TauriJaxsaon

Makoto's okizeme options

Jul 19th, 2021 (edited)
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  1. ***WIP***
  2. **PLEASE READ**
  3. Makoto's okizeme is arguably the strongest okizeme in 3s, it doesn't mean it's simple and/or easy to grasp. This document was made with the help of other Makoto mains to show the most optimal options and followups during the opponent's wakeup.
  4. The notation used is the numpad notation, if you dont know what that is... welp, there you go: https://tinyurl.com/czau489c .
  5. For jump-ins it's easier to grasp them using j. (jump), nj. (neutral jump) and dj. (diagonal jump).
  6. Each option has its framedata, however, for making the list easier and shorter to read the framedata contains 'normal blockstun and hitstun ~ best meaty blockstun and hitstun'.
  7. Terminologies:
  8. "sjc-able" means "super jump cancellable", the move can cancel the first frames of the super jump, making the character unthrowable for few frames.
  9. Example: 2147p for sjc orochi
  10. "Kara" means empty, in this context it means cancelling the startup of a whiffed normal into a special and shifts the special forward or backward using the initial movement of the normal.
  11. Example: 2365mk~p for forward karahayate & 2365hk~p for backward karahayate
  12. Instant air ex tsurugi is doing ex tsurugi as low to the ground as possible, by inputting the super jump and inputting the ex tsurugi motion, no trick behind it.
  13. Example: 28214kk or 2963214kk
  14.  
  15. NOTE: The order of the options listed is:
  16. Punches
  17. Kicks
  18. Type of the move (light, medium, hard)
  19. Tick karakusa (if possible)
  20. Ex moves (if possible)
  21. UOH
  22. Instant air tsurugi (if possible)
  23. Super
  24.  
  25.  
  26. Remember, these are the most optimal AGGRESSIVE options, but the master of war Sun Tzu once said: "Even the finest sword plunged into salt water will eventually rust.", meaning being aggressive all the time will lead you to defeat. Never understimate guarding and backdashing.
  27.  
  28.  
  29.  
  30. 5lp (startup: 4 | active: 6 | recovery: 6 || on block: +2~+3 | on standing hit: +2~+3 | on crouch hit: +2~+3)
  31. ↳5lk
  32. ↳5mk
  33. ↳lp hayate
  34. ↳hit
  35. ↳feint
  36. ↳ex oroshi
  37. ↳2lk
  38. ↳2hk
  39. ↳hayate
  40. ↳hit
  41. ↳feint
  42. ↳ex oroshi
  43. ↳tick karakusa
  44. ──────────
  45. 2lp (startup: 5 | active: 4 | recovery: 5 || on block: +3~+4 | on standing hit: +3~+4 | on crouch hit: +3~+4)
  46. ↳5mp
  47. ↳5hp
  48. ↳2hk
  49. ↳tick karakusa
  50. ──────────
  51. 5mp (startup: 8 | active: 11 | recovery: 4 || on block: +6~+8 | on standing hit: +7~+9 | on crouch hit: +8~+10)
  52. ↳5mp
  53. ↳hayate
  54. ↳hit
  55. ↳feint
  56. ↳5lk (char specific)
  57. ↳hayate
  58. ↳hit
  59. ↳feint
  60. ↳instant air ex tsurugi
  61. ↳sa1 (confirm)
  62. ↳5hp
  63. ↳hayate
  64. ↳hit
  65. ↳feint
  66. ↳2hp
  67. ↳5lk
  68. ↳hayate
  69. ↳hit
  70. ↳feint
  71. ↳2lk
  72. ↳hayate
  73. ↳hit
  74. ↳feint
  75. ↳hk kara uoh
  76. ↳sa1 (confirm)
  77. ↳2hk
  78. ↳tick karakusa
  79. ↳ex oroshi
  80. ↳instant air ex tsurugi
  81. ↳sa1 (confirm)
  82. ──────────
  83. 2mp (startup: 7 | active: 7 | recovery: 11 || on block: -1~+1 | on standing hit: 0~+2 | on crouch hit: +1~+3)
