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Makoto is the daughter of a man known as Masaru, the owner of the family dojo. When her father suffered an untimely death, Makoto took on the responsibility of keeping the dojo up and running. However, it's notability and fame have plummeted lately, and Makoto sets off to restore her father's dojo to its former glory.

Her fighting style is based on traditional Karate, as opposed to Ryu's more fictionalized style. She wears a traditional karate gi, similar to Ryu's, but she is also adorned with a long flowing scarf. The scarf was given to her by Masaru when she was little. She also appears to have a rivalry with the ninja Ibuki, who she contrasts with greatly. While Makoto dedicates her life to the practice of her martial arts, and the upkeep of her father's dojo, Ibuki is more interested in fashion and her social scene, and feels more beholden to her role as a member of her ninja clan.

Fighting style

Makoto ranks high with both speed and power. However, many of her moves have a long recovery time. To offset this, she has incredible priority. She's meant to be played as a very offensive character. She also has an assortment of fake and delay attacks designed to confuse her opponent. Additionally, she has an incredibly effective dash, and is capable of causing a great amount of stun damage.

By comparison, she is most similar to Alex: she can utilize grappling moves in addition to moving in quickly for some highly damaging combos. Likewise, she take advantage of stuns like Alex. She has a more difficult time fighting against highly offensive opponents because none of her attacks are designed to get her quickly back into a fight when knocked down. The greatest defense that she has is her offensive priority.

Personal Action

When you perform Makoto's personal action (+), she will perform three actions. Just pressing it makes her do one action, and this can hit for minor damage. It also increases her attack power for all moves except throws. Holding it until the 2nd action comes out gives her a further attack power increase. Either action also gives her a stun gauge recovery rate boost. Holding + until she does her third action gives her an additional stun gauge recovery bonus. In summary, let her do one action for an attack and stun recovery bonus, two actions for two attack and two stun recovery bonuses, and three actions for two attack and three stun recovery bonuses.

Moves

Street Fighter III: 3rd Strike

Name Input
Hikiyose Zutsuki "Tacchuu" +
Hiji Otoshi Sanren Tsuki "Araiso" or + +
Tobi Ken "Chigusa" +
Kote Tsuki "Kazami" +
Gezuki "Kaoruna" +
Fumikomi Seiken-zuki "Shimaki" +
__Fumikomi Seiken Sanren Tsuki "Yamase" during "Shimaki"
Mae Geri "Shibuki" +
Fumikomi Joudan Mawashi Geri "Naruto" +
Fumikomi Soku Barai "Kuroshio" + (hold to fake)
(EX) Tosshin Seiken-zuki "Hayate" + , hold to charge
(EX) Chokujou Seiken-zuki "Fukiage" +
(EX) Uchi Oroshi Shutou "Oroshi" +
Tsurushi Nodowa "Karakusa" close, +
(EX) Senkou Kakato Otoshi "Tsurugi" +
I   Seichuusen Godan-zuki + (x1 meter)
II  Abare Tosanami Kudaki + (x2 meter)
III Tanden Renki: Seme no Kata + (x1 meter)

Template:Moves Footer

Target Combos