therindoukanbible v1.01 press
TRANSCRIPT
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THE RINDOUKAN BIBLE
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See an error? Have a question?
Shoot me an email at [email protected],
or contact blackadde via the Shoryuken Makoto Forums:
The Rindoukan Bible Thread
v1.01
23.7.2012
mailto:[email protected]://tinyurl.com/rindoukanhttp://tinyurl.com/rindoukanmailto:[email protected] -
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Table of Contents
FRAME DATA ....................................................................................4CHARACTER OVERVIEW ................................................................... 10
NORMALS ...................................................................................... 18SPECIALS, SUPERS, ULTRAS ............................................................ 26COMBOS ........................................................................................ 34KNOCKDOWN SETUPS ..................................................................... 36POST-HAYATE MIXUP....................................................................... 40TRICKS .......................................................................................... 42
Compiled, edited and designed by blackadde
with substantial help rom the SRK Wiki,
Japanese SSFIVAE Mook, and the Makoto orums;
VRyu, Robot Makoto, Only Ash Remains,
Lost Fragment, and the rest.
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Move Name Block Damage Stun Meter Gain Cancel Startup
s.LP HL 30 50 20 sp/su 4s.MP HL 60 100 40 sp/su 5s.HP HL 80 200 60 sp/su 6s.LK HL 40 50 20 sp/su 5s.MK HL 70 100 40 sp/su 6s.HK HL 100 250 60 su 8
k+LP HL 30 50 20 sp/su 3k+MP HL 90 100 40 su 7
k+HP HL 90 200 60 - 13k+LK HL 40 50 20 - 7k+MK HL 90 100 40 - 15k+HK L 110 200 60 - 19
c.LP HL 20 50 20 ch/sp/su 4c.MP HL 60 100 40 sp/su 7c.HP L 90 100 60 - 7c.LK L 30 50 20 sp/su 4
c.MK HL 70 100 40 - 7c.HK HL 90 100 60 - 9
nj.LP H 50 50 20 - 4nj.MP H 80 100 40 - 5nj.HP H 100 250 60 - 8nj.LK H 40 50 20 - 4nj.MK H 80 100 40 - 7nj.HK H 100 200 60 - 7
j.LP H 50 50 20 -- 4j.MP H 80 100 40 - 5j.HP H 100 200 60 - 6j.LK H 40 50 40 - 4j.MK H 80 100 40 - 7j.HK H 100 200 60 - 9
k+HP (Yamase) TC HL 5080 50100 2020 - 7
s.LK s.MK TC HL 50 100 40 sp/su 2k+MK s.HK TC HL 100 200 60 - 8
LV1 FA HL 60 100 20 - 21LV2 FA HL 80 150 40 - 17+12LV3 FA - 140 200 60 - 64
FRAME DATA1.0
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Active Recovery Guard Hit Notes
4 5 +2 +5 HC Frames: -6 guard -3 hit7 7 +2 +5 HC Frames: -1 guard +2 hit
3 24 -9 -5 HC Frames: +1 guard +5 hit
3 8 0 +3 HC Frames: -6 guard -3 hit
4 12 -2 +1 HC Frames: -3 guard 0 hit
8 12 -2 +2
4 7 0 +3 HC Frames: -6 guard -3 hit
6 8 0 +3
8 18 -8 -4 -5 on hit or crouching opponents3 12 -4 -1
3 16 -1 +2
3 23 -8 KD Untechable knockdown, hold button to eint
4 6 +1 +4 HC Frames: -6 guard -3 hit
6 9 -1 +2 HC Frames: -3 guard 0 hit
3 24 -9 KD Untechable knockdown
4 7 0 +3 HC Frames: -6 guard -3 hit
6 8 0 +34 17 -3 +1
9 - - -
6 - - -
2 - - -
9 - - -
10 - - -
5 - - -
9 - - -
6 - - -
5 - - -
9 - - -
5 - - -
5 - - -
3(3)5 18 -5 -1
4 14 -4 -17 14 -3 +1
2 35 -21 -21 Neutral rames on Dash Cancel, crumples on CH
2 35 -15 C +6 rames on Dash Cancel, crumples
2 35 C C Unblockable, crumples
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Move Name Block Damage Stun Meter Gain Cancel Startup
Forward Throw 0.90 100 200 40 - 3Back Throw 0.90 130 120 40 - 3
Fukiage LP HL 90 160 30/40 su 8Fukiage MP HL 90 160 30/40 su 10Fukiage HP HL 90 160 30/40 su 13Fukiage EX HL 120 200 -250/0 su 10
Hayate LP LV1 HL 90 120 20/40 su 8
Hayate LP LV2 HL 105 135 20/40 su 4+8
Hayate LP LV3 HL 120 150 20/40 su 24+8
Hayate LP LV4 HL 155 165 20/40 su 44+8
Hayate LP LV5 HL 190 180 20/40 su 64+8
Hayate MP LV1 HL 100 120 20/40 su 15
Hayate MP LV2 HL 115 135 20/40 su 4+15
Hayate MP LV3 HL 130 150 20/40 su 24+15
Hayate MP LV4 HL 155 165 20/40 su 44+15
Hayate MP LV5 HL 190 180 20/40 su 64+15
Hayate HP LV1 HL 110 120 20/40 su 20
Hayate HP LV2 HL 125 135 20/40 su 4+20
Hayate HP LV3 HL 140 150 20/40 su 24+20
Hayate HP LV4 HL 155 165 20/40 su 44+20
Hayate HP LV5 HL 190 180 20/40 su 64+20
Hayate EX HL 120 150 -250/0 su 13Hayate Cancel - - - - - -
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Active Recovery Guard Hit Notes
2 20 - +1 Forces stand2 20 - - Untechable knockdown
8 31 - - Knockdown, juggles, jump cancellable, only hits airborne
8 32 - - Knockdown, juggles, jump cancellable, only hits airborne
8 32 - - Knockdown, juggles, jump cancellable, only hits airborne
8 32 - - Knockdown, juggles, jump cancellable, only hits airborne
5 23 -8 0 [Air hit] knockdown, can juggle,
8 startup rom button release5 23 -7 +1 [Air hit] knockdown, can juggle, charge 4~23,
8 startup rom button release
5 23 -6 +2 [Air hit] knockdown, can juggle, charge 24~43,
8 startup rom button release
5 23 -2 KD Knockdown, can juggle, charge 44~63,
8 startup rom button release
5 23 -2 KD Knockdown, can juggle, charge 64,
8 startup rom button release
5 21 -7 +1 [Air hit] knockdown, can juggle,
15 startup rom button release
5 21 -6 +2 [Air hit] knockdown, can juggle, charge 4~23,
15 startup rom button release
5 21 -5 +3 [Air hit] knockdown, can juggle, charge 24~43,
15 startup rom button release
5 21 -2 KD Knockdown, can juggle, charge 44~63,
15 startup rom button release
5 21 -2 KD Knockdown, can juggle, charge 64,15 startup rom button release
5 19 -6 +2 [Air hit] knockdown, can juggle,
20 startup rom button release
5 19 -5 +3 [Air hit] knockdown, can juggle, charge 4~23,
20 startup rom button release
5 19 -4 +4 [Air hit] knockdown, can juggle, charge 24~43,
20 startup rom button release
5 19 -2 KD Knockdown, can juggle, charge 44~63,20 startup rom button release
5 19 -2 KD Knockdown, can juggle, charge 64,
20 startup rom button release
6 16 -4 KD Knockdown, can juggle, armor break
- 12 (Total) - - Fastest cancel is 16
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Move Name Block Damage Stun Meter Gain Cancel Startup
Oroshi LP H 90 200 30/30 su 22
Oroshi MP H 100 200 30/30 su 23
Oroshi HP H 150 200 30/30 su 24Oroshi EX H 120 200 -250/0 su 18
Karakusa LK 0.93 40 80 20/40 - 7
Karakusa MK 0.99 40 80 20/40 - 8Karakusa HK 1.06 40 80 20/40 - 9Karakusa EX 0.98 60 120 -250/0 - 5
Tsurugi LK HL 90 120 10/40 - 11Tsurugi MK HL 100 140 10/40 - 13Tsurugi HK HL 150 200 10/40 - 15Tsurugi EX H 60100 100120 -250/0 - 15
Super HL - - -1000/0 - 1+0
Ultra 1 HL 75*405 0 0/0 - 0+6
Ultra 2 LK HL 1057560150 0 0/0 seenotes fromwall[60454560] 0
Ultra 2 MK HL 1057560150 0 0/0 seenotes fromwall[60454560] 0
Ultra 2 HK HL 1057560150 0 0/0 seenotes fromwall[60454560] 3
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Active Recovery Guard Hit Notes
6 16 -4 +4 [Air hit] knockdown, +3 hit advantage on crouchingopponent, armor break
6 15 -5 +5 [Air hit] knockdown, +4 hit advantage on crouching
opponent, armor break
6 14 -5 KD Untechable knockdown, armor break
6 19 -4 KD 1~12 immune to strikes and projectiles,
untechable knock down, armor break, can juggle
2 47 - +12 Forces stand
2 47 - +12 Forces stand2 47 - +12 Forces stand
2 47 - +12 1~6 armored, orces stand
4 11 Grounded - - [Air hit] knockdown, can juggle
4 11 Grounded - - [Air hit] knockdown, can juggle
4 11 Grounded - - Untechable knockdown, can juggle
14 11 Grounded - - 1~15 immune to projectiles, knockdown, can juggle
900 11 - - Fully invincible, increases damage by 25%
3 47 -29 - 1~8 Invincible, untechable knockdown, armor break,
can juggle, 1st hit goes into animation
until 26 -28 - Invincible until wall, astest startup 16, 4th oats opponent,ground armor break, 4th hit is jump/dash/backdash cancellable,
can juggle, 1st ground hit goes into animation, press button
until wall to determine version [ ] reers to air-to-air hit
until 26 -28 - Invincible until wall, astest startup 16, 4th oats opponent,ground armor break, 4th hit is jump/dash/backdash cancellable,
can juggle, 1st ground hit goes into animation, press button
until wall to determine version [ ] reers to air-to-air hit
8 3+26 -28 - Invincible until wall, astest startup 16, 4th oats opponent,
armor break, 4th hit is jump/dash/backdash cancellable,
can juggle, 1st ground hit goes into animation, press button
until wall to determine version [ ] reers to air-to-air hit
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CHARACTER OVERVIEW
Basically, youre playing a
can opener wearing a gi.
