Date: Tue, 22 Jun 1999 09:12:43 -0500

MAKOTO Strategy Guide ver 1.0
written by Edward T. Ma

I.  Introduction
II.  Background
III.  Move Descriptions
IV.  Combos
V.  General Strategies
VI.  Vs Tactics
VII.  Miscellaneous

Update History:
Version 1.0 - The MAKOTO Strategy Guide says hello to the gaming world.
Version 1.1 - Not here yet.  Iíll do the general strategy section next
though probably.

Donít use this to get money for yourself.  And donít plagiarize.  And
brush your teeth.
Other then that, go ahead and use this FAQ for whatever you want.

I.  Introduction
Why am I doing a FAQ in Makoto?  Not really cause I like 3rd Strike all
that much.  Not that I donít like it but 2nd Impact was more fun to play
albeit maybe less balanced but still.  Iím writing this cause I like
Makoto and because 1) I have a web site on her 2) I want some traffic to
my site and 3) a good character site should have a strategy guide for the
character I would think.  So after Iím done, Iíll slap on some <br> tags,
some <img src> tags, use cut and paste, and put it on my web site.  On
that note, on with the FAQ!
BTW, this is my second FAQ.  The first one I did if any of you remember
was on Marvel vs Capcom a long, long time ago on a computer far, far
away.

II.  Background
So hereís the background part on Makoto:
- Who is she?
Well, sheís Makoto from Capcomís Street Fighter 3:3rd Strike.  Simple
enough.

- Why is she fighting in the tournament?
"The highly respectable and prestigious Karate school... to be.  The only
daughter Makoto, takes a vow to bring the pride back to her fathersí
dou-jo."
Thatís all I could make out of the quote on the picture Capcom released
of Makoto.  Unfortunately, the ... part was covered up by a big white
line making it hard for me to figure out what it says.  But thatís her
basic reason.  Apparently her father became too old and feeble to uphold
his own fighting style and so she has to kick ass now to prove her
fighting style can, uh well, kick ass.

- What, if any, is her relationship to Ibuki/Yun/Yang?
I guess theyíre all young so they have rivalries.(see special intros
between Makoto and the above three)
And to you hentai minded people, gross...

- Can she throw a fireball/dragon punch/hurricane kick?
No, no, and no.  Go away you shotoís.

- Does she have a boyfriend?
No.  Really.  Seriously, no.
Ok, honestly I donít know so go ahead and ask her out if you want.


III.  Move Descriptions
NORMALS:
(By pushing forward on the controller, all of her buttons can do
something else)
JAB or JP:
Standing -
A little quick palm strike that doesnít hit crouchers.  Use it like you
use almost all standing jabs.

Crouching -
A little quick palm strike.  Use it like you use almost all crouching
jabs.

Jumping -
Silly me.  I forget it.

Jump Up -
I forget but itís probably just something where she stick her fist out
horizontally.

Forward -
Nice quick jab that hits crouchers which is a plus.  I THINK itís
cancelable but Iím not sure.

STRONG or SP:
Standing -
A double fist attack that hits crouchers.  Doesnít come out all that fast
but combos all right.

Crouching -
A long distance poke that combos well.

Jumping -
She throws out her fist downward at an angle in an attempt to hit you. 
Stick with her other jumping moves.

Jump Up -
I forget again.  But also again, she probably just punches straight out.

Forward -
A little backhand punch to the midsection that also moves her forward. 
Good for pressure and variety and to stay close.  Not sure about the
recovery though.

FIERCE or FP:
Standing -
A quick high horizontal chop that doesnít hit crouchers.  Decent anti air
and can combo.

Crouching -
A good long distance sweep with her hand.  The first of itís kind in SF
history!  Cool.

Jumping -
She throws a chop that pretty much covers her entire front portion from
above to below.  Doesnít come out right away however but not a bad jump
in move.

Jump Up -
She twirls around once while doing something that looks like her standing
FP.  Use it if someone is somehow coming in from above you and youíre in
that position(i.e. Necro/Elena super jumping)

Forward -
She takes a quick step forward and then throws out a hard straight punch.
 Push FP two more times before she hits to make her throw out two more
quick straight punches.  If you have her just punch once, she steps back
but if she punches all three times, she stays in place after.  Use it to
keep the pressure on.

