3s: Team Makoto Dojo

Just for quick reference, my guide for Makoto at Gamefaqs.com is here: http://db.gamefaqs.com/coinop/arcade/file/street_fighter_iii_3rd_strike_makoto_c.txt

(I just updated it to v1.7 with Tanden Renki tactics, except I now have some new stuff to research because of it.)

This thread was created to gather all you Makoto fanboys out there to get some exposure on this girl. I believe she’s a horribly underplayed character.

Futhermore, it’s time for you bitches to stop using the Abare Tosanami.

To those of you who don’t know yet, Makoto’s Tanden Renki possesses a large amount of invincibility frames (perhaps the highest in the game, but someone should check the 3s Bible) after the activation of the super. Her zero-frame recovery, plus this invincibility period lets her destroy almost any guessing situation in the entire game- and in this game, guessing is EVERYTHING. There are a few characters that this tactic isn’t quite as effective against (Necro, for example, is a little harder to capitalize with this against), but characters such as Ken, Hugo, Alex, Dudley and the like will be VERY hard pressed to attempt to out-guess her.

Furthermore, because of the zero-frame recovery, Makoto can parry an attack, activate her super, parry the next phase (or dodge it) and then retaliate with her Fukiage (DP+P uppercut). Or hell, just activate super then Fukiage. You can see the Akuma players wince in pain.

Right now, I’m trying to figure out what attacks and supers can be ‘dodged’ with and still achieve a Fukiage retaliation against. Akuma’s KKR (DDD+PPP) is one move I’d really like to try this with.

Oh yeah, just before you run off to do something: The invincibility frames of Makoto’s super requires the player to do absolutely nothing. Literally. However, she may parry an attack during her invincible phase, or jump.

Comments, findings, flames, whatever: throw 'em here.

That’s too hard! Give me SA1! Ball buster!..

j/k… Verrry interesting. Makes me wish I played Makoto again.

Ha, I luv the Rag/Period/PMS super. I just wish I knew how to use Makoto other than that. Never really thought of using it after parry…good plan. Howabout after command grab? Or super cancel dp+p? would that work?

You tested those against me in SHGL, so I can vouch for you in saying that this stuff works. One hit = 20% on Ibuki (OUCH) so you REALLY made me feel bad. (even though I never had any Makoto experience)

one note: Gamefaqs has link protection, so you have have trouble clicking the link, you should copy it (IE - right click copy shortcut) go to www.gamefaqs.com then paste the url.

whats this 3S bible you speak of

If you want to use the Tanden Renki after a command grab, first hit them with Fierce, then cancel into Tanden Renki, then a C.Strong -> Hayate or a C.Roundhouse.

Or actually, you could just do the Fierce -> Tanden Renki, then dash forward. :slight_smile:

As for the DP+P -> Tanden, i’d rather activate Tanden first while they’re in the air. If you see the move come out, DP+P, otherwise grab them with her choke.

btw, thanks FMJ. I forgot about that.

Oh yeah. the 3s bible has like, every single piece of trivia in the game like frame data and stuff.

and where do i find this bible

Japan. If I knew for certain, I’d probably have one myself, but I don’t. Get off your ass and do a Google search. =P

On a coincidental note,

 I pretty much spent all day looking for the 3s bible today in Tokyo.  It's turning out to be about as hard to find as the lost ark.  Every store directs me to another store to another until I had exhausted every store in Akihabara.  I didn't manage to find the Arcade bible but I did find the 3s Dreamcast bible which is less useful but still worth it for the explanation of charge buffering and posterity.  So I promptly stole it.  Yes I am ghetto but Capcom has enough of my money. :)  The Makoto section doesn't have anything particularly useful, no Tanden-renki setups.  I saw a Makoto play today at More but he didn't do anything new really besides parry a jab srk, dash behind the guy (to get the range right), karakusa, combo.

-Sk!

HAHAHAHAHAHAHAHA

Jon’s a mufuggin’ THUG!

Team STD Rep-ruh-ZENT!

N

I found my bible in Shinjuku, at the very top level of more. That is also where I bought my Zero 3 bible. I don’t know if they’d still have any, but if you ever get a chance to go to More, go to the top floor and ask them if they have any.

