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- ***WIP***
- **PLEASE READ**
- 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.
- The notation used is the numpad notation, if you dont know what that is... welp, there you go: https://tinyurl.com/czau489c .
- For jump-ins it's easier to grasp them using j. (jump), nj. (neutral jump) and dj. (diagonal jump).
- 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'.
- Terminologies:
- "sjc-able" means "super jump cancellable", the move can cancel the first frames of the super jump, making the character unthrowable for few frames.
- Example: 2147p for sjc orochi
- "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.
- Example: 2365mk~p for forward karahayate & 2365hk~p for backward karahayate
- 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.
- Example: 28214kk or 2963214kk
- NOTE: The order of the options listed is:
- Punches
- Kicks
- Type of the move (light, medium, hard)
- Tick karakusa (if possible)
- Ex moves (if possible)
- UOH
- Instant air tsurugi (if possible)
- Super
- 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.
- 5lp (startup: 4 | active: 6 | recovery: 6 || on block: +2~+3 | on standing hit: +2~+3 | on crouch hit: +2~+3)
- ↳5lk
- ↳5mk
- ↳lp hayate
- ↳hit
- ↳feint
- ↳ex oroshi
- ↳2lk
- ↳2hk
- ↳hayate
- ↳hit
- ↳feint
- ↳ex oroshi
- ↳tick karakusa
- ──────────
- 2lp (startup: 5 | active: 4 | recovery: 5 || on block: +3~+4 | on standing hit: +3~+4 | on crouch hit: +3~+4)
- ↳5mp
- ↳5hp
- ↳2hk
- ↳tick karakusa
- ──────────
- 5mp (startup: 8 | active: 11 | recovery: 4 || on block: +6~+8 | on standing hit: +7~+9 | on crouch hit: +8~+10)
- ↳5mp
- ↳hayate
- ↳hit
- ↳feint
- ↳5lk (char specific)
- ↳hayate
- ↳hit
- ↳feint
- ↳instant air ex tsurugi
- ↳sa1 (confirm)
- ↳5hp
- ↳hayate
- ↳hit
- ↳feint
- ↳2hp
- ↳5lk
- ↳hayate
- ↳hit
- ↳feint
- ↳2lk
- ↳hayate
- ↳hit
- ↳feint
- ↳hk kara uoh
- ↳sa1 (confirm)
- ↳2hk
- ↳tick karakusa
- ↳ex oroshi
- ↳instant air ex tsurugi
- ↳sa1 (confirm)
- ──────────
- 2mp (startup: 7 | active: 7 | recovery: 11 || on block: -1~+1 | on standing hit: 0~+2 | on crouch hit: +1~+3)
- ↳hayate
- ↳hit
- ↳feint
- ↳ex oroshi
- ↳sa1
- ──────────
- 5hp (startup: 8 | active: 2 | recovery: 22 || on block: -5 | on standing hit: -3 | on crouch hit: -1)
- ↳hayate
- ↳hit
- ↳feint
- ↳ex hayate
- ↳2mp (vs cornered Ibuki, Dudley & Necro)
- ↳hayate
- ↳hit
- ↳feint
- ↳5lk karakarakusa
- ↳5hp (vs cornered Alex & Hugo)
- ↳hayate
- ↳hit
- ↳feint
- ↳5lk karakarakusa
- ↳6lk (vs cornered Yang & Yun)
- ↳5lk karakarakusa
- ↳5mk (vs cornered Dudley & Necro)
- ↳lp hayate (vs cornered Chun-li, Elena, Makoto, Oro, Q, Remy & Twelve)
- ↳5lk or 5mk kara lp hayate (vs cornered Gouki, Ken, Ryu & Sean)
- ↳mp hayate (vs cornered Alex, Hugo & Urien)
- ↳ex oroshi
- ↳sa1
- ──────────
- 2hp (startup: 10 | active: 2 | recovery: 21 || on block: -6 | on standing hit: knockdown | on crouch hit: knockdown)
- ──────────
- 5lk (startup: 4 | active: 5 | recovery: 12 || on block: -2 | on standing hit: -2 | on crouch hit: -2)
- ↳whiffed 5lk 2mp
- ↳whiffed 5lk 5hp
- ↳whiffed 5lk 2lk
- ↳whiffed 5lk 5mk
- ↳whiffed 5lk 5hk
- ↳whiffed 5lk 2hk
- ↳whiffed 5lk hk karakusa
- ↳whiffed 5lk ex oroshi
- ↳lp hayate
- ↳hit
- ↳feint
- ↳karakarakusa
- ↳sa1
- ──────────
- 2lk (startup: 4 | active: 6 | recovery: 10 || on block: -3~-1 | on standing hit: -3~-1 | on crouch hit: -3~-1)
- ↳hayate
- ↳hit
- ↳feint
- ↳tick karakusa
- ↳ex oroshi
- ↳sa1
- ──────────
- 5hk (startup: 11 | active: 9 | recovery: 13 || on block: 0~+2 | on standing hit: +2~+4 | on crouch hit: +4~+6)
- ↳sa1 (confirm)
- ──────────
- 2hk (startup: 10 | active: 4 | recovery: 12 || on block: +2~+3 | on standing hit: +4~+5 | on crouch hit: +6~+7)
- ──────────
- dj.hp (crossup-able)
- ↳5hp
- ↳hayate
- ↳hit
- ↳feint
- ↳ex oroshi
- ↳sa1
- ↳sa2(if cornered)
- ↳karakusa (doesnt combo)
- ──────────
- karakusa (sjc-able) (startup: 7~9 | active: 3~4 | recovery: 28~30 || on block: ― | on standing hit: +14 | on crouch hit: +14)
- ──────────
- ex oroshi (sjc-able) (startup: 13 | active: 7 | recovery: 17 || on block: +3~+9 | on standing hit: knockdown | on crouch hit: knockdown)
- ──────────
- instant air ex tsurugi (startup: ~25・27 | active: 2・2 | recovery: 4 || on block: -2~+9 | on standing hit: knockdown | on crouch hit: knockdown)
- ──────────
- universal overhead (UOH) (startup: 15 | active: 10 | recovery: 5 || on block: -5~+7 | on standing hit: 0~+8 | on crouch hit: +1~+9)
- ↳5lk (if uoh is meaty enough)
- ↳lp hayate
- ↳hit
- ↳feint
- ↳ex oroshi
- ↳sa1 (confirm)
- ──────────
- backdash
- ↳2mp
- ↳hayate
- ↳hit
- ↳feint
- ↳sa1
- ↳2mk
- ↳sa1 (confirm)
- ──────────
- n.jump
- ↳j.hk (hit)
- ↳5hp
- ↳sa1
- ↳sa2 (if cornered)
- ↳whiffed j.hk karakusa setup
- ↳tsurugi
- ──────────
- parry guess
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