Eternal Fighter Zero/Makoto Sawatari: Difference between revisions
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[[image:makoto-efz.png |<center><font size="4"><b>Sawatari Makoto</b></font></center>|frame|right]] | [[image:makoto-efz.png |<center><font size="4"><b>Sawatari Makoto</b></font></center>|frame|right]] | ||
{{TOClimit|2}} | {{TOClimit|2}} | ||
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|cancel= SP IC | |cancel= SP IC | ||
|description=Makoto steps forward and hits the opponent with the gun, then fires up to 3 times. The extra two hits can be tricky to time and come out instantly when C is pressed, which makes it really difficult to combo anything off them without using IC. Excellent poke at long range, and the pushback can get you out of a bad situation if you can get the opponent to block this. Armor breaking except for the initial hit. | |description=Makoto steps forward and hits the opponent with the gun, then fires up to 3 times. The extra two hits can be tricky to time and come out instantly when C is pressed, which makes it really difficult to combo anything off them without using IC. Excellent poke at long range, and the pushback can get you out of a bad situation if you can get the opponent to block this. Armor breaking except for the initial hit. | ||
The 5C followup window is 5F long. It is placed just before Makoto leans back after shooting. Hitting this window without mashing is unreliable. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
=== | === Throws === | ||
====== <font style="display:none" size="0">Ground | ====== <font style="display:none" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=MakotoGrab.png | |image=MakotoGrab.png | ||
|caption= | |caption= | ||
|name=Ground | |name=Ground Throw | ||
|input=Close 6C/4C | |input=Close 6C/4C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage=1200 | |damage=1200 | ||
|guard= | |guard=Throw | ||
|property= | |property= | ||
|startup=5.33 | |startup=5.33 | ||
Line 447: | Line 450: | ||
|advBlock=/ | |advBlock=/ | ||
|cancel= None | |cancel= None | ||
|description=Makoto grabs the opponent's shirt and if it connects, she performs a somersault kick. Makoto's fast dash combined with traps and especially bullets make this a very useful tool, as you can force the opponent into situations with very few safe options. Impossible to follow up by itself and cannot be IC'd, but bullet, firecracker and fireball setups exist to combo off it, possibly even into full corner loops. If you're unable to follow up, you still recover before the opponent even hits the ground, giving you plenty of time to set up your oki. As far as normal | |description=Makoto grabs the opponent's shirt and if it connects, she performs a somersault kick. Makoto's fast dash combined with traps and especially bullets make this a very useful tool, as you can force the opponent into situations with very few safe options. Impossible to follow up by itself and cannot be IC'd, but bullet, firecracker and fireball setups exist to combo off it, possibly even into full corner loops. If you're unable to follow up, you still recover before the opponent even hits the ground, giving you plenty of time to set up your oki. As far as normal throw go, this one is well above average. | ||
}} | }} | ||
}} | }} | ||
====== <font style="display:none" size="0">Air | ====== <font style="display:none" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=MakotoAirgrab.png | |image=MakotoAirgrab.png | ||
|caption= | |caption= | ||
|name=Air | |name=Air Throw | ||
|input=Close j6C | |input=Close j6C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage=1100 | |damage=1100 | ||
|guard= | |guard=Throw | ||
|property= | |property= | ||
|startup=2 | |startup=2 | ||
Line 468: | Line 471: | ||
|advBlock= | |advBlock= | ||
|cancel= None | |cancel= None | ||
|description=A fairly standard airthrow, Makoto grabs the opponent and disappears into the sky with her, only to reappear on the ground stomping the opponent. As with her ground | |description=A fairly standard airthrow, Makoto grabs the opponent and disappears into the sky with her, only to reappear on the ground stomping the opponent. As with her ground throw, this is best used together with bullets to shut down any safe options for the opponent. Recovery takes a while, so you might not be able to set up the oki you want. | ||
}} | }} | ||
}} | }} | ||
