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« MAKOTO - NORMAL MOVES - SUPER STREET FIGHTER 4 | Main | MAKOTO - COMBOS - SUPER STREET FIGHTER 4 »
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.

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