Makoto is a strange character in Street Fighter IV. She isnt a
Chun-Li ootsie fghter, a zoning beast like Dhalsim, or a slow,
heavy bruiser like Zangie. In act, her character archetype doesnt
really derive rom SF2 undamentals. Shes basically a can opener.
Her oensive options include a ar ranging and very ast dash, a
command grab that can lead into huge damage, phenomenal nor-
mals, a special overhead that breaks armor, and her own take on a
dive kick which easily allows or ollow-ups.
Makoto is very much a character that requires you to know the
mindset o your opponent. None o her oensive options are ree;
all o them can be beat by the correct guess by your opponent
(jumping, reversaling, or backdashing). Ultimately she is a high-risk,
high-reward character that demands a lot o mental gymnastics.
2.0
950 Stamina1050 Stun
16f Fwd. Dash 27f Backdash 4+36f Jump
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Learning to Move
Makotos movement is probably the most common stumbling block
or new players, especially i theyre used to characters that rely onwalking in and out o their eective ranges with ease (Vega, Bison,
Akuma, Chun-Li, etc). Her walk speed is easily the slowest in the
game, and you wont get anywhere spacing yoursel that way.
To oset this huge weakness, shes been granted arguably the best
dash in the game. At 16 rames, its the second astest (Chun-Li,
at 15, is aster) and it has enormous range. You can close the
distance and attempt a grab or strike very quickly; right on the edge
o average human reaction time (16 dash + 3~5 move).
She also has a plethora o command normals (c+button), all owhich move her orward a set distance, giving her another option
to gain some momentum. The downside o all these options is that
you obviously cannot block during a dash or normal. You must com-
mit to your movement in a deliberate way that no other character in
the game does.
Forward Dash: 16 Back Dash: 27
Makoto is both the slowest
and astest character in thegame.
Playing against opponents
with a ast walkspeed like
Akuma, Chun-Li, Vega or
Bison can be very rustrating;
they will oten dance in and
out o your eective range
looking or you to whi a
normal to counterhit.
To counteract this, you need
to really know the range o
your normals like the back o
your hand.
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Effective Spacing & Footsies
Makoto has three important ranges to watch or:
Far-away means youre at a range where you can react to any o
your opponents oense. Most oten, this means 3/4 to ull-screen.
Your opponent cant hit you, and you cant hit him. Youre ree towhi Oroshi or meter, absorb projectiles or Ultra guage, and whi-
punish laggy normals or specials with kara-EX Hayate.
IATsurugi range is the maximum range or an instant MK or HK
Tsurugi, and just inside o 1 dash away. This is more or less also
the range o your longest pokes: c.MP, sweep, s.MK and c.HK,
and FA. I your opponents try to play a lengthy ootsie battle with
you, one landed Tsurugi or stealthy dash will get you in.
Close is exactly what it sounds like: youre within s.MP range o
your opponent and (hopeully) have rame advantage. This range iswhat gives you the opportunity or a regular throw, Karakusa, Hay-
ate Cancel mixup, or to simply fsh or counter-hits with Makotos
wall o normals. Ultimately, the majority o your damage will come
rom this range, and the threat o Karakusa will keep your opponent
fghting hard to stay out o this space.
Far-away
Heres a distance where
Makoto can react to anything
that Ryu tries, and is more than
1 dash away rom getting in.
Makoto is ree to build meter
and move around.
IATsurugi Range
Here Makoto is just under 1
dash away rom Ryu, and canhit him with IATsurugi. Her
longest buerable pokes (s.MK
and c.MP) should just reach
Ryu rom this distance. Reactive
Fukiages are easy here.
Close
Here Makoto has access to
all o her oensive tools andimportant buttons: Karakusa,
kara throw, s.MP, IATsurugi, jab
chains, and c.LK.
Dash Range
Its not a bad idea to just hover
around the maximum distance
o Makotos dash: most pokes
will not reach you here and the
threat o dash-up-grab will bevery real to your opponent.
vs. Grapplers
Makotos gameplan has to
change when shes acing op-
ponets with stronger up-close
options than she has. Versus
T.Hawk, Zangie and Abel,
youll want to avoid very-close
unless youre sure you can
press your advantage saely.
Stay just inside o Makotos
c.HK range in these fghts.
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c.MKhas phenomenal priority, despite its stubby
appearance. Very reliable as an anti-air.
s.MKcan be used as an anti-air, but it increasesMakotos vulnerable hitbox and must be done early.
s.MPis also a powerul AA verus shallow jumpins.Be careul, many jumpins will trade with it.
Fukiage is basically unbeatable rom the air.
Whenever possible, use this as your AA o choice.
Anti-Air Strategies
Makoto has an anti-air or essentially every occasion. Despite a
well-deserved reputation or having a poor deense, her AA game is
surprisingly robust.
c.MK will beat just about anything in the sky coming in rom a 45degree angle, shrinks her hitbox considerably, and leads into reset
mixups. This move is her go-to AA i you cant hit them with Fukiage
instead.
LP Fukiage hits directly above her head, providing AA at an angle
that most characters only wish they had. Its enormous hitbox
doesnt lose to anything and juggles into huge damage. The MP,
HP, and EX version o this move are also great or beating pesky
high-priority moves such as Claws j.HK i you have the reactions to
execute them ast enough (at the peak o his very quick jump).
s.MP, s.MK and c.HK also unction as situational anti-airs, typically
versus moves that have a mostly horizontal attack box.
EX Karakusa acts as an anti-sae-jump move: see the Tricks section
or more details.
Jump Back MP / HP
Makoto has two extremely high
priority aerial normals: j.MP
and j.HP. I youre acing a
character with a dive kick or
who can otherwise alter his /her trajectory in the air, you can
use these normals to create a
wall in ront o you while you get
some space to think about your
deensive options.
AA Ultra 1
Ultra 1 is Makotos only move
thats invulnerable to the hit: it
also always goes into ull anima-
tion even o a glancing blow.
Use this to severely punish
obvious jumpin attempts.
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The Lynchpin: Landing Karakusa
Karakusa is the biggest reason many players panic when Makoto is
in their ace. It leads into big damage depending on your distance
to the wall and meter situation, and then into another mixup where
Makoto is at rame advantage. This move is the single biggest
reason that opponents cannot just hold down back and try to throw
tech your oense until youre out o range.
Karakusa is, unlike Zangies SPD, a very slow command grab with
limited range. SPD is 2 startup, while the astest non-EX Karakusa
is 7. Jab SPD has a 1.75 range, while HK Karakusa has a measly
1.06 range barely larger than her normal throw.
Because o its slow startup and range issues, you usually have to
trick your opponent into simply blocking in order to eat this throw.
Here are some common setups that can lead to Karakusa:
Blockakusa
(See the Specials, Supers and Ultras section or details)
Blocked j.LP, LK Karakusa
j.LP causes almost no blockstun, letting you grab very quickly.
s.LKHC EX Karakusa
s.LK is -3 on hit i you Hayate Cancel, and moves you orward.
I your opponent attemps to crouch tech youll blow through the
normal and grab them.
Blocked j.MK Crossup, HK Karakusa
I your opponent is ocusing on correctly blocking the crossup
jump-in, theyll rarely attempt to reversal or jump out o the next
move you attempt.
EX Oroshi, Dash, j.MP (whi), HK Karakusa
A very tricky knockdown setup that doesnt look like it should work,
due to the turn-around o the rising character.
Something to take away rom this section is that i your opponent
reuses to stop jumping, backdashing, or attempting to reversal out:
Makoto handles hersel just fne without Karakusa. Keep pressing
her great buttons and dealing damage the normal way every jump
you hit with stand MP into a at corner combo does as much as a
landed Karakusa would have anyways.
Note: Every character has two universal tools to beat Karakusa:
jump and backadash. In addition, most characters have a throw-
invincible reversal (such as Shoryuken or EX Messiah Kick) to blow
through your attempt and put you on the deensive.
Dash in Karakusa
Be wary trying to dash in and
grab characters with very astwalkspeeds (Vega, Chun-li,
Bison, Akuma). More oten than
not the grab will whi because
they simply move away too ast.
CROSSUPc GRAB
MEATY GRAB
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Character Weaknesses
Despite her great variety o tools, Makoto suers rom a number
o drawbacks in comparison to other characters. Its your job as a
player to do your best to compensate or them.
No Low Confrms
Makotos only special cancellable low is c.LK, and you cannot usu-
ally link other normals out o this move. All her specials are at least
-4 on block, so you cannot simply buer a move up-close hoping
or a low hit versus most characters.
No 3 Normal Into Damage
c+LP has a 3 startup, but cannot link into other normals. Thisreally hampers her abillity to counter loose rame traps.
Heavy Dependence on Meter
All o Makotos high-damage combos rely on meter, and she cannot
eectively combo into a knockdown o Karakusa without at least
one EX bar.
No Invincible Reversal
EX Oroshi is only invincible or 12, but hits in 18. Makoto cannotbreak out o close pressure by gambling on an invincible reversal,
outside o Ultra 1 and Super.
No Throw Invincible Move
To beat a meaty / tick throw, Makoto must either tech, backdash,
or IATsurugi. Teching leaves you open to counter-hits, backdash
pushes you towards the corner (and can be beat), and IATsurugi
oreits your block. Since its an air special, it also isnt granted
reversal timing leniency.
Weakness to Focus Attacks
Makotos designated armor breaker is Oroshi, but it starts up very
slowly and has less range than many ocus attacks. Youll have to
get creative to beat ocus attacks: try the s.LK s.MK target combo,
c.MP LP Hayate, or a last-second throw as they go into the at-
tack animation. EX Hayate can break ocus as well, i you can spare
the meter.
No Fast, Far Pokes
Makotos most common ranged punish tool is c.MP: it can be
special cancelled into EX Hayate and has a long reach. However,
since it starts in 7 it really isnt in the same category o moves like
Claws 4 c.MP or Ryus 5 sweep. Youll have to get used to learn-
ing exactly what you can and cannot whi punish.