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|description=Makoto throws a firecracker about 1/3 of the screen from her. The firecracker will explode if the opponent steps on it(*), automatically about 1 second after hitting the ground, or when this move is performed again(*). It's possible to FIC this move right after throwing the firecracker for additional safety, or if you want to set up multiple firecrackers. 236B 236A FIC and 236B FIC 236A both work as the firecrackers will only explode if Makoto is still in the throw animation when they hit the ground. | |description=Makoto throws a firecracker about 1/3 of the screen from her. The firecracker will explode if the opponent steps on it(*), automatically about 1 second after hitting the ground, or when this move is performed again(*). It's possible to FIC this move right after throwing the firecracker for additional safety, or if you want to set up multiple firecrackers. 236B 236A FIC and 236B FIC 236A both work as the firecrackers will only explode if Makoto is still in the throw animation when they hit the ground. | ||
The A version is very useful as midscreen oki, after a basic 2AABBC combo for example. The explosion is slightly larger than the detection radius, so triggering the explosion manually might catch your opponent off-guard. Can also be used in a some combo setups from ground | The A version is very useful as midscreen oki, after a basic 2AABBC combo for example. The explosion is slightly larger than the detection radius, so triggering the explosion manually might catch your opponent off-guard. Can also be used in a some combo setups from ground throw. | ||
(*Not while the opponent is blocking, dashing (both ground and air), in hitstun or knocked down) | (*Not while the opponent is blocking, dashing (both ground and air), in hitstun or knocked down) | ||
Line 1,099: | Line 1,102: | ||
*'''412A/B''' Always try to have a bullet on screen when possible. Startup is decently fast, but has a lot of recovery and can be punished on reaction if the opponent is in range. Characters with lasers and other fullscreen moves can punish this whenever. | *'''412A/B''' Always try to have a bullet on screen when possible. Startup is decently fast, but has a lot of recovery and can be punished on reaction if the opponent is in range. Characters with lasers and other fullscreen moves can punish this whenever. | ||
*'''412C''' Abuse this to take complete control of the screen for a while. Even if punished it can still hit the opponent, or at least make it impossible for them to follow up with a combo. | *'''412C''' Abuse this to take complete control of the screen for a while. Even if punished it can still hit the opponent, or at least make it impossible for them to follow up with a combo. | ||
*'''214B''' Unlike the A version, B smokebomb can take a hit for you, acting effectively as a shield against big moves that only hit once. Multiple uses in corner oki, you can simply drop it on top of the opponent to force them to block on wakeup, or drop it slightly in front of them and run in for a | *'''214B''' Unlike the A version, B smokebomb can take a hit for you, acting effectively as a shield against big moves that only hit once. Multiple uses in corner oki, you can simply drop it on top of the opponent to force them to block on wakeup, or drop it slightly in front of them and run in for a throw while the smoke protects you from their mashing. Remember that you can also FIC this if you do it too late, or if you just want to get a barrier between you and the opponent while on defense. | ||
*'''236A/B''' Having traps on the screen is always good, but you should prioritize using bullets over firecrackers. Pretty useful as oki, and unlike bullets, can be FIC'd to cut off the recovery. | *'''236A/B''' Having traps on the screen is always good, but you should prioritize using bullets over firecrackers. Pretty useful as oki, and unlike bullets, can be FIC'd to cut off the recovery. | ||
*'''236C''' Takes complete control of the ground for a while, not a bad move if there's some distance between you and the opponent. Can be used as a fullscreen projectile, but the random pattern makes it unreliable. | *'''236C''' Takes complete control of the ground for a while, not a bad move if there's some distance between you and the opponent. Can be used as a fullscreen projectile, but the random pattern makes it unreliable. | ||
== Combos == | == Combos == | ||
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Makoto's combos without IC are very basic, usually done to preserve IC to get BIC or just to score an easy knockdown. | Makoto's combos without IC are very basic, usually done to preserve IC to get BIC or just to score an easy knockdown. | ||
:''Midscreen'' | |||
*'''2AABBC''' | {{EFZComboVideo | ||
|text=:*'''2AABBC''' | |||
|video={{#ev:youtube|vFQxBwmfEUY|||||start=319&end=324}} | |||
}} | |||
::*The most basic combo. Minuscule damage, but works everywhere. Use when out of resources to knock down the opponent and gain time time for oki setups. Follow-up with 412B or 236A for midscreen cross-up oki, and 214B for corner oki. | |||
*'''2AABBC (delay) 641236A''' | {{EFZComboVideo | ||
|text=:*'''2AABBC (delay) 641236A''' | |||
|video={{#ev:youtube|-0oWMiU2owo}} | |||
}} | |||
::*A simple extension of the basic knockdown combo that doubles the damage for the cost of 1 super, and usually carries all the way to the corner. Delay the super slightly to avoid the opponent from falling out too early. | |||
