

It's worth noting that her Super has invincibility on start up, allowing many moves to pass through her and counter with many attacks such as her Ultra 1.

 

ULTRA 1 - SEICHUSEN GODANZAKI


QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

Makoto's first Ultra is her most preferred in many match ups due to the fact that she can easily combo into it from a number of different situations. After a Hayate canceled into a Super it will connect, and even after a Karakusa you can combo into it, making it very versatile.

 

 

ULTRA 2 - ABARE TOSANAMI


QUARTER CIRCLE FORWARD X2 + THREE KICKS

Makoto's second Ultra has virtually no combo possibilities and is best used versus projectile characters considering she will fly over fireballs and catch the opponent in their recovery animation. After the Ultra you can follow up with a Medium Tsurugi (Axe Kick) or Dash and hit them with a Fukiage. 

Immediately after you input the Ultra, you can direct how far Makoto will attack. By pressing Light Kick she will attack at a steep angle, Medium Kick she will attack mid screen, and Heavy Kick will allow her to hit the opponent full screen. The default range without pressing any buttons is full screen.

Sunday
Mar212010

MAKOTO - COMBOS - SUPER STREET FIGHTER 4

FUKIAGE COMBOS

Fukiage, Jump, Heavy Kick

HAYATE COMBOS

Crouching Light Kick, Light Hayate

Medium Punch, Hayate

Crouching Medium Punch, Hayate

Medium Punch, Crouching Medium Punch, Hayate

Jump Heavy Kick, Heavy Punch, Hayate

Medium Kick, EX Hayate

Hayate Combo Notes by Sorwah:

It should also be noted that you can get more damage from a Medium Punch > Hayate and Heavy Punch > Hayate by holding one hayate level lower for a split second. Typically, the time is right as she starts to charge. I don't have the exact numbers on me, but the following is what I mean:

Medium Punch > Charged Light Hayate does more damage than Medium Punch > Medium Hayate

likewise

Heavy Punch > Charged Medium Hayate does more damage than Heavy Punch > Heavy Hayate

It should be noted that by going for the more damaging Charged Medium Hayate in the above combo does not move Makoto far enough to cancel into super and combo with Heavy Punch > Heavy Hayate, as Heavy Punch > Heavy Hayate > Super Cancel > Heavy Punch > Heavy Hayate works as a combo.

KARAKUSA COMBOS

Karakusa, Heavy Punch, Hayate

Karakusa, Medium Punch, Hayate

Karakusa, Medium Punch cancel into EX Oroshi

OROSHI COMBOS

Medium Punch cancel into EX Oroshi

TSURUGI COMBOS

Medium Kick Tsurugi, Crouching Medium Punch, Hayate

SEICHUSEN GODANZAKI COMBOS

Heavy Punch, Hayate, Cancel into Super, Sheichusen Godanzaki

Level 2 or 3 Focus Attack, Seichusen Godanzaki

ABARE TOSANAMI COMBOS

Abare Tosanami, Medium Tsurugi, EX Hayate

Abarae Tosanami, Dash, Fukiage, EX Tsurugi

Level 2 or 3 Focus attack, Abare Tosanami, Dash, Fukiage, EX Tsurugi

Sunday
May032009

MAKOTO - MATCH UPS - SUPER STREET FIGHTER 4

Coming Soon