LIMITED INVINCIBILITY
c.LKHAYATE UNSAFE
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Good Habits
Reading Your Opponents Tendencies
The most important habit to cultivate while playing Makoto is
methodically gathering inormation about your opponents state omind. Knowing character matchups is important, but the sucess o
the basic rock-paper-scissors o her mixups depends entirely on
what you choose to do versus your opponents tendencies.
At close range what does your opponent try to do ater blocking a
s.MP? Does he mash his astest normal (counter-hit and combo!),
attempt to backdash (OS a command normal, dash ater him, or
sweep!), reversal (block or backdash!) or simply try to block it out?
What does your opponent do ater a knockdown? Is he blocking
low, high, jumping out, attempting a reversal? Is he the sort oplayer that always goes or a risky get-out-o-jail option, or does he
try to weather the storm?
Reading your opponents tendencies and using the appropriate
countermeasure is a big part o her game, and saely gathering this
inormation is a key part o playing her eectively.
Ultimately: you cannot simply hold down-back versus Makoto.
Your opponent will eventually try to escape, so fgure out how
and when hes going to try then punish.
Sae Oense
At the start o a match against an unamiliar opponent, you have to
be wary o going or risky pressure like meaty command grabs or
meaty normals. Youre pretty much rolling the dice versus charac-
ters that can get big damage o reversal FADC or reversal Ultra,
and nobody wants to lose that way.
Stick to sae-jump OS pressure and low-risk normal pressure that
cant be counter-hit until youve pegged the sort o player youre up
against. Once youve got a good grasp on their tendencies, strikedecisively with the correct counter.
Beating Backdash
Backdashes in SSFIV are invulnerable or 8, the airborne or a
period o time ater that. Theyre an incredibly powerul deensive
tool that you simply have to deal with; most ancy setups can be
escaped by backdashing out on wakeup.
Makoto has a huge variety o horizontal-moving moves to deal with
this: you can option-select her sweep,c+HP,c+MK, Hayate, or
in some cases even Ultra 1 / Ultra 2. I youre certain o a back-
dash, you can even attempt to time a MK Tsurugi to hit ater the
invulnerability period has ended, allowing a combo aterwards.
Learn which options are most eective versus each character,
since all backdashes are dierent.
OS SWEEP
SAFE JUMP
STOPPING JUMPS
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Bad Habits
Overreliance on Karakusa
The most common bad habit new Makoto players have is that they
always go or Karakusa. Its tempting to go or the big damage,but you must condition your opponent into blocking beore youve
earned the opportunity. Missing Karakusa is equivalent to missing
Ultra 1 (they both have 47 recovery rames). Miss it twice and you
can probably say goodbye to the round.
Karakusa is a huge motivating actor or opposing players to rever-
sal or otherwise get out o point-blank range: instead o relying on
this move, use the ear o its damage output to go or other kinds
o oense.
Overreliance on IATsurugi
IATsurugi is a really tempting move: sae on block, beats lows, com-
bos into a bunch o damage, and teaches your opponent to give
up playing ranged ootsies. Overall it is a medium-risk high-reward
option that works reliably against most o the cast.
However, this move has a glaring weakness: it has a ton o ground-
ed recovery rames (11). This gives opponents who ocus the hit
enough time to crumple you or a big punish, and gives characters
with long-ranging normals and ast walk-speed (Vega, Chun-Li,
etc.) the ability to whi punish it easily. On top o that, some char-acters like Bison and Akuma will beat it while playing their natural
ootsie game since their go-to pokes hit her at the perect angle.
Lack o Patience
I you blindly rush in against your opponent, you should prepare to
lose. Since you cannot walk into an eective range and try to start
a sae oense, youre going to eat normals orever until you teach
your opponent that sticking out his oot means its going to get
counter-hit into a knockdown. Despite the act that she cant play
ootsies, you have to make them respect the space in ront o her
by judicious use o her high priority normals and Tsurugi. I youre
getting rustrated, back o using Makotos great backdash to build
a gameplan.
I you fnd that your opponent continually rustrates you by reversal-
ing out o pressure, start keeping track o where hes trying to get
out: ater a blocked jumpin, ater a particular normal, once youre
at a certain distance rom him, and so on. Instead o overextending
yoursel, try to block or backdash the next predicted reversal.
On the ip-side o this coin, since Makoto has no great reversal
hersel, youre going to need to have a great deal o patience
versus high pressure characters like Viper and Cody. Dont blow
the round by allowing them to counter-hit you into oblivion or by
whifng a hail-mary EX Karakusa. Keep a cool head and remember
that eating a thow is better than eating counter-hit FFF to Ultra.
KARAKUSA IS RISKY
FOCUS > TSURUGI
DASHING RECKLESSLY
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NORMALS3.0
Forward Throw
Back Throw
100 dmg 200 stun frames 3 /2 / 20f adv. +1hit guard
130 dmg 120 stun frames 3 /2 / 20f adv. hit guard
Makotos orward throw is one
o the only normal throws in the
game that doesnt end in anuntechable knockdown, and it
does a paltry 100 damage.
Its biggest beneft is that it
does more than average stun
or a regular throw: 200, as
opposed to 130-150 or most
others. I youre counting stun,
this can be a low-risk option to
dizzy your opponent.
Makotos backthrow doesnt
seem like anything special on
the surace. It does average
damage and stun, but impor-
tantly it leads into a huge option
tree o mixups.
The hard knockdown this throwgives you can lead to a sae
jump, meaty high, meaty low,
crossup j.MK, crossup Tsurugi,
grab, command grab, corpse
hop with towards and HK, etc.
0.90
0.90
Makotos grounded normals are
dierent rom the majority o the cast:they have buckets o active rames.
She has no close normals, only regular and command (c+button)
or all six attacks. On top o that, she only has three low moves, and
two o those are sweeps.
Her air normals are a similar story. Outside o j.HP, the animation
o all her neutral jump and diagonal jump normals are identical,
although some (j.MK) have slight hitbox dierences.
Beacuse o her poor walk speed, spacing her normals can be quitedifcult at frst. You cant walk in and out o range to play ootsies
like Dictator, Vega, or Rose can, and you can only move in com-
mitted bursts (dash, jump, command normal). You must know the
range o all o her important pokes by heart to stand a chance.
An important part o Makotos
game is stunning opponents
and attempting to overwhelmthem with burst damage once
you get the chance.
You should memorise the stun
value each o her important
normals imparts and consider
how close your opponent is to
dizzy while your ormulate your
oense. This lets you determine
how hard you should push
or the stun, and whether you
should try to stun with a single
hit to reduce damage scaling.
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Target Combo 1 (s.LK cs.MK)
Target Combo 2
Target Combo 3 (Yamase)
s.LK 40 dmg 50 stun
frames 5 /3 / 8f
adv. +3hit 0guard
k+MK 90 dmg 100 stun
frames 15 /3 / 16f
adv. +2hit -1guard
k+HP 90 dmg 200 stun
frames 13 /8 / 18f
adv. -4hit -8guard
s.MK 50 dmg 100 stun
frames 2 /4 / 14f
adv. -1hit -4guard
s.HK 100 dmg 200 stun
frames 8 /7 / 14f
adv. +1hit -3guard
k+HP 50+80 d 50+100 s
frames 7 /3(3)5 / 18f
adv. -1hit -5guard
A useul TC or breaking ocus,
and keeping a lot o active
rames right in ront o you to
deal with divekick pressure
rom characters like Ruus andYun. You can even cancel the
s.LK on whi!
In 2012, Makoto was given
the ability to special cancel out
o this TC, giving her another
option to confrm EX Hayate
out o, although its useulness
is limited due to the dominating
presence o her s.MP.
A ar reaching poke, TC2 is
great or stopping backdashes
as well as condition an oppo-
nent, allowing you to grab with
a Karakusa. Its main uncion is
to put a ar reaching poke that
stays out there or a long time,
does two hits, and saely move
Makoto closer to the opponent
all at once.
Mix up between using TC2 and
justc+MK, ater which you
can try or a LK or EX Karakusa
as they wait or the 2nd hit o
this target combo.
Yamase is useul as a long
range poke with a ton o active
rames. This move has a great
ar reaching hitbox, and is good
or stopping horizontal rushing
moves while dealing respect-
able damage and stun.
Youll have to learn to use this
move pre-emptively due to itslong startup, as playing reactive
ootsies with it can be some-
where between difcult and
impossible.
MID
MID
MID
MID
MID MID
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s.LP 30 dmg 50 stun
frames 4 /4 /5f
nrmladv. +5hit +2guard
hcadv. -3 hit -6guard
hcmove. verybackwards
This is a standard, averagenormal. Links into itsel and
s.MP very eectively. When
used meaty, s.LP can chain into
into heavier hitting normals and
even Ultra 1. Against the twins,
you can anti-air with this then
dash orward or an ambiguous
cross-up, dependant on range.
k+LP 30 dmg 50 stun
frames 3 / 4 /7f
nrmladv. +3 hit +0guard
hcadv. -3 hit -6guard
hcmove. slightbackwards
This is Makotos only 3 normal,and its ability to maintain pres-
sure (via Counter Hits) and
interrupt oensive strings is
invaluable.c+LP can only
combo into LP Hayate and
generally should not be used in
combos.
c.LP 20 dmg 50 stun
frames 4 /4 /6f
nrmladv. +4 hit +1guard
hcadv. -3 hit -6guard
hcmove. slightbackwards
c.LP is your standard, run othe mill crouching light. The
primary use here is to chain it
rom crouching to standing light
punch, and rom there continue
your combo. Since c.LP to s.LP
is a chain, this normal is useul
or certain opton-select setups.
Grounded Light Punch
s.MP 60 dmg 100 stun
frames 5 /7 / 7f
nrmladv. +5 hit +2guard
hcadv. +2 hit -1guard
hcmove. slightforwards
An amazing normal, with many
practical uses. s.MP is the most
dominant o all o her grounded
normals. Used correctly, this
normal can only be beat by
some projectiles or invulnerable
moves. Makoto simply cannot
win without mastery o this
particular normal.
k+MP 90 dmg 100 stun
frames 7 /6 /8f
nrmladv. +3 hit +0guard
hcadv.
hcmove.