''From 236A left/right oki'' | :''From 236A left/right oki'' | ||
*'''jA j66 jBC 2B 2B 6B j214214A''' | {{EFZComboVideo | ||
|text=:*'''jA j66 jBC 2B 2B 6B j214214A''' | |||
*Video also includes a short red IC extension that abuses a bug with ICing Makoto's 214214A. | |video={{#ev:youtube|vFQxBwmfEUY|||||start=347&end=356}} | ||
}} | |||
::*Version for midscreen, closer to the corner. The notation does not include the setup for 236A, and assumes that it hits just before jA. | |||
::*Video also includes a short red IC extension that abuses a bug with ICing Makoto's 214214A. | |||
*'''jA .. jB j66 jBC 662B 641236A''' | {{EFZComboVideo | ||
|text=:*'''jA .. jB j66 jBC 662B 641236A''' | |||
|video={{#ev:youtube|vFQxBwmfEUY|||||start=358&end=368}} | |||
}} | |||
::*Corner carry version. The notation does not include the setup for 236A, and assumes that it hits just before jA. | |||
::*Video also includes a red IC extension, which is '''2B jB j2CCC 5A c5B jBC djB .. djB(whiff)''' | |||
:''Corner'' | |||
*'''2AABC | {{EFZComboVideo | ||
|text=:*'''2AABC .. 412A .. [5B 9 jB j2CCC]x2 5B 8 jB 8 djB .. djB (tech trap)''' | |||
|video={{#ev:youtube|dIELP88a3W4}} | |||
}} | |||
=== Red IC === | === Red IC === | ||
Makoto's combos with IC get easier, have slightly higher damage, and are generally more versatile | :Makoto's combos with IC get easier, have slightly higher damage, and are generally more versatile. | ||
:Here we begin to see Makoto's corner loop: <Starter> 5B 9 (jB j2CCC 5B/2B)xN 8 jB 8 jB, which is as follows: | |||
*''' | :*'''<Starter>''' - Launches the opponent allowing them to be juggled. | ||
* | :*'''IC''' - Instant Charge, cancels the your starter early so we can use our next move before the opponent hits the ground. Some starters such as 2C 421A don't need an instant charge, while 641236A and 623B do. | ||
:*'''[{5B/2B} jB j2C..C]xN''' - The main loop. 5B knocks the opponent higher allowing for jB to connect. 2B is used when in the loop to keep them slightly lower to the ground, it's also easier to combo. Do 5B (or even 5A) on characters 2B whiffs on. | |||
:*'''jB j2CCC jB j8 djB .. djB(whiff)''' - The combo ender. The final djB(whiff) is used to cover for and punish air techs. | |||
:''Midscreen'' | |||
*''' | {{EFZComboVideo | ||
* | |text=:*'''f5B IC 662C 641236*''' | ||
|video={{#ev:youtube|pwlV0brim0w}} | |||
}} | |||
::*Quick and simple confirm off one of Makoto's midrange pokes. | |||
*''' | {{EFZComboVideo | ||
* | |text=:*'''2AABC 641236A IC 66C 2A 5A c5B jB j8 djB .. djB(whiff)''' | ||
|video={{#ev:youtube|2mkLll7tMDE}} | |||
}} | |||
::*Corner carry most consistent from the centre of the stage or closer to the corner. | |||
==== Corner | {{EFZComboVideo | ||
|text=:*'''6B IC jB 2ABC 641236A''' | |||
|video={{#ev:youtube|ncKI_CRT0Ao}} | |||
}} | |||
::*The jB input window is weirdly tight, being 3 frames, but leaves you safe and if it hits you can go into a full combo. | |||
{{EFZComboVideo | |||
|text=:*'''6B 214214A IC 214214A''' | |||
|video={{#ev:youtube|xiVnPqvX6FE}} | |||
}} | |||
::*High damaging punish when you don't want corner carry and just want damage. Massive damage for the cost, due to a bug in the game that makes the first move stay active after the IC. Does not work on everyone due to height differences, as you can only IC 214214A when the muzzle flash hits the opponent. | |||
:''Corner'' | |||
*'''2AABC 623A IC c5B jB2CC 2B jB2CCC c5B 7 jB 8 jB (delay) jB (tech trap)''' | {{EFZComboVideo | ||
|text=:*'''2AABC 623A IC c5B jB2CC 2B jB2CCC c5B 7 jB 8 jB (delay) jB (tech trap)''' | |||
|video={{#ev:youtube|VZId6zLabSE}} | |||
}} | |||
::*Easier variant of the ICless corner BnB, less damage, but recommended for beginners. | |||
*'''2AABBC 641236A IC (delay) (5B 9 jB j2CCC)x2 5B 8 jB 8 jB (delay) jB (tech trap) | {{EFZComboVideo | ||
|text=:*'''2AABBC 641236A IC (delay) (5B 9 jB j2CCC)x2 5B 8 jB 8 jB (delay) jB (tech trap)''' | |||
|video={{#ev:youtube|nbvGjhnHIfs}} | |||
}} | |||
::*Building off the normal BnB, you can deal more damage with a 641236A IC (which also gives it more range). jB tech trap is shown after. | |||
*'''f5B IC 662C 412A 2B 2B jB j2C..C 2B jB j2CCC c5B jB j8 djB .. djB(whiff) | {{EFZComboVideo | ||
|text=:*'''f5B IC 662C 412A 2B 2B jB j2C..C 2B jB j2CCC c5B jB j8 djB .. djB(whiff)''' | |||
|video={{#ev:youtube|VRmqx8s0qUs}} | |||
}} | |||
=== Blue IC === | === Blue IC === | ||
== | :''Anywhere'' | ||
{{EFZComboVideo | |||
|text=:*'''2AABC 623B jB djB dj66 djB .. djB 66B jB j66 jBC c5B jB j2C..C 2B jB j2CCC c5B jB djB .. djB(whiff)''' | |||
|video={{#ev:youtube|A1Y8itY1j-w}} | |||
}} | |||
:''Midscreen'' | |||
= | {{EFZComboVideo | ||
*''' | |text=:*'''2AABC IC [66B]x3 jB j66 jBC 2B jB j2C..C 2B jB j2CCC c5B jB j8 djB .. djB(whiff)''' | ||
|video={{#ev:youtube|9ygDs3fkLfw}} | |||
}} | |||
::*A simple corner carry. | |||
