Beginner's Guide to: MAKOTO (3rd Strike)

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Published on ● Video Link: https://www.youtube.com/watch?v=aTOpmqt5Ud8



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Duration: 5:01
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Keyboard inputs guide: https://www.youtube.com/watch?v=9CDGG...
[Key provided below the timestamps for the jargon in the video]
0:00 Character movement & throws
0:43 Normal attacks
1:49 Command normal attacks and target combos
2:37 Special attacks
3:48 Super Art (SAII & SAI)
4:50 Strengths and Weaknesses

Key:
cr. stands for Crouching, moves which are performed while holding any downwards direction.
f. stands for Far, moves which can only be performed away from the opponent.
c. stands for Close, moves which can only be performed close to the opponent.
j. stands for Jumping, moves which are performed in the air.

Jab: A quick, stubby move that starts and ends quickly. Best used to check the opponent.
Checks: To throw out a quick move to see if the opponent is blocking, or to hit any moves that they might be trying to use.
Tick throw: After hitting an opponent (blocked or otherwise), timing a throw for when they are vulnerable - incredibly useful when pressuring the opponent.
Poke: A long-reaching move, used in neutral to try and chip away at the opponent, and possibly hit confirm into another hit.
Hit Confirm: Using a move and, upon reacting to a successful hit, performing another move to combo off of it.
Low Crush/High Profile: Using a move that raises your character's hurtbox above an opponent's move, and hitting them because of that.
High Crush/Low Profile: The opposite of above.
Anti-Air: Moves used to attack a jumping opponent, often has priority over aerial attacks.
Sweep: A far-hitting low attack that trips the opponent.
Jump-in: A move used in the air to hit an opponent on the ground.
Air-to-Air: A move used in the air to hit an opponent also in the air.
Whiff Punish: Attacking the opponent in the ending frames of a whiffed move.
Frame Trap: A set of attacks with a gap between them used to try and catch an opponent's aggressive option on defence, and punish it.







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