This normal pushes you or-
ward, and it is a great way o
advancing. It also does good
damage or its range and
priority. It is a sae way to inch
orward, especially when you
have your opponent trapped in
a corner with nowhere to go,
and you are looking or a way
inside. Links to s.MP on CH.
c.MP 60 dmg 100 stun
frames 7 /6 /9f
nrmladv. +2 hit -1guard
hcadv. 0 hit -3guard
hcmove. None
One o your main pokes, c.MP
has great range and can seri-
ously disrupt a rushing oppo-
nents oense. c.MP OS Hayate
is a great way to orce your
way in through poking wars. It
has decent range and is quick
enough to stu a wide variety o
pokes. Abuse liberally.
Grounded Medium Punch
MID
MID
MID
MID
MID
MID
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s.HP 80 dmg 200 stun
frames 6 /3 /24f
nrmladv. -5hit -9guard
hcadv. +5hit +1guard
hcmove. backwards
A relatively quick heavy normal,s.HP is your main conduit to
damage when you are punish-
ing a misstep by your oppo-
nent. Dont ever use it alone,
since its unsae on both hit
and block. You almost always
want to HC it, because Hayate
cancels recover in 12, granting
you rame advantage.
k+HP 90 dmg 200 stun
frames 13 /8 /18f
nrmladv. -4 hit -8guard
hcadv.
hcmove.
This move has a great orwardhitbox, does OK damage, and
a bunch o stun. This move is
great or stoppng those ground-
ed, orward-moving specials
(like rekkas). The important
thing about this move is that it
has huge range; she steps way
orward, and then steps way
back, making it hard to punish.
c.HP 90 dmg 100 stun
frames 7 /2 /24f
nrmladv. hit -9guard
hcadv.
hcmove.
One o Makotos three low-hit-ting moves, this is an awesome
sweep! Its main purpose is to
get that desperately needed
knock down to set up meaty at-
tacks or mixup situations. It has
great range and is very quick,
but can be punished by charac-
ters with long ranging normals
(such as Claws c.MP).
Grounded Heavy Punch
MID MID LOW
s.l
p
s.h
k
s.h
p
s.m
p
c.m
k
c.l
k
f.l
p
s.l
k
c.m
p
c.h
p
s.m
k
f.m
p
f.l
k
c.h
k
focus
f.h
p
f.h
k
f.m
k
Normal Ranges(Max. Distance)
Range determined by hit
box images, not animation.
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s.LK 40 dmg 50 stun
frames 5 /3 / 8f
nrmladv. +3hit +0guard
hcadv. -3hit -6guard
hcmove. veryforwards
s.LK is a useul utility normal Hayate Cancel s.LK to uther
advance her character model
during pressure strings, as
the HC will move her very ar
towads the opponent. She can
also cancel s.LK on whi into
Karakusa to greatly enhance its
range, and it leads directly into
TC1, even on whi.
s.MK 70 dmg 100 stun
frames 6 /4 / 12f
nrmladv. +1hit -2guard
hcadv. +0 hit -3guard
hcmove. slightbackwards
A great long-range poke, s.MK
serves as both a punishment
tool, a way o starting pressure,
and an anti-air tool. Additionally,
it is a useul ootsie tool, beating
many o Gies standing nor-
mals. OS EX Hayate into this to
really scare your opponents.
k+LK 40 dmg 50 stun
frames 7 /3 /12f
nrmladv. -1hit -4guard
hcadv.
hcmove.
By the numbers, this normallooks horrible. It has a long
start-up, slow recovery, and is
unsae onblock. Its real purpose
is or kara (empty) cancelling.
Usingc+LK, you can kara
into any o her specials and her
normal throw, greatly increasing
their range and utility.
k+MK 90 dmg 100 stun
frames 15 /3 /16f
nrmladv. +2hit -1guard
hcadv.
hcmove.
Leading into TC2, this is a
great way to cover a lot o
ground while attacking at the
same time. Ater the opponent
is hit by or blocks TC 2 once
or twice (and expects it again),
instead o doing the HK part o
the combo, surprise them with
use EX Karakusa (on block) or
LK Karakusa (on hit).
c.MK 70 dmg 100 stun
frames 7 /6 /8f
nrmladv. +3hit +0guard
hcadv.
hcmove.
Probably one o the most
dominant anti-air normals in the
game, c.MK beats just about
anything in the air. It lowers
her hurtbox to the point that it
becomes difcult to hit her rom
any angle, including behind her.
This is a very important normal
or Makoto mains to master.
Grounded Light Kick
Grounded Medium Kick
c.LK 30 dmg 50 stun
frames 4 /4 /7f
nrmladv. +3hit +0guard
hcadv. -3hit -6guard
hcmove. slightbackwards
This is probably Makotos mostimportant low, as its the only
one you can combo out o. On
a normal hit you cant link any-
thing aterwards, but you can
cancel into LP or EX Hayate as
enders. Use this liberally as a
punish verus opponents who
leave themselves as -4.
MID
MID
MID
MID MID
LOW
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s.HK 100 dmg 250 stun
frames 8 /8 / 12f
nrmladv. +2hit -2guard
hcadv.
hcmove.
A powerul normal due to itshigh stun. Used correctly,
Makotos opponents who get
their long range pokes stued
by s.HK will have nightmares
o being dizzied quickly. Due to
its hitbox being so ar ahead o
Makotos hurtbox and its 8 ac-
tive rames, she can stu many
moves with this on reaction.
Makotos ocus attack is great. Despite it not
reeling backwards out o trouble on startup (like
Akuma or Fuerte) it has phenomenal reach and
leads to incredible damage due to the special
properties o Makotos other moves.
Focus is the only way or Makoto to combo into
Fukiage juggle strings. Crumple your opponent,
wait or them to all, and then Fukiage right beore
they hit the ground (strength is character specifc,
but HP Fukiage works on most). This opens up
air reset mixup options you wouldnt otherwise
have access to.
On top o that, while most characters have to set-
tle or either landing a jump-in or a LV3 ocus on
a dizzied opponent, Makoto gets both. Crumple
your opponent with ocus, then go or an instant-
air MK Tsurugi, which lets you ollow up with a at
combo o choice, and is oten the highest reliable
damage output in a dizzy situation.
Makotos extremely ash dash aords her more
rame advantage on a blocked / hit ocus than
most characters. You can actually LV3 crumple,
dash orward, then LV2 crumple, then ollow up
with your MK Tsurugi or reset.
k+HK 110 dmg 200 stun
frames 19 /3 /23f
nrmladv. hit -8guard
hcadv.
hcmove.
The least-used o Makotos low-hitting normals, this move has
2 primary purposes. First, to
continue pursuit ater an attack
or on wakup, and secondly to
avoid throws (as it is consid-
ered airborne or many o its
startup rames). This move can
be einted by holding down the
HK button during its animation.
c.HK 90 dmg 100 stun
frames 9 /4 /17f
nrmladv. +1hit -3guard
hcadv.
hcmove.
Although it seems like a solidanti-air move, the primary pur-
pose o c.HK is or stopping
Zangie or T.Hawk. It beats
Lariats, Condor Dives, and
most o their ar pokes. It is the
longest-ranged o Makotos
grounded normals, so it also
has some special utility as a
punish or poke.
Grounded Heavy Kick
MID LOW MID
Focus Attack
FOCUS FOCUS FOCUSLV1 LV2 LV3
60 dmg 100 stun 80 dmg 150 stun 140 dmg 200 stun
frames 21 /2 / 35f 17+12 /2 / 35f 64 /2 / 35f
adv. -21hit -21guard hit -15guard hit guard
note Makoto is +0 ater a LV1 Focus dash orward.
Makoto is +6 ater a LV2 Focus dash orward.Focus is not considered airborne during active rames.
Focus orces opponents to be considered airborne as they all.
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nj.LP 50 dmg 50 stun
frames 4 /9 / f
adv. hit guard
j.LP 50 dmg 50 stun
frames 4 /9 / f
adv. hit guard
Jumping Light Punch
One o Makotos astest air
normals with a ton o active
rames, you can use this as an
emergency air-to-air i you cant
hit j.HP in time.
Its primary use is as a tricky
way to put your opponent in
very short block stun so you
can Karakusa immediately on
the ground or big damage.
An excellent preemptive air-
to-air, with a protruding attack
box. You can use this to reliably
chase ater moves like Vegas
Izuna Drop.
Jump back MP is a reliable
way to create space and cover
yoursel i your opponent tries
to pursue you in the air.
Makotos air money-maker. Her
neutral jump HP does a crazy
250 stun, and gives you so
much rame advantage you can
even Yamase aterwards.
Her diagonal jump HP has amassive hitbox that tends to
swat just about anything out
o the sky, and is your primary
straight-orward jump-in.
nj.MP 80 dmg 100 stun
frames 5 /6 / fadv. hit guard
j.MP 80 dmg 100 stun
frames 5 /6 / fadv. hit guard
Jumping Medium Punch
nj.HP 100 dmg 250 stun
frames 8 /2 / f
adv. hit guard
j.HP 100 dmg 200 stun
frames 6 /5 /f
adv. hit guard
Jumping Heavy Punch
HIGH
HIGH
HIGH
HIGH
HIGH
HIGH
Juggling j.HP / nj.HP Jump Back MP
Makotos HP buttons in the air have juggle potential.
That means that ater a move that launches, such as
a Fukiage, you can connect a j.HP or a bit o extra
damage and induce an air reset or your opponents
character, leading into a mixup on landing.
Jumping backwards (or neutral) and throwing out
j.MP as soon as you leave the ground is an amazing
way to meet opponents in the air and give yoursel
some breathing room. It can pre-emptively anti-air
many troublesome moves such as Seths dive kick.
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Neutral jump HK is a dominant
air-to-air, but it starts up 2
slower than jump MP, requiring
aster reactions. In Third Strike,
this move was an unstoppable
bullet in the air, but its hitbox inSFIV is less dominant.
Both versions have a lot o hori-
zontal range, so i youre going
or a distanced jump-in you can
use this.
Neutral jump MK has the most
active rames o any o Ma-
kotos jumpins, thus giving you
more time to input OS moves
during sae-jump setups.
Her diagonal jump MK is her
go-to crossup, although its
difcult to space correctly due
to its poor hitbox and her bad
walking speed.
