Eternal Fighter Zero/Makoto Sawatari: Difference between revisions
Pure KouhAi (talk | contribs) |
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|advHit=+1 | |advHit=+1 | ||
|advBlock=0 | |advBlock=0 | ||
|cancel= | |cancel= N Sp Su J IC R | ||
|description=Makoto hits the opponent with her elbow. Fast startup, but the range is short even for a 5A, and due to her height it's not suitable to be used as an anti-air. | |description=Makoto hits the opponent with her elbow. Fast startup, but the range is short even for a 5A, and due to her height it's not suitable to be used as an anti-air. | ||
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|advHit=+5 | |advHit=+5 | ||
|advBlock=+3 | |advBlock=+3 | ||
|cancel= | |cancel= N Sp Su J IC f5B/2B | ||
|description=Makoto hits the opponent with a slab of [https://en.wikipedia.org/wiki/Konjac konjac] gel. Fast startup and a nice frame advantage make this a good move overall. Can combo into 5A/2A with frame-perfect timing. Be careful, as it can come out instead of fB when slightly out of range. A key part of her corner loops. | |description=Makoto hits the opponent with a slab of [https://en.wikipedia.org/wiki/Konjac konjac] gel. Fast startup and a nice frame advantage make this a good move overall. Can combo into 5A/2A with frame-perfect timing. Be careful, as it can come out instead of fB when slightly out of range. A key part of her corner loops. | ||
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|advHit=0 | |advHit=0 | ||
|advBlock=-2 | |advBlock=-2 | ||
|cancel= | |cancel= N Sp Su IC | ||
|description=Makoto fires her gun towards the ground. Great for harassing people at a longer range without extending your own hurtbox, but difficult to convert into a full combo on a random hit. Armor breaking. | |description=Makoto fires her gun towards the ground. Great for harassing people at a longer range without extending your own hurtbox, but difficult to convert into a full combo on a random hit. Armor breaking. | ||
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|advHit=-2 | |advHit=-2 | ||
|advBlock=-4 | |advBlock=-4 | ||
|cancel= | |cancel= Su IC | ||
|description=Makoto leaps into the air and hits the opponent with her knee. A decent overhead that's usually safe on block, and can be cancelled into a backdash before landing. IC after block gives you enough time to perform a jA/jB before landing for an additional mixup. Will combo into 214214 on hit, or the usual ground combos with IC. The startup can be canceled into a block while Makoto is still on the ground (first 3 frames), though this is probably a bug. | |description=Makoto leaps into the air and hits the opponent with her knee. A decent overhead that's usually safe on block, and can be cancelled into a backdash before landing. IC after block gives you enough time to perform a jA/jB before landing for an additional mixup. Will combo into 214214 on hit, or the usual ground combos with IC. The startup can be canceled into a block while Makoto is still on the ground (first 3 frames), though this is probably a bug. | ||
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|cancel= | |cancel= Sp Su IC | ||
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{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advHit=0 | |advHit=0 | ||
|advBlock=-2 | |advBlock=-2 | ||
|cancel= | |cancel= Sp Su IC C | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advHit=0 | |advHit=0 | ||
|advBlock=-2 | |advBlock=-2 | ||
|description=Makoto steps forward and hits the opponent with the gun, then fires up to 3 times. The extra two | |cancel= Sp Su IC C | ||
|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. | |||
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|advHit=+2 | |advHit=+2 | ||
|advBlock=+1 | |advBlock=+1 | ||
|cancel= | |cancel= N Sp Su J IC R | ||
|description=Makoto leans back and performs a fast sweeping kick. Slightly shorter range than 5A, but has a slightly faster recovery. The lean also provides some protection against mid- and high hitting moves, making this move overall better than 5A. Consecutive hits sometimes drop against certain opponents, such as Shiori, who have weird hurt animations. | |description=Makoto leans back and performs a fast sweeping kick. Slightly shorter range than 5A, but has a slightly faster recovery. The lean also provides some protection against mid- and high hitting moves, making this move overall better than 5A. Consecutive hits sometimes drop against certain opponents, such as Shiori, who have weird hurt animations. | ||
}} | }} | ||
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|advHit=+5 | |advHit=+5 | ||
|advBlock=+3 | |advBlock=+3 | ||
|cancel= | |cancel= N Sp Su J IC | ||
|description=Makoto kneels down and hits the opponent in the legs with her gun. Good range, fairly fast, very advantageous on block and easy to combo from, this is one of Makoto's best normals. Can occasionally low-profile some high-hitting moves. | |description=Makoto kneels down and hits the opponent in the legs with her gun. Good range, fairly fast, very advantageous on block and easy to combo from, this is one of Makoto's best normals. Can occasionally low-profile some high-hitting moves. | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock=-20 | |advBlock=-20 | ||
|cancel= | |cancel= Sp Su IC | ||
|description=Very slow slide kick. This is your main ground combo ender and launcher. Usually unsafe when blocked, depending on how late the move connects. If blocked, you can cancel this into 623A to catch a 2A punish, or you can try setting up a 412B bullet which, while unsafe, usually prevents them from landing a full combo on you. If you have enough meter for IC, you could cancel this into 236A/B or 214A/B -> FIC instead for some extra pressure. | |description=Very slow slide kick. This is your main ground combo ender and launcher. Usually unsafe when blocked, depending on how late the move connects. If blocked, you can cancel this into 623A to catch a 2A punish, or you can try setting up a 412B bullet which, while unsafe, usually prevents them from landing a full combo on you. If you have enough meter for IC, you could cancel this into 236A/B or 214A/B -> FIC instead for some extra pressure. | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|cancel= | |cancel= N Su J AD IC | ||
