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 firstname.lastname@example.org. Or just visit my website and please sign my guestbook. Thanks.
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