Jumping LK is not a move you
see very oten rom Makoto
players; its primary use is as a
quick air-to-air, but that role is
handled well by j.MP and j.HPalready.
nj.LK 40 dmg 50 stun
frames 4 /9 / f
adv. hit guard
j.LK 40 dmg 50 stun
frames 4 /9 / f
adv. hit guard
nj.MK 80 dmg 100 stun
frames 7 /10 / fadv. hit guard
j.MK 80 dmg 100 stun
frames 7 /5 / fadv. hit guard
nj.HK 100 dmg 200 stun
frames 7 /5 / f
adv. hit guard
j.HK 100 dmg 200 stun
frames 9 /5 / f
adv. hit guard
Jumping Light Kick
Jumping Medium Kick
Jumping Heavy Kick
HIGH
HIGH
HIGH
HIGH
HIGH
HIGH
j.MK vs nj.MK Crossup j.MK
Although the animation or jump MK and neutral
jump MK are identical, the moves dier in two ways.
One is that neutral jump MK has 5 extra active
rames, and the other is that neutral jump MK has an
attack box that extends down urther than j.MK.
Makotos crossup game is pretty unreliable on the
whole while Blanka or Rose have very dependable
crossup j.MKs, Makoto must space hers perectly
or it will whi on a standing opponent. Youll have to
spend some time in training to get used to this.
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MPLP
Oroshi
dmg stun startup active recovery onguard onhit
LP OROSHI 90 200 22 6 16 -4 +4
MP OROSHI 100 200 23 6 15 -5 +5
HP OROSHI 150 200 24 6 14 -5 kd
EX OROSHI 120 200 18 6 19 -4 kd
note On crouching hit, 1 less rame advantage (LP +3, MP +5)EX version invincible rom 1~12.
Outside o the corner, EX Oroshi gives you the
best ender to a hit-confrm combo high stun,
and a hard knockdown that leads into a ton omixup options. Regular Oroshis cannot usually be
comboed into, except o counter-hit s.HP.
LP and MP Oroshi grant rame advantage while
with HP Oroshi leads to a hard knockdown.
HIGH
Oroshi is Makotos designated armor breaker, but
it starts up very slowly and has very short range.
You wont be breaking glass with this move very
oten. This is an awkward move to use at frst, but
it builds a ton o meter, has an enormous attack
box, and is very useul or meaty setups versus
characters that use armor to reversal (Gouken).
mnoP downwards-strikingchop:mountainstorm
Tanden Renki
redfieldspolishedspirit:attackstance
POWER UP: +25% dmg mlkmlkP
Makotos Super, Tanden Renki, is a one-o-a-kind
move in Street Fighter IV. It provides a temporary
boost o +25% damage or about 15 seconds.
Unlike Genei-jin, Tanden Renki doesnt change
the properties o any o Makotos moves. You
gain no additional priority, dash cancels, chains,
or juggles.
Its primary use is to link Ultra 1 ater super-
cancelling a Hayate, or a huge, but expensive
burst o damage. You can also use this Supers
invincibility as a risk-ree reversal, reezing the
screen and letting you react to your opponents
next move (and potentially stu it with Ultra).
startup active recovery
LP MP HP 1+0 900 11
note Fully invincible on startup.
4.0
SPECIALS, SUPER, ULTRAS
HP EX
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dmg stun startup active recovery onguard onhit
LP HAYATE lv1 90 120 8 5 23 -8 0
lv2 105 135 4+8 5 23 -7 +1
lv3 120 150 24+8 5 23 -6 +2
lv4 155 165 44+8 5 23 -2 kd
lv5 190 180 64+8 5 23 -2 kd
MP HAYATE lv1 100 120 15 5 21 -7 +1
lv2 115 135 4+15 5 21 -6 +2
lv3 130 150 24+15 5 21 -5 +3
lv4 155 165 44+15 5 21 -2 kd
lv5 190 180 64+15 5 21 -2 kd
HP HAYATE lv1 110 120 20 5 19 -6 +2
lv2 125 135 4+20 5 19 -5 +3
lv3 140 150 24+20 5 19 -4 +4
lv4 155 165 44+20 5 19 -2 kd
lv5 190 180 64+20 5 19 -2 kd
EX HAYATE 120 150 13 6 16 -4 kd
HAYATE CANCEL 12
note LP, MP, HP have juggle potential o 1, EX has juggle potential o 2.
MID
EX Hayate is Makotos primary combo ender.
It does good damage, has enormous corner
push, and can be ollowed up with LP Fukiage or
c+LK in the corner. On top o that, EX Hayate is
also Makotos astest armor breaking move, andcan punish whied pokes rom almost ull-screen.
It ends with a sot knockdown that gives you time
to dash up and execute a mixup even i your op-
ponent quick-rises.
All regular Hayates can be charged or up to fve
levels, granting extra damage, stun, and rame
advantage (or knockdown properties) by hold-
ing down the corresponding punch button. You
can cancel this charge animation and return to
a neutral state i you press a kick button whilecharging this technique is a cornerstone o
Makotos more advanced combos and pressure
techniques, as it both moves her around and al-
lows or links that are otherwise impossible.
LP Hayate can combo o o any o Makotos
cancellable normals, but does low damage and,
importantly, leaves you at neutral at a bad range.
Versus characters with long-ranging 3 normals
like Balrog the best you can hope or is to tradewith yourc+LP.
MP Hayate is the highest strength normal Hayate
you can combo rom important pokes such as
c.MP, s.MK, and s.MP.
HP Hayate is so slow that it can only be com-
boed into rom s.HP.
Hayate Cancels
Theres a trick to cancelling a Hayate on the
frst possible rame; you can hold down the kickbutton beore even attemping the Hayate. For
instance, hold down LK with your thumb, roll a
quarter circle, and hold down HP. Makoto will
start a HP Hayate and immediately cancel it.
Hayate mlkP straight-thrustingfist:gale
MPLP HP EX
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Karakusa THROW
Karakusa is Makotos signature move she
grabe her opponent by the neck and leaves him
in a standing state where she can ollow up with
a big combo. It has relatively short range and
quite a bit o startup or a command throw, but
the EX version has one hit o super armor to blow
through close pokes.
47 recovery rames means that i you miss, youre
basically guaranteed to lose a huge amount ohealth, but on the ipside you can do big damage
i you connect.
Blockakusa
Since you can cancel the later active rames
o s.LK into Karakusa, you can actually create
rame-tight tick setups by hitting your opponent
and inputting Karakusa very late into the anima-
tion. I done correctly, the opponent will not have
time to interrupt even with a 3 normal in between
the s.LK and the grab.
dmg stun startup active recovery onguard onhit
LK KARKUSA 40 80 7 2 47 +12
MK KARAKUSA 40 80 8 2 47 +12
HK KARAKUSA 40 80 9 2 47 +12
EX KARAKUSA 60 120 5 2 47 +12
note Forces stand, EX version has 1 hit o armor rom 1~6.
klmnoK hanged-neckgrab:karakusa
Kara Karakusa Ranges
As you can see here, karakarakusa o either variety addsan absolutely amazing amounto range. Be mindul o the ad-
ditional startup time on whatsalready considered a slow com-mand grab beore attempting tothrow it out there.
LK 0.93 MK 0.99 HK 1.06 EX 0.93
Kara Karakusa
Karakusa can be karad or extra range in two
ways that are radically dierent:
1. Cancel the startup oc+LK into Karakusa
This is done by inputting toward and LK
and then cancelling its startup to give your
Karakusa a signifgant amount o range at the
expense o additional startup time.
There is also a shortcut motion you can try:
cedc+LK~g+HK2. Whi-cancel s.LK into Karakusa
Makotos strange kara-cancel rom 3S returns.
You can cancel the active rames o s.LK into
Karakusa (and no other special) on whi. This
grants a major range boost, but you have to be
careul to not accidentally hit your opponent or
theyll be in hit/blockstun and unthrowable.
hkkarakusa
c+lkkarakarakusa
s.lkwhiffkarakusa
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Fukiage is Makotos best anti-air, and it can lead
to some enormous damage i you catch your op-
ponent attempting a sloppy jump-in. Unlike tradi-
tional Shoryukens, it hits directly above her head
(making telegraphed cross-ups almost impossible
to land on her). It does not hit grounded oppo-
nents, no matter how close they are to you a
notable exception is crumpled opponents, right
beore they hit the ground.
LP Fukiage keeps Makoto in place, while the
other strengths move her progressively more or-
ward beore executing her punch. You can kara
all o these withc+LK, granting a wide range
o movement. Kara EX Fukiage goes almost hal-
screen, letting you catch otherwise sae neutral
jumps i youre ast on the draw.
Fukiage vs AIR
dmg stun startup active recovery onguard onhit
LP FUKIAGE 90 160 8 8 31 kd
MP FUKIAGE 90 160 10 8 32 kd
HP FUKIAGE 90 160 13 8 32 kd
EX FUKIAGE 120 200 10 8 32 kd
note Juggle potential o 1, cannot hit grounded opponents.
kmlP upwards-thrustingfist:wind-tornpeak
lp
k.lp
mp hp
k.mp k.hp
ex
k.exkara
fukiagerangesregular
LP MP HP EX
Fukiage also serves as a powerul combo
extender ater launching your opponent in the
corner with an EX Hayate, letting you tack on a
couple o extra hits.
Ater catching an opponent jumping with Fukiage
you can juggle with a variety o options, all lead-
ing into dierent mixups:
j.HP
Leads to air reset reset, possible crossunder
depending on spacing aterwards.
HP Fukiage, ollowed by EX Tsurugi
Highest damage output or one bar.
MK Tsurugi, ollowed by EX Hayate
Incredible corner push and decent damage.
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Tsurugi
Tsurugi is an important angle o attack or Ma-
koto. Think o it as a slightly riskier dive-kick it
does more damage and grants much better rame
advantage on hit, but has more recovery and is
never positive on block.
LK and MK Tsurugi both keep your opponentin hitstun and allow you to combo aterwards,
while HK Tsurugi causes a hard knockdown. EX
Tsurugi hits twice, causes a knockdown, and has
the highest juggle potential o any o Makotos
specials.