|description=Makoto hits the opponent with her knee while in the air. Stays active for a good while. For some reason the first frame of the startup is fully invulnerable (except against throws). | |description=Makoto hits the opponent with her knee while in the air. Stays active for a good while. For some reason the first frame of the startup is fully invulnerable (except against throws). | ||
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|cancel= | |cancel= N Su J AD IC | ||
|description=A simple punch in the air, same startup duration as jA but hits directly to the side instead of below Makoto. Primary use is against opponents at the same height, but will hit a crouching opponent too. | |description=A simple punch in the air, same startup duration as jA but hits directly to the side instead of below Makoto. Primary use is against opponents at the same height, but will hit a crouching opponent too. | ||
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|advHit= | |advHit= | ||
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|cancel= | |cancel= Su J AD IC | ||
|description=Makoto shoots directly forward while in the air. An excellent tool to keep the opponent from dashing towards you while airborne. Be careful though, as Makoto will not recover before landing if this move whiffs. Armor breaking. | |description=Makoto shoots directly forward while in the air. An excellent tool to keep the opponent from dashing towards you while airborne. Be careful though, as Makoto will not recover before landing if this move whiffs. Armor breaking. | ||
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|advHit=- | |advHit=- | ||
|advBlock=- | |advBlock=- | ||
|cancel= | |cancel= Su J AD IC C | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|cancel= | |cancel= Su J AD IC C | ||
|description=Makoto shoots downwards up to 3 times. The initial startup is quite long, but the followup shots are nearly instant. Unlike 5C, the followups can be performed at any time after the initial shot. Like j5C, Makoto will not recover before landing, but the ability to fire multiple shots and cancel into an airjump or -dash if any of them connects makes this safer to whiff than j5C. Can be used as a jump-in, though the long startup and the fact that it can be blocked low make it useless for any mixups. A key part to Makoto's corner loops. Armor breaking. | |description=Makoto shoots downwards up to 3 times. The initial startup is quite long, but the followup shots are nearly instant. Unlike 5C, the followups can be performed at any time after the initial shot. Like j5C, Makoto will not recover before landing, but the ability to fire multiple shots and cancel into an airjump or -dash if any of them connects makes this safer to whiff than j5C. Can be used as a jump-in, though the long startup and the fact that it can be blocked low make it useless for any mixups. A key part to Makoto's corner loops. Armor breaking. | ||
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|advHit=+1 | |advHit=+1 | ||
|advBlock=0 | |advBlock=0 | ||
|cancel= | |cancel= Sp Su IC | ||
|description=A dashing version of her 5A that has a long startup and the same puny range, this one is mostly useless. | |description=A dashing version of her 5A that has a long startup and the same puny range, this one is mostly useless. | ||
}} | }} | ||
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|advHit=+4 | |advHit=+4 | ||
|advBlock=+2 | |advBlock=+2 | ||
|cancel= | |cancel= Sp Su IC | ||
|description=A dashing version of her 5B. This move is superior to 66A in every aspect, and is a vital tool to reset her pressure. Can very rarely combo into 5/2A (needs to hit on the last 2/3 subframes). | |description=A dashing version of her 5B. This move is superior to 66A in every aspect, and is a vital tool to reset her pressure. Can very rarely combo into 5/2A (needs to hit on the last 2/3 subframes). | ||
}} | }} | ||
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|advHit= | |advHit= | ||
|advBlock=-10 | |advBlock=-10 | ||
|cancel= | |cancel= Sp Su IC | ||
|description=Makoto performs a leaping punch that travels about 2/3 of the screen. Interesting properties but difficult to find uses for. Unsafe when blocked early, advantageous when blocked late. Can be canceled into specials while still on the ground (technically in the air too, but Makoto doesn't have any air-usable specials), for example you can do a 66C 236A -> FIC to keep the pressure going. You could also wait until Makoto is airborne to IC it for some j5A/2A mixups. On hit, knocks down with groundbounce properties, opening up some combo opportunities. | |description=Makoto performs a leaping punch that travels about 2/3 of the screen. Interesting properties but difficult to find uses for. Unsafe when blocked early, advantageous when blocked late. Can be canceled into specials while still on the ground (technically in the air too, but Makoto doesn't have any air-usable specials), for example you can do a 66C 236A -> FIC to keep the pressure going. You could also wait until Makoto is airborne to IC it for some j5A/2A mixups. On hit, knocks down with groundbounce properties, opening up some combo opportunities. | ||
}} | }} | ||
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|advHit=+2 | |advHit=+2 | ||
|advBlock=+1 | |advBlock=+1 | ||
|cancel= | |cancel= Sp Su IC | ||