SHORT or SK:
Standing -
I actually forget.  Doh.  I think she just throws out a quick comboable
kick.

Crouching -
Like many crouching SKís, she throws out a quick shin kick.  Use it like
usual.

Jumping -
She throws out a knee.  Comes out quick but not very useful.

Jump Up -
Same as jumping.

Forward -
She takes a quick step forward while kicking straight forward.  A great
poke move that comes out quick and seems to stuff most normals.  Plus it
moves her forward so you can keep the pressure on.

FORWARD or FK:
Standing -
A quick anti-air kick.  Misses crouchers(unless maybe youíre really
close.  Not sure)

Crouching -
She kicks out and slightly up.  Not the best range but I use a lot
because it has good recovery and has pretty good priority too.  Useful as
a surprise anti-air somewhat.

Jumping -
She throws out her leg in a position much like Ibukiís jumping FK.  And
sharing much of the same properties as Ibukiís FK, itís probably her best
jump in attack although hard to combo off of.

Jump Up -
Same as jumping.

Forward -
She takes a quick but long step forward, turns, and throws out an
anti-air kick and so thus misses crouchers.  Quick recovery after she
kicks.  Not her best forward+button move but use it as described.

ROUNDHOUSE or RK:
Standing -
A powerhouse forward stomp.  Great priority and will beat or trade just
about anything.  However, it comes out slow so parry masters will kill
you.

Crouching -
She throws out a anti-air kick.  Again, the first of itís kind in SF
history!  Misses crouchers but has really good priority so treat it like
Ryuís standing RK although it doesnít come out or recover quite as fast.

Jumping -
She throws out a quick, almost completely horizontal kick.  A huge
priority move with great range.  Actually, use this as much as her
jumping FK.

Jump Up -
Same as jumping.

Forward -
She takes a quick but long step forward and throws out a trip that knocks
down.  Recovery time isnít great but fortunately you can cancel the
actual kick itself by holding down the RK button.  Then the recovery time
is instantaneous and you can grab or whatever.  Mix it up.

- List of cancelable moves:
Standing:
JP, SP, FP, SK
Crouching:
JP, SP, SK

- Best poke moves(IMO):
Standing:
SP, SK
Crouching:
SP, FK, SK
Forward:
SK, FP, SP, JP

SPECIALS:
Hayate - QCF punch
That REALLY fast straight punch of hers.  The punch button you use
determines the distance she goes.  Hold down the punch to make her pose
until you let go or push kick to cancel it.  It's basically her
primary attack special.  The recovery is fairly good if you don't end up
too close after it.  Stick with the
jab version unless your trying to surprise/counter attack someone.  I'm
pretty sure it's impossible to super
cancel off the Hayate.  So to combo her supers after you have to link
them.  Very hard to time though although easier with the FP version.
EX version knocks the person down and leaves her safely out of range if
blocked.  You can also press
the taunt buttons afterwards and she does a little pose of some sort
leaving her open.  Why you'd want to
do that is beyond me unless you just killed the guy with the Hayate.

Fukiage - DP punch
If you've seen the screen shots this is that move where she punches
straight up in the air.  And that's how
it's used basically.  Although I've hit people off the ground with this a
number of times.  I think maybe they attacked me or something and got
hit.  In case your wondering, that's her FARTHER arm that she uses to
punch up.  Good priority and easy to super cancel off of and you can
juggle after too.  Itís just difficult to hit with.
The EX version is a bit easier to use as she rushes forward a bit and
then punches straight up.

Oroshi - QCB punch
A overhead downward chop where she pounds the ground.  Stick with the JP
version as the other two come out butt slow so will probably be easy to
parry.  Takes off a nice chunk of energy though.  Easy to super cancel
off of. 
EX version is faster but knocks the opponent down.

Karakusa - HCB kick
Her most important move IMO.  A grab move with great range and priority. 
Probably has about Hugo's or Alex's range.  Also has good "suck" in
ability.  She lifts the guy up, does like 3 pixels worth of damage and
then drops the guy allowing you to hit after.  If you're having trouble
hitting your opponent after she drops them back to the ground, just hit
the button a split-second earlier then you think you should.  You can
also try to time it by listening for her grunt when she drops her
opponent.