HK Tsurugi has an extended hitbox that can beat
some o the best AA moves in the game, but be
careul because many characters can punish you
on whi.
Watch out or ocus attacks. Every character
in the game can LV2 ocus crumple you i they
predict a Tsurugi due to its long startup and
grounded recovery times.
Finally, Tsurugi is also a great movement tool i
somone is keeping you out with projectiles. You
can hop over the projectiles while building a bit o
meter and ormulating your plan o attack.
Instant Air Tsurugi (IAT)
Makoto can execute regular Tsurugi quite close
to the ground, although there is a height restric-
tion (EX Tsurugi has no such restriction). This is
enormously useul or hopping low attacks and
beating delayed throw tech attempts, leading to
big damage. The motion or an IAT is:
bcdefgK
Basically, you just need to roll the stick rom
up-towards to back, like a reverse SPD motion.
I you end up with j.MK, youre probably doing it
too ast. It is possible to tiger-knee the motion but
tends to be somewhat unreilable, unlike Cammys
old TKCS.
Crossup Tsurugi
Despite having a orward-acing hitbox, Tsurugi
can actually crossup in very specifc situations,
most oten as an opponents character wakes up
rom a knockdown. Makoto may or may not land
on the other side, even i she hits crossup, mak-
ing this a very tricky move to block.
See the Crossup Tsurugi Setups section (6.5)or
more details.
dmg stun startup active recovery onguard onhit
LK TSURUGI 90 120 11 4 11 grounded
MK TSURUGI 100 140 13 4 11 grounded
HK TSURUGI 150 200 15 4 11 grounded kd
EX TSURUGI 60+100 100+120 15 1+4 11 grounded kd
note LK, MK, HK have juggle potential o 1, knocks down on air hit.
HK version causes untechable knockdown on grounded hit.
EX version hits high (overhead), projectile invincible rom 1~15.
EX version has a juggle potential o 2.
MID mnoKinair flashingaxekick: sword
Beware of 1f Grabs!
As great as it is, Tsurugi is not sae versus grapplers with 1 Ultras / Supers unless spaced perectly. Its
pretty easy to react to, so dont go gambling against good players. Hakan U1, Gie U1, and T.Hawk U1
are some o the more painul examples o 1 grabs that can really ruin your day.
LK MK HK EX HIGH
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Tiger Knee EX Tsurugi
MK Tsurugi as a Combo Starter
Crouching Reel Animations
EX Tsurugi has no height restriction, and hits
overhead. You can perorm this move immediately
ater a jump, avoiding low normals and hitting
opponenents who try to crouch tech a throw at-tempt or otherwise counterhit you.
Tsurugi is a very important tool in Makotos
arsenal. Its her only special thats sae on block
(usually), and the MK version is easy to confrminto big damage. In this sequence you can see
Makoto go or the best meter-ree ollowup, using
s.HP and cancelling into HP Hayate.
Certain characters have
crouching reel animations that
give Makoto fts i she tries
to combo ater MK Tsurugi.Be aware o this and do your
best to adapt on the y by
using longer normals such as
c.MP, and dont try or Ultra1
unless youre sure.
vs GEN
MK TSURUGI s.HP HP HAYATE
To do it as low to the ground as possible, you
buer the Tsurugi motion, hit up-orward, then the
button. The motion or this is as ollows:
efgbKK
Landing this is pretty straight-orward, and neces-
sary to train your opponents to stop pressing
buttons. Once they do that, you can start goingor Karakusa or regular throw mixups. Watch out
or strange reel boxes that cause certain normals
to whi ater MK Tsurugi.
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Seichuusen Godanzuki
perfectlystraightfivethrusts
MID mlkmlkPPP
Seichuusen Godanzuki is Makotos biggest
punish move. It starts in a very ast 6 (the same
as her s.HP), letting you punish moves most other
Ultras would never be able to. I the big frst hit
connects even on airborne opponents, she will
always go into the ull animation. Since it is also
her only move that is ully invincible into its active
rames, its a valuable reversal tool as well.
The most common ways to connect this Ultra
are o a raw jump-in, a punishment situation,
Karakusa, MK Tsurugi, or meaty normal / meaty
Oroshi. Above all, this is really the reason that
your opponents should ear Karakusa
Seichuusen can be used as a high-priority anti-
air move too; i youre ast on the draw you can
catch opponents who neutral jump on you to
avoid Karakusa with this Ultra or big damage.
dmg stun startup active recovery onguard onhit
ULTRA 1 70+405 0 0+6 3 47 -29 kd
note Invincible 1~8, untechable knockdown, always goes into ull animation.
You can use U1 to beat neutral jumps on reaction.
Linking Ultra 1 afer a low MK Tsurugi is easy.
Mirror Match Nightmares
You can punish all o Makotos non-EX Hayates
with this Ultra on block. Scary stu.
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Abare Tosanamiviolenttosanamismasher
MID mlkmlkKKKholdk
Abare Tosanami is a pure utility Ultra. You cannot
combo into this move, except o o a crumpleor stun. Its primary use is to punish projectiles
on reaction, chase ater particular specials (like
Vegas EX Flying Barcelona) and escape the
corner.
Makoto jumps to the wall, and then depending on
which kick button you held down beore the Ultra
reeze, ies down a predetermined distance with
her oot outstretched. Depending on how she hit
the opponent (airborne or not) she may go into a
canned cinematic. Either way, you can ollow-upthe last hit (the Fukiage) by jump or dash cancel-
ling it and hitting the opponent a couple more
times or some respectable damage.
dmg stun startup active recovery onguard onhit
ULTRA 2 LK 105+75+60+150 0 fromwall 0 untilground afterlanding 26 -28 kd
ULTRA 2 LKair 60+45+45+60 0 fromwall 0 untilground afterlanding 26 -28 kd
ULTRA 2 MK 105+75+60+150 0 fromwall 0 untilground afterlanding 26 -28 kd
ULTRA 2 MKair 60+45+45+60 0 fromwall 0 untilground afterlanding 26 -28 kd
ULTRA 2 HK 105+75+60+150 0 fromwall 3 8 3+landing (26) -28 kd
ULTRA 2 HKair 60+45+45+60 0 fromwall 3 8 3+landing (26) -28 kd
note Air reers to non-animated version o Ultra 2.
Invincible to wall, astest startup 16, frst hit breaks armor
4th hit oats opponent, is dash / jump cancellable.
LK will go the shortest distance, MK hits about
midscreen, and HK hits ull screen. There is adead-zone right next to the wall where the LK
version cannot hit opponents. Note that this ultra
is also not invincible on the way down.
Regular Follow-ups
Abare Tosanami jump, MK Tsurugi, EX Hayate
Abare Tosanami dash, LP Fukiage, EX Tsurugi
Note: Non-Cinematic HK
The non-cinematic HK version o Abare puts the
opponent into a oat state, where you can juggleor an extra hit you wouldnt otherwise be able to,
as per the combo below:
HK Abare Tosanami dash, LP Fukiage, HP
Fukiage, EX Tsurugi
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A combo or all seasons.
For all o Makotos combos, you can substitute a regular Hayate oran EX Hayate to do more damage and corner her oe, as well as
situationally combo into LP Fukiage aterwards.
Additionally, s.MP and s.HP combo into EX Oroshi, which is
an untechable knockdown which leads into many tricky setups
aterwards. In Arcade Edition, generally EX Oroshi is used to keep
someone in the corner.
No Bar Hit Conrms
dmg stun combo difficulty
137 224 c.LP, s.LP, c.LKLP Hayate 2 rame link
168 264 c.LP, s.LP, s.MPMP Hayate 1 rame link
182 346 s.MP , s.MP MP Hayate 1 rame link
182 346 s.HP HC, c.LKLP Hayate 2 rame link
220 396 s.HP HC, s.MP MP Hayate 1 rame link
One Bar Hit Conrms
dmg stun combo difficulty
158 245 c.LP, s.LP, c.LKEX Hayate 2 rame link
182 285 c.LP, s.LP, s.MPEX Hayate 1 rame link
216 320 s.MP , s.MP EX Hayate 1 rame link
206 370 s.HP HC, c.LKEX Hayate 2 rame link
236 420 s.HP HC, s.MP EX Hayate 1 rame link
Corner Only One Bar Conrms
dmg stun combo difficulty
121 341 c.LP, s.LP, c.LKEX Hayate, LP Fukiage 2 rame link
236 381 c.LP, s.LP, s.MPEX Hayate, LP Fukiage 1 rame link
279 432 s.MP , s.MP EX Hayate, LP Fukiagei 1 rame link
269 482 s.HP HC, c.LKEX Hayate, LP Fukiage 2 rame link
299 532 s.HP HC, s.MP EX Hayate, LP Fukiage 1 rame link
5.0
COMBOS
Makotos combo options
tend to be pretty difcult or
beginners to pick up.
All o her optimal damage
comes rom multiple 1-rame
links, and is compounded by
Hayate Cancels o o stand HP.
Even the best tournament
players will drop these links
rom time to time.
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Corner Only Two Bar Conrms
dmg stun combo difficulty
292 451 c.LP, s.LP, c.LKEX Hayate, LP Fukiage, EX Tsurugi 2 rame link
316 491 c.LP, s.LP, s.MPEX Hayate, LP Fukiage, EX Tsurugi 1 rame link
275 564 s.MP , s.MP EX Hayate, LP Fukiage, EX Tsurugi 1 rame link
365 614 s.HP HC, c.LKEX Hayate, LP Fukiage, EX Tsurugi 2 rame link
395 664 s.HP HC, s.MP EX Hayate, LP Fukiage, EX Tsurugi 1 rame link
Starting from MK Tsurugi
dmg stun combo difficulty
484 140 MK Tsurugi, Ultra 1 ~6 rame link
268 436 MK Tsurugi, s.HP HP Hayate ~6 rame link
240 336 MK Tsurugi, c.MP MP Hayate ~5 rame link
Starting from Karakusa
dmg stun combo difficulty
424 80 Karakusa, Ultra 1 6 rame link
208 376 Karakusa, s.HP HP Hayate 6 rame link
208 376 Karakusa, s.HP HP Hayate 6 rame link
238 444 s.HP
HC, s.MP
MP Hayate 1 rame link252 465 s.HP HC, s.MP EX Hayate 1 rame link
Counterhits & Fancy Stuff
dmg stun combo difficulty
308 595 CH s.HP MP Oroshi, c.LKEX Hayate 2 rame link
165 225CH s.MP, c.HP 1 rame link
459 125 CH s.MP, Ultra 1 2 rame link
243 421 CH s.MP, s.HP HP Hayate 2 rame link
462 733 MK Tsurugi, s.HP HP Hayate FADC s.LP, s.MP, s.MP EX Hayate, LP Fukiage, EX Tsurugi
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Makotos normals have some o
the longest active rames o anycharacter in the game.