|description=A dashing version of her 2A. Not as bad as 66A, but still fairly useless. Could be used to link from the 66C ground bounce to keep a combo going. | |description=A dashing version of her 2A. Not as bad as 66A, but still fairly useless. Could be used to link from the 66C ground bounce to keep a combo going. | ||
}} | }} | ||
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|advHit=+3 | |advHit=+3 | ||
|advBlock=+1 | |advBlock=+1 | ||
|cancel= | |cancel= Sp Su IC | ||
|description=A dashing version of her 2B. Very useful as a dash-in, as well as oki due to the long active duration (can be +1 ~ +6 on block depending on how late it connects). Can be blocked in the air for some reason. | |description=A dashing version of her 2B. Very useful as a dash-in, as well as oki due to the long active duration (can be +1 ~ +6 on block depending on how late it connects). Can be blocked in the air for some reason. | ||
}} | }} | ||
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|advBlock=-14 | |advBlock=-14 | ||
|cancel= | |cancel= Sp Su IC | ||
|description=Basically an upgraded version of her 2C. Faster startup, travels further and less recovery, though still extremely unsafe on block. A decent way to combo off a f5B IC, and into a firepunch super. Can surprise the opponent if they're standing in neutral. | |description=Basically an upgraded version of her 2C. Faster startup, travels further and less recovery, though still extremely unsafe on block. A decent way to combo off a f5B IC, and into a firepunch super. Can surprise the opponent if they're standing in neutral. | ||
}} | }} | ||
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|cancel= | |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 grabs go, this one is well above average. | |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 grabs go, this one is well above average. | ||
}} | }} | ||
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|cancel= | |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 grab, 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. | |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 grab, 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. | ||
}} | }} |
Revision as of 17:56, 8 July 2021
Introduction
Sawatari Makoto (沢渡 真琴) is a tricky fighter, using many traps and bullets to both zone and pressure her opponents. While her normal combos are fairly weak, she gets most of her damage from her very strong mixup game. On knockdown, she can set a variety of very long lasting, high priority moves, such as a smoke bomb or a ricocheting bullet. This allows her to choose high/low or right/left mixups while ensuring she has the advantage, even on block. Good use of EX moves allow her to not only reset the fight to neutral, but often take the advantage. Her weaknesses include relatively low damage without the use of meter, very short ranged normals, 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...
Stage: Shopping Street (商店街)
BGM: the fox and the grapes
Character-Specific Notes
- Makoto is able to air jump once, and air dash/backstep once.
- Makoto's air dash is unique in that it curves sharply upwards and loses forward momentum when the dash is held for too long. 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
The notation for the movelists can be found under Controls.
The normal move data table can be found under Makoto Sawatari/Move Data.
Standing
5A
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c5B
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f5B
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6B
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5C
5CCC |
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Crouching
2A
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2B
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2C
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Jumping
j5A
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j5B
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j5C
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j2C
j2CCC |
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Dashing
66A
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66B
66B
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66C
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662A
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662B
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662C
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Grabs
Ground Grab
Close 6C/4C |
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Air Grab
Close j6C |
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Special Moves
The notation for the movelists can be found under Controls.
The special move data table can be found under Makoto Sawatari/Move Data.
Specials
Rat Fireworks
236* |
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623*
Somersault Auu~
623* |
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Insecticide Smoke
214* |
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Ricochet Shot
412* |
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Eternity Specials
Fox Fire
236236* |
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Ground Strafing
214214* |
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Legend of Monomi Hill
641236* |
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Final Memory
Meat Bun
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 grab 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 RF Meter
- 2AABBC ~1470 damage
- 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 crossups, and 214B for corner oki.
- Could be followed up with 623A/B, but usually the extra damage is not worth losing the knockdown.
- 5AABBCC ~1731 damage
- Basic standing combo, will push the opponent almost to the other side of the screen.
- Follow up with 236B or 412A/B to keep the pressure going after this.
- Usually not worth using this instead of the knockdown combo.