  84. ↳hayate
  85. ↳hit
  86. ↳feint
  87. ↳ex oroshi
  88. ↳sa1
  89. ──────────
  90. 5hp (startup: 8 | active: 2 | recovery: 22 || on block: -5 | on standing hit: -3 | on crouch hit: -1)
  91. ↳hayate
  92. ↳hit
  93. ↳feint
  94. ↳ex hayate
  95. ↳2mp (vs cornered Ibuki, Dudley & Necro)
  96. ↳hayate
  97. ↳hit
  98. ↳feint
  99. ↳5lk karakarakusa
  100. ↳5hp (vs cornered Alex & Hugo)
  101. ↳hayate
  102. ↳hit
  103. ↳feint
  104. ↳5lk karakarakusa
  105. ↳6lk (vs cornered Yang & Yun)
  106. ↳5lk karakarakusa
  107. ↳5mk (vs cornered Dudley & Necro)
  108. ↳lp hayate (vs cornered Chun-li, Elena, Makoto, Oro, Q, Remy & Twelve)
  109. ↳5lk or 5mk kara lp hayate (vs cornered Gouki, Ken, Ryu & Sean)
  110. ↳mp hayate (vs cornered Alex, Hugo & Urien)
  111. ↳ex oroshi
  112. ↳sa1
  113. ──────────
  114. 2hp (startup: 10 | active: 2 | recovery: 21 || on block: -6 | on standing hit: knockdown | on crouch hit: knockdown)
  115. ──────────
  116. 5lk (startup: 4 | active: 5 | recovery: 12 || on block: -2 | on standing hit: -2 | on crouch hit: -2)
  117. ↳whiffed 5lk 2mp
  118. ↳whiffed 5lk 5hp
  119. ↳whiffed 5lk 2lk
  120. ↳whiffed 5lk 5mk
  121. ↳whiffed 5lk 5hk
  122. ↳whiffed 5lk 2hk
  123. ↳whiffed 5lk hk karakusa
  124. ↳whiffed 5lk ex oroshi
  125. ↳lp hayate
  126. ↳hit
  127. ↳feint
  128. ↳karakarakusa
  129. ↳sa1
  130. ──────────
  131. 2lk (startup: 4 | active: 6 | recovery: 10 || on block: -3~-1 | on standing hit: -3~-1 | on crouch hit: -3~-1)
  132. ↳hayate
  133. ↳hit
  134. ↳feint
  135. ↳tick karakusa
  136. ↳ex oroshi
  137. ↳sa1
  138. ──────────
  139. 5hk (startup: 11 | active: 9 | recovery: 13 || on block: 0~+2 | on standing hit: +2~+4 | on crouch hit: +4~+6)
  140. ↳sa1 (confirm)
  141. ──────────
  142. 2hk (startup: 10 | active: 4 | recovery: 12 || on block: +2~+3 | on standing hit: +4~+5 | on crouch hit: +6~+7)
  143. ──────────
  144. dj.hp (crossup-able)
  145. ↳5hp
  146. ↳hayate
  147. ↳hit
  148. ↳feint
  149. ↳ex oroshi
  150. ↳sa1
  151. ↳sa2(if cornered)
  152. ↳karakusa (doesnt combo)
  153. ──────────
  154. karakusa (sjc-able) (startup: 7~9 | active: 3~4 | recovery: 28~30 || on block: ― | on standing hit: +14 | on crouch hit: +14)
  155. ──────────
  156. ex oroshi (sjc-able) (startup: 13 | active: 7 | recovery: 17 || on block: +3~+9 | on standing hit: knockdown | on crouch hit: knockdown)
  157. ──────────
  158. instant air ex tsurugi (startup: ~25・27 | active: 2・2 | recovery: 4 || on block: -2~+9 | on standing hit: knockdown | on crouch hit: knockdown)
  159. ──────────
  160. universal overhead (UOH) (startup: 15 | active: 10 | recovery: 5 || on block: -5~+7 | on standing hit: 0~+8 | on crouch hit: +1~+9)
  161. ↳5lk (if uoh is meaty enough)
  162. ↳lp hayate
  163. ↳hit
  164. ↳feint
  165. ↳ex oroshi
  166. ↳sa1 (confirm)
  167. ──────────
  168. backdash
  169. ↳2mp
  170. ↳hayate
  171. ↳hit
  172. ↳feint
  173. ↳sa1
  174. ↳2mk
  175. ↳sa1 (confirm)
  176. ──────────
  177. n.jump
  178. ↳j.hk (hit)
  179. ↳5hp
  180. ↳sa1
  181. ↳sa2 (if cornered)
  182. ↳whiffed j.hk karakusa setup
  183. ↳tsurugi
  184. ──────────
  185. parry guess
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