*from corner knockdown 214214B - '''6C(close) 214214B-hit 623A 214214B-hit 662C IC 641236A 214214B-hit 641236A 214214B-hit 2B~2B jB j2CC 5B 7 jB 8 jB (delay) jB (tech trap) 214B(whiff)''' | {{EFZComboVideo | ||
|text=:*'''2ABBC 641236A BIC 66B 66C 2A(OTG) 5B jB j66 jBC land jB j2CC 2B jB j2CCC 5B 7 jB 8 jB (delay) jB (tech trap) 214B(whiff)''' | |||
|video={{#ev:youtube|ohQ6VO6Eows}} | |||
}} | |||
::*A fullscreen corner to corner with BIC. Makes use of her OTG properties on 66C. | |||
:''Corner'' | |||
{{EFZComboVideo | |||
|text=:*'''2AABC 641236A(5hits) IC c5B jB j66 jB [c5B 2B(whiff)]x2 c5B jB j66 jB(C) c5B jB j2C..C 2B jB j2CCC c5B jB djB .. djB(whiff)''' | |||
|video={{#ev:youtube|pVhNfDCaF_0}} | |||
}} | |||
::*jC can be ommitted to make the ender slightly easier at the cost of damage. | |||
{{EFZComboVideo | |||
|text=:*from corner knockdown 214214B - '''6C(close) 214214B-hit 623A 214214B-hit 662C IC 641236A 214214B-hit 641236A 214214B-hit 2B~2B jB j2CC 5B 7 jB 8 jB (delay) jB (tech trap) 214B(whiff)''' | |||
|video={{#ev:niconico|sm18488319}} | |||
}} | |||
::*Off some rare 236236B oki setups, such as throw, there's a variety of conversions off of throw/6B/623*/66C where the fireball naturally interrupts your combo, allowing you to get more damage. This combo is off of a throw against Shiori, routes for this are highly character-specific and difficult, but highly rewarding. | |||
== Okizeme == | == Okizeme == | ||
412B | <u>'''412B '''</u> | ||
{{EFZComboVideo | |||
|text=:Midscreen | |||
|video={{#ev:youtube|vFQxBwmfEUY|||||start=319&end=345}} | |||
}} | |||
{{EFZComboVideo | |||
|text=:Corner | |||
|video={{#ev:youtube|vFQxBwmfEUY|||||start=368&end=395}} | |||
}} | |||
214B | :Enables many left/rights midscreen whether it be with a jump or a whiffed 623B. In the corner, Makoto gets a strike/throw mixup where the bullet provides powerful insurance and allows combos after a throw. The corner setup requires stepping back a bit to fire the bullet so that it will rebound low enough to hit the opponent. | ||
<u>'''236A'''</u> | |||
{{EFZComboVideo | |||
|text=: | |||
|video={{#ev:youtube|vFQxBwmfEUY|||||start=346&end=368}} | |||
}} | |||
:Provides similar left/rights as 412B but is FICable. | |||
<u>'''214B'''</u> | |||
:Great in the corner and does not need to be positioned carefully like 412B. Makoto can go for a high/low or even set up a 412B or 236236A/B while the opponent is blocking. The move has issues though as if it does not hit meaty the opponent may have a chance to attack the trap and destroy it, but if multiple hits hit meaty (common against characters with slow wakeups) a standing opponent can sometimes jump out with the double RG glitch (where RGing an even number of hits on the same frame doubles the RG freeze for everything except the defender). | |||
<u>'''236236A/B'''</u> | |||
{{EFZComboVideo | |||
|text=: | |||
|video={{#ev:youtube|vFQxBwmfEUY|||||start=407&end=450}} | |||
}} | |||
With the right spacing in the corner (around a 7 jump away), 236236A/B can just barely not touch the opponent so that they will get hit when horizontally extending their hurtbox in any way, whether it be by attacking, walking, or jumping. This makes it very hard for the opponent to defend against throws, and upon being opened up their reeling animation will get comboed by the fireball. The opponent will also struggle with attempting reversals, as inputting the special motions without walking into the fire is difficult (or even impossible) and even if Makoto is hit it will not disappear and the defender will remain trapped. This setup is less effective the faster your opponent's character wakes up, so depending on the matchup Makoto may have to settle for placing it directly on top of them. | :With the right spacing in the corner (around a 7 jump away), 236236A/B can just barely not touch the opponent so that they will get hit when horizontally extending their hurtbox in any way, whether it be by attacking, walking, or jumping. This makes it very hard for the opponent to defend against throws, and upon being opened up their reeling animation will get comboed by the fireball. The opponent will also struggle with attempting reversals, as inputting the special motions without walking into the fire is difficult (or even impossible) and even if Makoto is hit it will not disappear and the defender will remain trapped. This setup is less effective the faster your opponent's character wakes up, so depending on the matchup Makoto may have to settle for placing it directly on top of them. | ||
== Win Quotes == | == Win Quotes == |
Latest revision as of 06:48, 24 June 2024
Introduction