- 2AABC 412A 5B 9 jB 2CCC 5B 8 jB 8 jB (jB tech trap) ~2810 damage
- Meterless corner combo. Good damage, but can be hard to time properly
- Delay both the 412A and 5B slightly for best results
- Can be expanded to 2 loops of 5B jB 2C(CC) for a total of ~3230 damage, but much harder to time
- 2AABBC 641236A ~2718 damage
- 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.
- 5ABBC 214214A ~2991 damage
- Better midscreen damage than firepunch, but provides no corner carry and leaves little time for oki.
- jB j66 jB jC 66B 66B 9 jB j2CCC 5B 8 jB 8 (jB tech trap) ~2913 damage
- Almost full stage carry from jB into corner loop. Timing the jB after 66B can be tough.
- 2nd 66B can be omitted to make this easier if already close to the corner.
- 6B 214214A/B/C ~2591/3197/4445 damage
- Only non-IC combo off your overhead. Use when you're sure the opponent will block low, as you won't have time to confirm this.
Red RF Meter
- 2AABC 623A IC jB 5B 9 jB 2CCC 5B 8 jB 8 jB (jB tech trap) ~3172 damage
- Easier to input than the meterless corner combo, and slightly more damage. Recommended when you don't have super meter.
- 2AABBC 641236A IC 5B 9 jB j2CCC 5B 8 jB 8 jB (jB tech trap) ~3952 damage
- Your basic corner BnB. Delay the first 5B for best results
- j2CCC timing can be hard to learn
- Tech trap leads to new air loops. Otherwise, set up the usual 214B oki.
- 623B IC 214214B/C or 623B IC 9 jB j66 jAA 214214B/C ~2800-4200 damage
- Decent damage off an anti-air 623B.
- The 2nd version might be easier to input if you're not sure 623B is going to hit, but doesn't provide any damage advantage.
- 623B IC 9 jB j66 jB jC 66C ~2180 damage
- Corner carry with knockdown from an anti-air 623B.
- Cancel 66C into 641236A/B/C or 214214B/C for more damage.
- 2ABC 623B IC 9 jB j66 jB jC 66C ~2762 damage
- Same as above with a ground starter. Delay your air normals enough to provide enough juggle time for 66C to hit (jC should come out just as you're hitting the ground).
- 6B IC 2AABBC 641236A ~2921 damage
- With IC your overhead will start all the usual combos, and of course it's safer on block too. The window to input 2A is 4 frames.
- 6B IC jB 2ABBC 641236A ~3086 damage
- A small variation on the above, using jB right after the IC for some extra damage. The jB input window is 3 frames, but provides a nice buffer for you to input 2A after landing. Up to you to choose which one you want to use.
- If your 6B was blocked, whether or not you use jB before landing gives you an extra mixup. If you hit with the jB, you can continue with the rest of the combo.
- 6B 214214A IC 214214A ~6034 damage
- Extend your overhead -> super combo with another super.
- 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 214214 when the muzzle flash hits the opponent.
- 623C 66 9 9 jBC ~1644 damage
- Some extra damage off a fullscreen wallbounce from your reversal.
- 623C 8 jB j66 jB jC -> corner loop ~3188 damage
- Good damage off 623C if the opponent is close to (but not in) the corner.
- 623C will sideswap if you're too close to the corner, making this combo impossible. Use the one below instead.
- Jump 7 instead of 8 when very close to the corner, but not close enough to sideswap before jumping.
- 623C 8 jB j66 jB jC 66C 641236A/B ~2700-3700 damage
- When the opponent is close enough to the corner for 623C to sideswap, use this for a full carry to the opposite corner.
- You can omit the super if you wish for ~2282 damage knockdown combo instead
- 412C (2 hits) 9 jB j66 jB jC land 66 9 9 jA jB 214214C ~4281 damage
- An example combo off an anti-air 412C bullet. Because the bullet's trajectory is affected by the camera, and the direction it flings the opponent to on hit depends on their current movement speed, EX bullet combos are very situational and you'll usually have to improvise.
Blue RF Meter
- BIC is used to extend Makoto's usual combos, make them easier to input and of course to get more damage. It doesn't really give her completely new combos that are worth using.
- 2AABBC 641236A IC 5B 9 jB jC 5B 8 jB jC 5B 8 jB j2CC 5B 8 jB j2CCC 8 jB 8 jB (jB tech trap) ~6332 damage
- A full BIC (near-)corner combo. There are many different ways to execute corner loops with BIC, though the damage is generally around the same.
- 2AABBC 641236A IC 66B 66B 5B 9 jB j2C 5B 8 jB j2CC 5B 8 jB j2CCC 5B 8 jB 8 jB (jB tech trap) ~5966 damage
- A full stage corner carry into the usual loops.
Okizeme
Win Quotes
Japanese | English |
---|---|
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 "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. It is also 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 favourite foods in the game.