Her s.MP has an unbelievable 7 hitting rames, granting you enor-
mous advantage on hit i you land it on the last active rame. Each
o these setups assume rame-perect timing on every dash and
whi. Perectly meaty (last active rame) advantage:
c.LK +6 hit +3 guard
c.MK +8 hit +5 guard
s.MP +11 hit +8 guard
s.HK +9 hit +5 guardMP Oroshi +10 hit +0 guard
HP Oroshi hit +0 guard
Due to variable wakeup timing,
most setups will ail against
Blanka, Sagat, and Cammy.
O o a backthrow, setups
wont work onAdon, Blanka,
Dhalsim, Claw, Sagat, and
Hakan.
See the next spread or a com-
prehensive list o wakeup times
or the entire cast.
KNOCKDOWN SETUPS: MEATIES6.0
After Backthrow
S.JUMP Dash, neutral jump nj.MK (4 rame sae jump)
S.JUMP Backthrow into corner, dash, s.LP whi MK Tsurugi setup
HIGH Dash, s.LP whi Perectly meaty MP Oroshi
HIGH Backdash, dash, jump-back HP Instant overhead v.s. tall chars
MID Dash, c.HK whi Perectly meaty s.MP
MID Forward jump attack whi Perectly meaty c.MK
THROW Dash,c+MK whi Perectly meaty LK Karakusa
After Sweep
HIGH Dash Perectly meaty HP Oroshi
MID Backdash Meaty EX Hayate; can juggle 2nd EX Hayate
MID Dashc s.MP whi Perectly meaty s.MP
MID c+MK whi Perectly meaty c.MK
MID Dash 2 Meaty s.HK
MID Dash, c.LK whi Perectly meaty s.HK
LOW Empty wd.jump Meaty c.LKLOW c+MP whi, s.MP whi Perectly meaty c.LK
THROW Dash, c.MP whi Perectly meaty LK Karakusa
THROW Empty wd. jump Meaty LK Karakusa
THROW Forward jump attack whi Meaty backthrow
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After EX Oroshi
S.JUMP Dash, s.LP whi nj.MK (4 rame sae jump)
S.JUMP s.HK whi nj.MK (3 rame sae jump vs. SRKs)
HIGH Dash, throw whi Perectly meaty MP Oroshi
HIGH Empty jump Meaty MP Oroshi
MID Dash, empty neutral jump Perectly meaty s.MP
MID Forward jump attack whi, s.LP whi Perectly meaty c.MK
MID Empty jump, s.LP whi Perectly meaty s.HK
LOW Empty jump, c.MK whi Perectly meaty c.LK
THROW Dash, neutral jump attack whi Perectly meaty HK Karakusa ater landingTHROW Dash 3, s.LK whi Meaty HK Karakusa
After Ultra 1
S.JUMP Dash,c+MK whi nj.MK (4 rame sae jump)
S.JUMP MP Fukiage whi j.MK (4 rame sae jump)
HIGH Dash 2, c.HK whi Perectly meaty MP Oroshi
HIGH Jumping attack whi, dash Perectly meaty HP OroshiMID Dash 2, LP Fukiage whi Perectly meaty s.MP
MID Jumping attack whi,c+MK whi Perectly meaty c.MK
MID Empty jump,c+MK whi Perectly meaty s.HK
LOW Empty jump 2 Perectly meaty c.LK
THROW Empty jump 2 Meaty LK Karakusa
After HP Oroshi
S.JUMP c+MK whi nj.MK (4 rame sae jump)
HIGH Jump attack whi Perectly meaty HP Oroshi
MID Dash, jump attack whi Meaty s.HK
THROW Backdash, empty jump Meaty LK Karakusa
After EX Hayate (Quick Rise)
S.JUMP Dash j.MKS.JUMP (In corner) Immediate jump attack nj.MK (4 rame sae jump)
MID Dash 2 Meaty s.HK
MID Dash 2, MK Tsurugi Avoids throw attempts, lows
MID (In corner) c.LK whi, MK Tsurugi Avoids throw attempts, lows
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After LP Fukiage (Quick Rise in Corner)
S.JUMP JC neutral empty jump, j.MK or j.HP Character specifc jump-in setup,
does or does not cross-up based on button
timing, sae rom reversals.HIGH Let opponent land Meaty MP Oroshi
MID Backdash Meaty HP Hayate
MID Beore opponent lands,c+HK Feint Meaty s.HK
THROW (Not JCd) Neutral jump whi attack Perectly meaty LK Karakusa
Afterc+HK
HIGH Dash, wait ~1 rames Meaty HP OroshiMID c+MK Meaty s.HK
THROW Empty jump Meaty LK Karakusa
Character Wakeup Timing
Frames on the Ground
Ater backthrow:
55F: Adon
56F: All Others57F: Blanka, Dhalsim,
Claw, Sagat
61F: Hakan
Ater c.HP:
45F: All Others
46F: Sagat, Cammy
47F: Blanka
Face Down:
33F (+2F): Blanka, Yang (2F invincible bug)
32F (+1F): Sagat, Cammy, Neutral stick Gen
(with 1F invincible bug)
31F (+0F): All Others
Face Up:
20F (-1F): Adon (1F invincible bug)
21F (+0F): All Others, Neutral stick Gen
(with 1F invincible bug)
22F (+1F): Blanka, Dhalsim, Claw, Sagat
26F (+5F): Hakan
Ater EX Oroshi:
68F: All Others
69F: Sagat, Cammy70F: Blanka
Ater Ultra 1:
89F: All Others
90F: Sagat, Cammy
91F: Blanka
Aterc+HK:
46F: All Others
47F: Sagat, Cammy48F: Blanka
Ater HP Oroshi:
73F: All Others
74F: Sagat, Cammy
75F: Blanka
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Notes
Did you know?
Ater a LV2 Focus attack dash cancel, Makoto is +6. Since MK Karakusa grabs in 8, the only thing your
opponent can to do to escape is jump or reversal. No normal in the game is ast enough to interrupt!
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Although not as potent as it was in
Third Strike, Makoto still has a wheel ooptions availble to her ater a Hayate.
Makotos mix-up o o Hayates can oten be the most crucial,
make-or-break part o her momentum game. Makoto has to choose
the right option or the job, depending on multiple actors. Your job
is to know what your opponent is going to do ahead o time, and
preemptively use the correct counter. Naturally, some characters
have an easier time dealing with this strong, sae reversals and
3 normals can play havoc with your gameplan.
7.0
POST-HAYATE MIXUP
Block/backdash to beat reversals.
Since her other setups arent great, the risk vs.
reward or attacking is lowered. Taking this time
to get a read on the opponent or hope they give
you a punish is oten worth giving up pressure.
Kara-throw to beat normals, FAs, and blocking.
Loses only to reversals. By ar her most consis-
tent option ater LP Hayate, abuse it until they
start reversaling, throwing or crouch teching, then
start punishing their tendencies.
s.HKto beat normals.
Loses to quick FAs and reversals, doesnt catchjumps or back dashes. At LP Hayate distance,
this poke is incredible, beating all crouch techs
and many pokes.
IA HK Tsurugi to beat normals,
throws, and backdashes
Loses to FAs, reversals, and neutral jumps. A
consistent option, but very punishable on predic-
tion. Loses to reversals and FAs.
FA LV1 to beat normals.
Loses to backdashes, jumps, and reversals. Not
consistent, but i you score a counter hit o o
this you can score some big damage.
The distance is not set ater LP Hayate; the
closer you were when you started the Hayate, the
closer youll be. The distance ranges rom as ar
away that s.LK Kara-Karakusa wont connect, up
to as close as c.LK range. In general, LP Hayate
mix-ups are weak and dont carry much ability to
start real pressure aside rom random hits.
Know your normals!
Only certain normals carryenough hitstun to combo into
each strength o Hayate.
c.LP c.LK s.LPc LP Hayate
s.MP c.MP s.MKcMP Hayate
s.HPc HP Hayate
All cancellable normals can
combo into EX Hayate. Hurray.
After LP Hayate +0f
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Kara-throw to beat normals, FAs, and blocking.
Loses only to reversals. Even more consistent
than ater LP Hayate, abuse it until they start
reversaling or throwing or crouch teching, then
start punishing.
IA MK Tsurugi to catch normals and throws.
Loses to reversals, FAs, and neutral jumps. This
is an optimal mix-up against most characters,
shes a bit close but ar away enough to not get
hit by most crouch techs on the way up, and she
has a bit o a rame shield.
c+LP to beat jumps and normals.
Loses to reversals. Better due to +1 rame advan-
tage, and the act that Makoto is closer lets you
do more ater a blocked or hitc+LP. Since this
is her astest normal at 3 startup, no character
can interrupt you with a normal o their own
beore you hit their ace.
Block/backdash to beat reversals.
Yes, I wrote this again. Really, this is important!
s.MP to beat mashed normals,
crouch tech, and jumping
Loses to reversals and FAs. Since youre let
at +2 ater HP Hayate, only characters with 3normals can trade with your stand MP. Option
select orward dash during the hitreeze to chase
backdashes!
IA MK Tsurugi to catch normals and throws.
Loses to reversals, certain normals, neutral
jumps. High damage reward or reading a
counter-throw atempt.
c.LKto beat walk-back, jumpingand crouch tech attempts
Loses to reversals. Many people attempt to walk
back out o Karakusa range ater a HP Hayate
catch them low with this, cancelled into an EX
Hayate.
Block/backdash to beat reversals.
Its impossible to stress how important this option
is in her mixup game. Her backdash avoids many
panicky reversals, and leaves her in a perect
position to capitalize with a huge combo o her
own. Once your opponent is too scared to press
buttons, you have an enormous advantage.