Sawatari Makoto (沢渡 真琴) is a tricky fighter, using a wide array of traps and projectiles to subject opponents to zoning, pressure, and most importantly her very strong mixup game. Once she scores a knockdown, she can deploy a variety of very long lasting hazards (such as a smoke bomb or a ricocheting bullet) which allow her to run high/low or left/right mixups while ensuring she has the advantage on block. Some of her okizeme setups even allow her to pressure without fear of many characters' invincible reversals, potentially being able to get a combo even after being hit. Her weaknesses include the extremely limited range of her normals, relatively low damage without the use of meter, and her awkward airdash.
Makoto is one of the heroines of Kanon, a visual novel produced by Key in 1999. She is a mysterious girl who lost her memory of everything except her hatred towards Yuiichi. The Minase family decides to let her stay in their house until she regains her memories. Makoto really enjoys reading manga, eating pork-filled meat buns, and playing tricks on Yuiichi. During Kanon, Yuiichi vaguely remembers that they had met before in the past, but as he gets closer to the truth, Makoto's health begins to deteriorate quickly...
Makoto was part of EFZ's original cast.
Stage: Shopping Street (商店街)
BGM: the fox and the grapes
Character-Specific Notes
- Makoto's air dash is unique in that it curves sharply upwards and horizontally decelerates over time. Because Makoto does not have any more movement options after an air dash, you should be careful about prolonging one if your opponent is nearby.
Normal Moves
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
|
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c5B
c5B
|
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f5B
f5B
|
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6B
Mako Leap
まこリープ 6B |
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5C
5C
5C~C~C |
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Crouching
2A
2A
|
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2B
2B
|
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2C
2C
|
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Jumping
j5A
j5A
|
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j5B
j5B
|
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j5C
j5C
|
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j2C
Three Burst
スリーバースト j2C~C~C |
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Dashing
66A
66A
|
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66B
66B
|
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66C
66C
|
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662A
662A
|
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662B
662B
|
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662C
662C
|
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Throws
Ground Throw
Ground Throw
Close 6C/4C |
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Air Throw
Air Throw
Close j6C |
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Special Moves
Specials
236*
Rat Fireworks
ねずみ花火 236* |
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623*
Somersault Auu~
サマーソルトあうー 623* |
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214*
Insecticide Smoke
殺虫スモーク 214* |
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412*
Ricochet Shot
跳弾 412* |
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Eternity Specials
236236*
Fox Fire
狐火 236236* |
B and C versions cost 1 level of SP. |
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214214*
Ground Strafing
地上掃射 (j)214214* |
Makoto leaps into the air, pulls out two guns and begins firing rapidly towards the ground. The muzzle flashes have their own hitboxes that send the opponent towards the ground on hit, while the main damage comes from the hitbox on the ground that also has groundbounce properties. The muzzle flashes are actually physical hits, and can be IC'd if they connect, allowing you to combo this move into itself. Can be done in the air for a faster startup (incidentally, this is Makoto's only air special), but the tradeoff is longer recovery that's dependent on the initial height. This super is the only move you can combo into from 6B without IC, so if you're sure the opponent will block low, make use of that for some hefty damage. Extremely punishable on block. ※5 frame gap between first and second hit, 3 frame gap between the rest. |
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641236*
Legend of Monomi Hill
ものみの丘の伝承 641236* |
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Final Memory
FM
Meat Bun
肉まんよー 263S |
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Strategy
Makoto is a very momentum-based character. Her short-ranged normals, low damage output and slow and punishable projectile moves make it difficult for her to gain the advantage in a neutral situation, but after she manages to score a knockdown, she'll be free to set up various forms of okizeme that leave the opponent with no good options on wakeup. Because of this, she often prefers lower damage combos if those guarantee a knockdown, and uses her RF meter on EX bullet, ICing her normals and traps, or anything else to keep her pressure going instead of saving it for a high damage combo.