Tsurugi - QCB kick
Air move.  Think X-Adon's air kicks except not as easily used.  Timing
has to be much better to hit where
you want to hit.  Do it early to hit high and late to hit grounded
opponents.  Will knock the opponent
down.  Iím not sure if thereís a difference between the kick button used.
EX version makes her come straight down out of the air.

SUPERS:
I.  Seichuu Sengodan Tsuki - QCFx2 punch
Hold only 1
Your standard upclose high power combo super.  Like the You-Hou or
ShinShoryuken, etc...  Good
range but not anti-air although if you hit your opponent right above the
ground, Makoto will still connect
with all the hits(i.e. parry jump in, super right away).  First she
punches you in the crotch area(OUCH, although Ken is probably used to it)
and then proceeds to pummel you with a few chest punches and then
uppercuts the crap out of you causing you to disappear from the screen
for a few seconds(whereíd they go?) and then land back on the ground.  I
really hope they allow her to juggle if she connects with the super in
the final version of the game instead of just standing there posing
yelling something I don't even understand.

II.  Abare Tosonami Kudaki - QCFx2 kick
Hold up to 2
I like this super but unfortunately itís not that good.  Itís kinda like
a poor man's Maximum Spider.  
She jumps up to the ceiling and the kick button pressed determines where
she kicks too but you have to
be really precise.  Itís quick but there's no auto tracking at all.  She
tries to do a combo of sorts ending with a EX-like Fukiage regardless of
whether or not her opponent blocks as long as she touches them.  You can
juggle after too.  I was using this super to hit this one guys Elena
whenever he did Healing from across the screen so you can figure out it's
use.  Let your opponents figure out they need to block the first hit
high. :)

III.  Tanden Renki - QCFx2 punch
Hold only 1
Probably my favorite super of the three.  Imagine X-Zangief and you
pretty much know what this super does to her.  If you don't know who
X-Zangief is, this super basically makes her as strong as Hugo if not
stronger. I'm surprised it lasts as long as it does(around 7 or 8 seconds
I think).  However, you canít block while the super is activated but for
you parry masters out there I suppose you wonít even notice.


IV.  Combos
1.  j. RK, SP, cancel JP Hayate
Her standard combo although if blocked is a tiny bit risky.
2.  c. SP, cancel FP Hayate, Karakusa
The Karakusa doesn't combo but it's so fast it might as well.  Very
effective but don't do this TOO much or people will start expecting you 
to do it and super you or something.
3.  (EX)Fukiage, Hayate
Juggle off the Fukiage.  Maybe you can do another EX Fukiage?
4.  Karakusa, FP, cancel Hayate, I super
You have to link the super after the Hayate which is really hard at first
but gets easier with practice(I hope!).
5.  Karakusa, FP, cancel III super, c. SP, cancel FP Hayate
Any combo done while the III super is activated HURTS. Geez, PMS or what?
Hehe...
6.  Karakusa, FP, cancel SK II super, JP Hayate(juggle)
This only works if Makoto is in the corner. Why are you in the corner
anyway?

*I like using the Karakusa a lot since it sets up practically anything
for Makoto. But obviously you can take it out. Still, I recommend
learning to use it as it's VERY useful.


V.  General Strategies
Hah, you think Iím going to do this on the FIRST version?  Right...
Ok, ok, as a general rule, IMO center a lot of your game around using the
Karakusa(or the threat of using it) to keep them guessing.  And stay
close to your opponent.


VI.  VS Tactics
See above section.  Even more so.  This is coming WAY down the line.


VIII.  Miscellaneous
Hmm, what to put in this section.  The question that bugs all FAQ
writers.  Well, not really.
Maybe in the next update, Iíll put in outfit colors or movie reviews or
something like that.


IX.  Thanks
Thanks to Kao Megura for some of Makotoís move names(wow, surprise,
surprise)
Thanks to the guys at the Negative Edge Message Board for pointing out a
few things about Makoto I didnít know.
Thatís all for now.

This FAQ can be found at www.gamefaqs.com(as soon as he puts it up) and
of course, my own site at
www.geocities.com/TimesSquare/Lair/3168/index.html(as soon as I put it
up).
Please send whatever you can send(suggestions, comments, etc...) via
e-mail to edmaedmaedma@juno.com.  Or just visit my website and please
sign my guestbook.  Thanks.