Btw, I hope you bought a 3s tourney tape from mester during evolution Arlieth, because its way too good.

I didn’t get to @(#&( go! Had work that weekend (I have two jobs). =(

I’ll buy copies of your 3s tapes if you’re willing to do so- or like, I could send you money and you could buy it for me, or something. I dunno. =P

By the way Jon… GHEEEEETTTTTOOOOOO

sorry it is copy protected. The copy protection isn’t as aparent when I watch it via capture card on my computer, but a lot of the good matches are tainted with the copy protection.

Oh shit…yeah I saw that last night but it was closed. I’ll check it out monday. Thanks Mouko.

<<HAHAHAHAHAHAHAHA

Jon’s a mufuggin’ THUG!

Team STD Rep-ruh-ZENT!

N>>

A thug gossa do wuh a thug gassa do! LOL,

-Sk!

::Bows before leaving the dojo::

Jon! When the hell are you coming back to the USA? =P

Tom, October! :slight_smile:

-Sk!

hi people… i didn’t know this thread existed and was going to make a new one on makoto… :stuck_out_tongue_winking_eye: but oh well…

(i was directed by arlieth from the match-up thread…)

anyway, i have some newbie makoto questions.

please keep in mind that i only play 3s in arcade so i can’t test these all that much myself… :stuck_out_tongue_winking_eye: so i’m sorry if these questions sound lame.

i’ve been using sa1 all along and from what’s being discussed, it gives me the impression that sa2 is the super of choice at high levels…

so i’ve tried to use it, and it’s very hard to connect with.

i know that you can cancel it off fierce in your own corner and off a qcb+punch… now here’s the question.

  1. in my own corner, sa2 with short and forward connect, but the roundhouse version doesn’t. well if you’re going for the roundhouse version you’re not really cornered but is it true for everyone else or am i not buffering the super fast enough?

  2. super after qcb+punch chop- does it connect regardless of where you and your opponent are on the screen?

  3. after i connect sa2, i cancel the last punch into a superjump, do a qcb+forward and then land. now… i know i can do 2 more hayates, but every time i try, a qcb+punch chop comes out instead. i’ve tried doing qcb+punch after the axe kick (instead of hayate) but i think a chop came out that time as well. can someone tell me what i’m doing wrong?

  4. after you knock someone down, you can dash back and kara grab, but sometimes the short kick connects/gets blocked and i whiff the grab. what am i doing wrong here?

any answers will be appreciated. thanks in advance!

  1. in my own corner, sa2 with short and forward connect, but the roundhouse version doesn’t. well if you’re going for the roundhouse version you’re not really cornered but is it true for everyone else or am i not buffering the super fast enough?

Uhh… dude. Roundhouse more often than not will MISS completely. Or maybe tag their head and go past their body. Never use roundhouse unless you have to. EVER. Short and Forward are sometimes interchangeable in Makoto’s corner.

  1. super after qcb+punch chop- does it connect regardless of where you and your opponent are on the screen?

Yes to Hugo, no to everyone else. Works better vs crouchers 'cause they have more hitstun.

  1. after i connect sa2, i cancel the last punch into a superjump, do a qcb+forward and then land. now… i know i can do 2 more hayates, but every time i try, a qcb+punch chop comes out instead. i’ve tried doing qcb+punch after the axe kick (instead of hayate) but i think a chop came out that time as well. can someone tell me what i’m doing wrong?

You did the axe kick way too early.

  1. after you knock someone down, you can dash back and kara grab, but sometimes the short kick connects/gets blocked and i whiff the grab. what am i doing wrong here?

Some characters have larger hitboxes and can still get hit with the short when they get up. Universal solution: time your grab so that they get up IN BETWEEN your kick and your grab. I have this down pat. Great for grabbing people out of supers. :slight_smile:

haha adverse stealing, do they like cut off the hands of thieves in Jap if you get caught? :lol: anyways, these game bibles sound expensive, how much do they charge for them?

EDIT:: After doin some google searching I found this:

www.animebooks.com

A section has like “All about SF3” and stuff

C has Capcom

S has Streetfighter…obviously…just thought I’d share that link