When attempting an attack, her main plan is to use bullets and traps as cover, as her normals are usually outclassed by all other characters in a fair 1-on-1 fight. After scoring a hit, she should always go for the knockdown and prepare for a new oki with high/low or left/right mixups while keeping herself safe from reversals. Getting the opponent to block the traps opens them up for mixups with high/low attacks, throws and so on.
On defense, she shouldn't be afraid to use the resources available to her to turn the tables, even if that means sacrificing both super and RF meter in the process. When harassed at a longer range, her only feasible option out of reversal supers is often 623A, which is very unsafe when blocked. On the positive side, her 623B gives her great protection against aerial approaches, so the greatest danger usually comes from the opponent's ground moves. If the opponent doesn't realize this, she should be able to escape their pressure with relative ease.
Tactics
If you find yourself in a neutral situation, you're already at a disadvantage. Avoid approaching without projectile cover, try to score knockdowns, always set up something for oki and don't be afraid to use your resources to gain the upper hand.
Move specific notes
- f5B Excellent range without extending your own hurtbox, effective against dash-ins but hard to capitalize on.
- 623A Is vulnerable against both highs and lows on first frame, so don't use this as a wakeup DP. Instead, the range, fast startup and lower body invulnerability from frame 2 onwards makes this a good move to use against dash-ins, or mash it in your opponent's blockstrings when you think they'll do a low.
- 623B Without doubt one of the best anti-airs in the game, proper usage of 623B will make it very hard for the opponent to ever approach you from the air. Beats everything from unknown's j2C ball to Akiko's washing machine with the startup time of an average close B normal.
- 412A/B Always try to have a bullet on screen when possible. Startup is decently fast, but has a lot of recovery and can be punished on reaction if the opponent is in range. Characters with lasers and other fullscreen moves can punish this whenever.
- 412C Abuse this to take complete control of the screen for a while. Even if punished it can still hit the opponent, or at least make it impossible for them to follow up with a combo.
- 214B Unlike the A version, B smokebomb can take a hit for you, acting effectively as a shield against big moves that only hit once. Multiple uses in corner oki, you can simply drop it on top of the opponent to force them to block on wakeup, or drop it slightly in front of them and run in for a throw while the smoke protects you from their mashing. Remember that you can also FIC this if you do it too late, or if you just want to get a barrier between you and the opponent while on defense.
- 236A/B Having traps on the screen is always good, but you should prioritize using bullets over firecrackers. Pretty useful as oki, and unlike bullets, can be FIC'd to cut off the recovery.
- 236C Takes complete control of the ground for a while, not a bad move if there's some distance between you and the opponent. Can be used as a fullscreen projectile, but the random pattern makes it unreliable.
Combos
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
No IC
Makoto's combos without IC are very basic, usually done to preserve IC to get BIC or just to score an easy knockdown.
- Midscreen
- 2AABBC
- 2AABBC
- The most basic combo. Minuscule damage, but works everywhere. Use when out of resources to knock down the opponent and gain time time for oki setups. Follow-up with 412B or 236A for midscreen cross-up oki, and 214B for corner oki.
- 2AABBC (delay) 641236A
- 2AABBC (delay) 641236A
- A simple extension of the basic knockdown combo that doubles the damage for the cost of 1 super, and usually carries all the way to the corner. Delay the super slightly to avoid the opponent from falling out too early.
- From 236A left/right oki
- jA j66 jBC 2B 2B 6B j214214A
- jA j66 jBC 2B 2B 6B j214214A
- Version for midscreen, closer to the corner. The notation does not include the setup for 236A, and assumes that it hits just before jA.
- Video also includes a short red IC extension that abuses a bug with ICing Makoto's 214214A.