Kara-EX Karakusa to beat crouch tech
and blocking
Loses to 3 light attacks, backdash, standing
throws, jumps, and invulnerable moves. Still, the
reward is huge, and can win you the round.
c+MP to beat crouch tech
Loses to reversals, ast normals. A sae, powerul
option that lets you Fukiage i they neutral jump.
After MP Hayate +1f
After HP Hayate +2f
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TRICKS8.0
Makoto doesnt really have a great reversal op-
tion, unless youre willing to blow her entire super
bar. In this example, Blanka is trying to chip her
with Electricity as she wakes up rom a knock-
down o o a sweep.
Makoto is a character
thats been givensome pretty strangeand unique tools
Having an armored command grab, a multitude o ways
to punish back-dashes, and an airborne Ultra can lead to
some great shenanigans. She also has some really scaryresets ater landing a ocus attack due to her juggling
normals and ash dash. Check out the ollowing i youre in
need o some new ways to open up your opponents.
Traditional sae-jump setups do not work on
Makoto i she has one EX bar. Here, Ryu tries
to do his most common sae-jump: sweep, hold
up-orward, press a button. Its 4, sae rom even
ast reversals like Guiles Flash Kick.
Makoto can activate Super, see that Blankas
committed to a move, and use the invincibility
period to buer Ultra 1 to hit him back or trying
it. Ultra 1 is invincible to the hit, so its particularly
useul as a high-priority ollow-up move.
I Makoto executes a reversal EX Karakusa, the
armor takes the hit and Makoto goes into active
rames as Ryu lands. He cannot empty jump and
escape by holding up. Watch out or delayed or
distanced sae-jumps, which you cannot grab.
Wakeup Super to Ultra
EX Karakusa vs Sae-Jumps
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Makoto needs a lot o sneaky ways to land
Karakusa. One such way is orcing the oppo-
net to block a jump LP. Its hitstun is very short
compared to the jump attack youd expect (j.HP),allowing you to grab immediately upon landing,
making this very hard to escape on reaction.
What really makes this setup work or you is
conditioning your opponent. Go or a couple sae-
jumps and ollow up with a blockstring to encour-
age your opponent to stay on the ground.
Ater HP Hayate hits, Makoto is let at +2
rame advantage. She can stick out a c.LK
EX Hayateand catch her opponent in prejump
rames i he tries to jump, and i he tries to back-
dash you can OS EX Hayate to catch it as well.
Ater youve done that a couple times, youll have
to make a good read and decide when to try or
the grab. I youre not sure about your opponents
state o mind, you can go or a regular back throwinstead, which is considerably harder to punish
watch out or a neutral jump and hit him with a
Fukiage or Ultra 1 on reaction.
Take care verus tall characters like Seth or Sagat;
youll have to aim the j.LP a little bit lower on
them so they dont recover too quick.
HIT BY HP HAYATE (+2f) c.LK (TRIES TO JUMP) COMBO EX HAYATE
OS EX HAYATEc.LK (BACKDASH)
The motion or this OS is simple, you just double-
tap the two punch buttons so that the frst input
would combo, and the second works as the OS.
(HP Hayate Hits) c.LKedcPP~PP
WARNING
This OS requires you to
commit to an EX Hayate
regardless o the outcome.
Dont try it against charac-
ters can can punish it on
block, such as Claw or Fei.
j.LP into Karakusa
c.LK EX Hayate OS EX Hayate ater HP Hayate
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Makotos Ultra 2 is unique in that you have a
bunch o invincible rames as she jumps to the
wall beore the Ultra ash. This means that, unlike
most reversal Ultras, inputs will not be eaten by
the game and OS setups will trigger. Here Ryu
attempts sae-jump (j.HK) OS HK Tatsumaki.
RYUs j.HK SAFE-JUMP RYUs OS TRIGGERS
EX OROSHI
j.HP BLOCKEDc
BLOCKEDcj.MK
s.LK WHIFF JUMPDASH
Makoto has a tricky corner crossup / ake
crossup versus some characters. Ater an
EX Oroshi knockdown, dash orward, whi
s.LK and immediately jump orward. Right
above your opponents head, press either j.HP
or j.MK: the ormer will hit on the ront-sideand the latter will hit crossup. The mixup is
extremely ast so your opponent must simply
guess what button youve pressed.
It works to varying degress o success on:
Dudley Abel
Gouken C. Viper
Guile Hakan
Fei Long ZangieSeth Fuerte
Juri T.Hawk
Dictator Dee Jay
Ruus Claw
Cammy 1 delay due to wakeup
Ultra 2 vs OS Setups
Fake Corner Crossups (Character Specifc)
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Take care when attempting to combo ater a
crumple! Oten, youll want to MK Tsurugi ater-
wards or maximum damage, but i you crumple
a crouching opponent (or instance, absorbing asweep and counter-attacking) their collision box
Fukiage is a move that can only hit airborne
opponents. Even i its attack box intersects with
your opponents hurt box, it will not interact.
However, you can combo into Fukiage by taking
vs STANDING
vs CROUCHING
will not be the same as i you had crumpled them
standing. MK Tsurugi can whi, causing you to
lose a huge opportunity. Against some charac-
ters, this will not be an issue because you simplyend up hitting them crossup with the Axe Kick.
advantage o an aspect o crumple state: you are
considered airborne in the last ew rames o a
crumple. Here you see Makoto crumple, wait,
and then MP Fukiage versus Gen.
Did you know?
Makoto is one o only 3 characters in the game that cannot beat a meaty throw with a reversal special.
The other two are Zangie and unoiled Hakan. Teching throws is an important skill or Makoto players!
Focus Crumple on Crouching Opponents (Tsurugi Whi)
Crumple to Fukiage
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There are a plethora o ways to land Makotos
Ultra 2 crossup. Most o them require a hard
knockdown o o a backthrow, but some simply
require an air reset o j.MK. This one is a back-throw, empty neutral jump, then U2 on landing.
Reversal Ultra is not necessarily a very smart
thing to do in Street Fighter IV. Most are very
slow, and importantly, extremely punishable on
block or whi. You oten end up gambling the
round away, which is a bad bet in the long run.
The throw tech system in Street
Fighter IV is quite lenient when
it comes to inputs. Aside rom
crouch teching, theres also
Focus Teching, which is exactly
what it sounds like.
Input the ollowing and youll
tech a throw i its attempted,
and initiate a ocus otherwise:
LP+LK+MP+MK
The setup above is actually unblockable on Yun
(he cannot guard either let or right) but is beat-
able with Dragon Kick since U2 has no invincible
rames o the wall. See the Knockdown Setupssection or more details.
However, since Makotos options are so poor
in the corner, sometimes its worth it to pick U2
simply to get out o pressure its hard or many
characters to punish on whi. Keep in mind that it
wont sail over some tall characters.
BLOCKEDc
THROW: TECHED STRIKE: FOCUSED
Crossup Ultra 2
U2 Corner Escape
Focus + Throw Tech: LP+LK+MP+MK
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Makoto really needs all the help she can muster
to escape corner pressure. I you catch your
opponent jumping at you and land a LP Fukiage,
you can quickly dash orward to cross under theiralling body and input a backwards LP Fukiage to
continue your combo, saely outside o the corner.
This lengthy sequence showcases just how ast
Makotos dash is she can dash cancel a LV3
ocus on hit and have enough time to charge a
LV2 ocus or a second crumple, then continueon to launch them with a delayed LV1 ocus into
cross-under LP Fukiage.
This isnt very practical since ocus attacks scale
damage so heavily, but its neat nonetheless.
One way to ensure you correctly execute the
second LP Fukiage ater a cross-under is input
the motion shown below (the Fukiage will execute
regardless o what side your opponent is):
fedefedP
LP FUKIAGE LP FUKIAGEDASH CROSS UNDER
1. LV3 FOCUS 2. DASH
4. DASH 5. WAIT 6. LV1 FOCUS
3. LV2 FOCUS (cont)
(cont)
7. DASH 8. LP FUKIAGE
Escaping the Corner with AA Fukiage
Focus Forever (LV3c LV2c LV1)
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Ater a LP Fukiage, you have the opportunity
or a very sneaky reset. Jump cancel and hit the
opponent as they begin to all with a delayed j.HP,then dash under. Youll end up on the opposite
side, able to mix up with either a meaty normal or
command grab!
FUKIAGE
DASH UNDER
WHIFF s.LK
ATTACK!
ATTACK!
WAIT
DASH UNDER
JUMP DELAYED j.HP
By itsel, this is not really all that tricky any
experienced player will keep an eye on your
character and block accordingly. However, i youimmediately whi a s.LK ater dashing under your
opponent, you switch again, and end up on the
same side you started on!
Crossunder / Double Crossunder ater Reset
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WARNING
The command normal you
OS here is character specifc,
as all backdashes are unique.
What works on Ryu may not
work on 22 backdashes like
Rose, Vega or Chun-li.
BLOCK
BACKDASH OSc+MK TRIGGERS
s.LP CHAIN TRIGGERS
Chains are important or OSing in Street Fighter
IV because they have the highest input priority
possible (will always come out i inputs overlap
with some other command). Crouching LP isMakotos only chainable normal.
To deeat opponents who try to backdash out o
your pressure you can OS a command normal,
special, or Ultra into your c.LP chains.
HP Hayate has juggle potential and can launch
opponents i it hits airborne, much like EX Hayate
can on grounded opponents. I you land a ocus
crumple in the corner, you can backdash, HP
Hayate, and then combo with LP Fukiage.
The trick is timing the second button inputs to
occur slowly enough that they execute i the
c.LP whis, and ast enough that the additional
hitreeze rom a connected c.LP causes the s.LPto chain. Theres a defnite sweet-spot.
c.LP,c+LP+MK (OSc+MK)c.LP,edc+LP+MP (OS EX Hayate)c.LP,edcedc+LP+MP+HP (OS U1)
FOCUS LP FUKIAGEBACKDASH,HP HAYATE
This leads to quite a bit o meter-ree damage
(and even more i you tack on an EX Tsurugi ater-
wards, in addition to setting up many ambiguous
jumpin opportunities i your opponent decides to
quick-rise the Fukiage hit.
Option S