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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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    15

    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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    16

    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