- jA .. jB j66 jBC 662B 641236A
- jA .. jB j66 jBC 662B 641236A
- Corner carry version. The notation does not include the setup for 236A, and assumes that it hits just before jA.
- Video also includes a red IC extension, which is 2B jB j2CCC 5A c5B jBC djB .. djB(whiff)
- Corner
- 2AABC .. 412A .. [5B 9 jB j2CCC]x2 5B 8 jB 8 djB .. djB (tech trap)
- 2AABC .. 412A .. [5B 9 jB j2CCC]x2 5B 8 jB 8 djB .. djB (tech trap)
Red IC
- Makoto's combos with IC get easier, have slightly higher damage, and are generally more versatile.
- Here we begin to see Makoto's corner loop: <Starter> 5B 9 (jB j2CCC 5B/2B)xN 8 jB 8 jB, which is as follows:
- <Starter> - Launches the opponent allowing them to be juggled.
- IC - Instant Charge, cancels the your starter early so we can use our next move before the opponent hits the ground. Some starters such as 2C 421A don't need an instant charge, while 641236A and 623B do.
- [{5B/2B} jB j2C..C]xN - The main loop. 5B knocks the opponent higher allowing for jB to connect. 2B is used when in the loop to keep them slightly lower to the ground, it's also easier to combo. Do 5B (or even 5A) on characters 2B whiffs on.
- jB j2CCC jB j8 djB .. djB(whiff) - The combo ender. The final djB(whiff) is used to cover for and punish air techs.
- Midscreen
- f5B IC 662C 641236*
- f5B IC 662C 641236*
- Quick and simple confirm off one of Makoto's midrange pokes.
- 2AABC 641236A IC 66C 2A 5A c5B jB j8 djB .. djB(whiff)
- 2AABC 641236A IC 66C 2A 5A c5B jB j8 djB .. djB(whiff)
- Corner carry most consistent from the centre of the stage or closer to the corner.
- 6B IC jB 2ABC 641236A
- 6B IC jB 2ABC 641236A
- The jB input window is weirdly tight, being 3 frames, but leaves you safe and if it hits you can go into a full combo.
- 6B 214214A IC 214214A
- 6B 214214A IC 214214A
- High damaging punish when you don't want corner carry and just want damage. Massive damage for the cost, due to a bug in the game that makes the first move stay active after the IC. Does not work on everyone due to height differences, as you can only IC 214214A when the muzzle flash hits the opponent.
- Corner
- 2AABC 623A IC c5B jB2CC 2B jB2CCC c5B 7 jB 8 jB (delay) jB (tech trap)
- 2AABC 623A IC c5B jB2CC 2B jB2CCC c5B 7 jB 8 jB (delay) jB (tech trap)
- Easier variant of the ICless corner BnB, less damage, but recommended for beginners.
- 2AABBC 641236A IC (delay) (5B 9 jB j2CCC)x2 5B 8 jB 8 jB (delay) jB (tech trap)
- 2AABBC 641236A IC (delay) (5B 9 jB j2CCC)x2 5B 8 jB 8 jB (delay) jB (tech trap)
- Building off the normal BnB, you can deal more damage with a 641236A IC (which also gives it more range). jB tech trap is shown after.
- f5B IC 662C 412A 2B 2B jB j2C..C 2B jB j2CCC c5B jB j8 djB .. djB(whiff)
- f5B IC 662C 412A 2B 2B jB j2C..C 2B jB j2CCC c5B jB j8 djB .. djB(whiff)
Blue IC
- Anywhere
- 2AABC 623B jB djB dj66 djB .. djB 66B jB j66 jBC c5B jB j2C..C 2B jB j2CCC c5B jB djB .. djB(whiff)
- 2AABC 623B jB djB dj66 djB .. djB 66B jB j66 jBC c5B jB j2C..C 2B jB j2CCC c5B jB djB .. djB(whiff)
- Midscreen
- 2AABC IC [66B]x3 jB j66 jBC 2B jB j2C..C 2B jB j2CCC c5B jB j8 djB .. djB(whiff)
- 2AABC IC [66B]x3 jB j66 jBC 2B jB j2C..C 2B jB j2CCC c5B jB j8 djB .. djB(whiff)
- A simple corner carry.
- 2ABBC 641236A BIC 66B 66C 2A(OTG) 5B jB j66 jBC land jB j2CC 2B jB j2CCC 5B 7 jB 8 jB (delay) jB (tech trap) 214B(whiff)
- 2ABBC 641236A BIC 66B 66C 2A(OTG) 5B jB j66 jBC land jB j2CC 2B jB j2CCC 5B 7 jB 8 jB (delay) jB (tech trap) 214B(whiff)
- A fullscreen corner to corner with BIC. Makes use of her OTG properties on 66C.
- Corner
- 2AABC 641236A(5hits) IC c5B jB j66 jB [c5B 2B(whiff)]x2 c5B jB j66 jB(C) c5B jB j2C..C 2B jB j2CCC c5B jB djB .. djB(whiff)
- 2AABC 641236A(5hits) IC c5B jB j66 jB [c5B 2B(whiff)]x2 c5B jB j66 jB(C) c5B jB j2C..C 2B jB j2CCC c5B jB djB .. djB(whiff)
- jC can be ommitted to make the ender slightly easier at the cost of damage.
- from corner knockdown 214214B - 6C(close) 214214B-hit 623A 214214B-hit 662C IC 641236A 214214B-hit 641236A 214214B-hit 2B~2B jB j2CC 5B 7 jB 8 jB (delay) jB (tech trap) 214B(whiff)
- from corner knockdown 214214B - 6C(close) 214214B-hit 623A 214214B-hit 662C IC 641236A 214214B-hit 641236A 214214B-hit 2B~2B jB j2CC 5B 7 jB 8 jB (delay) jB (tech trap) 214B(whiff)
- Off some rare 236236B oki setups, such as throw, there's a variety of conversions off of throw/6B/623*/66C where the fireball naturally interrupts your combo, allowing you to get more damage. This combo is off of a throw against Shiori, routes for this are highly character-specific and difficult, but highly rewarding.
Okizeme
412B
- Midscreen
- Corner
- Enables many left/rights midscreen whether it be with a jump or a whiffed 623B. In the corner, Makoto gets a strike/throw mixup where the bullet provides powerful insurance and allows combos after a throw. The corner setup requires stepping back a bit to fire the bullet so that it will rebound low enough to hit the opponent.
236A
- Provides similar left/rights as 412B but is FICable.
214B
- Great in the corner and does not need to be positioned carefully like 412B. Makoto can go for a high/low or even set up a 412B or 236236A/B while the opponent is blocking. The move has issues though as if it does not hit meaty the opponent may have a chance to attack the trap and destroy it, but if multiple hits hit meaty (common against characters with slow wakeups) a standing opponent can sometimes jump out with the double RG glitch (where RGing an even number of hits on the same frame doubles the RG freeze for everything except the defender).
236236A/B
- With the right spacing in the corner (around a 7 jump away), 236236A/B can just barely not touch the opponent so that they will get hit when horizontally extending their hurtbox in any way, whether it be by attacking, walking, or jumping. This makes it very hard for the opponent to defend against throws, and upon being opened up their reeling animation will get comboed by the fireball. The opponent will also struggle with attempting reversals, as inputting the special motions without walking into the fire is difficult (or even impossible) and even if Makoto is hit it will not disappear and the defender will remain trapped. This setup is less effective the faster your opponent's character wakes up, so depending on the matchup Makoto may have to settle for placing it directly on top of them.
Win Quotes
Japanese | English |
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蜂の巣ねー |
You're full of holes! |
なによぅ |
Stop yelping! |
あうーっ! |
Awwww! |
記憶だろうが |
My memories? |
あうーっ! |
Awww! |
(To Mio) |
(To Mio) |
(To Ayu) |
(To Ayu) |
(To Makoto) |
(To Makoto) |
Colors
In-game References
External References
- Makoto's 5C followup shots are based on Cable's mashable 5HP in Marvel vs Capcom 2.
- Makoto's air throw is a reference to Zantetsu's "Devil Drop" from The Last Blade series.
- Makoto's "Legend of Monomi Hill" move is based on Terry Bogard's "Burning Knuckle" move, from the Fatal Fury series.
- The twin guns used in Makoto's "Ground Strafing" move is a reference to Dante's guns, "Ebony & Ivory", from the Devil May Cry series. Ebony and Ivory are able to keep Dante suspended in midair as long as he's firing, just like Makoto's version. The move itself is based on Jin Saotome's "Blodia Vulcan" move, from the Marvel vs Capcom series.
- The shop on the right side of the background is named "CLANNAD", which is a reference to CLANNAD, another visual novel produced by Key in 2004.
Kanon References
- The shopping district in the background is where Makoto first meets Yuiichi in the game, and where they meet several times during the game.
- The fireworks that Makoto uses in her "Rat Fireworks" move is a reference to a prank she tried to pull on Yuuichi during the game.
- The name of Makoto's "Legend of Monomi Hill" move is derived from "Monomi/Scenic Hill", an important location for her in the game.
- The meat bun Makoto eats during her "Meat Bun" move is one of her favorite foods in the game.