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Makoto

From The Codex
Street Fighter/Makoto
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Makoto (まこと Makoto?) is a character from the Street Fighter series, debuting in Street Fighter III: 3rd Strike. She is a straightforward and strong-willed Japanese teenager whose primary goal is to restore her late father’s dojo to its former prominence.

Makoto
Origin
Origin Street Fighter III: New Generation
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter III: New Generation
Voiced by Makoto Tsumura (Japanese), Jessica D Stone (English)
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Unknown
Birthday July 1
Height 160 cm
Weight 50 kg
Ethnicity Japanese
Status Alive
Alignment Neutral Good
Archetype Pint-Sized Powerhouse
Occupation Carpenter, Dojo Owner
Time Period 1987, 1991
Language Japanese
Combat Style Rindo-kan Style Karate
Homeworld Earth
Relationships
Affiliations Fei Long, Ibuki, Elena, Ryu, Masaru, Older Brother, Grandfather
Enemies Seth

Background

This dropdown contains the synopsis of Makoto's story. Read at your own risk as you may be spoiled otherwise!

Pre-Street Fighter
Makoto is a young Japanese tomboy who grew up in the rural Tosa region, where she trained in Rindo-kan karate. After her father’s death, the family dojo began to fall into decline, and with her older brother turning to a business career, Makoto has taken it upon herself to restore the dojo to the stature it once had.

Street Fighter IV
Makoto is shocked to find her father's dojo in a dilapidated condition and enters S.I.N.'s tournament to earn funds for its restoration. During the competition, she faces Fei Long, aiming to boost Rindo-kan's reputation through the match's publicity.

In her ending, she claims to have defeated all her opponents, but she does not receive any prize money because the tournament sponsor, Seth, was killed by Juri and S.I.N. was dissolved. Makoto resolves to rebuild the dojo herself and earn money through traditional means.

Street Fighter III: 3rd Strike
Makoto forms a friendly rivalry with the kunoichi Ibuki, highlighted by their alternate opening when they fight. She also challenges Ryu to increase her dojo's recognition, and after their battle, the resulting publicity brings many prospective students to Rindo-kan.

In her ending, Makoto is shown standing over a group of defeated fighters, including Cammy, Alex, Zangief, Ryu, T. Hawk, and Dee Jay. Word of her victories spreads quickly, drawing many challengers to the dojo, such as Kenichi Kakutani and Somsak. Her older brother announces that only thirty challengers will be allowed. Both her brother and grandfather are pleased with the dojo's growing popularity, and her brother asks their grandfather to watch over Makoto while he leaves on a trip. Makoto prepares herself for the next set of fighters.

Appearance

General Description: Makoto wears a traditional karate gi with a few minor patches. She is barefoot and has a strong, well-built physique for her age and stature.

Facial Features: Her hair is short and slightly messy. She does not have any distinctive facial markings noted.

Clothing/Outfit: Beneath her gi, Makoto wears a red sports bra. She also wears a long, yellow hachimaki around her neck, which drapes down her back.

Special Features: Makoto’s muscular build is notable for her age and size, showcasing her as a pint-sized power house with immense physical strength and combat readiness.

Alternate Forms/Disguises: No alternate forms or disguises are known for Makoto.

Personality

  • Temperament: Makoto is tomboyish, brash, and highly competitive. She thrives on challenges and is quick to accuse opponents of holding back if a fight seems too easy.
  • Motivations: She fights to restore the honor of her father's dojo and continually improve her own skills, driven by pride and determination.
  • Combat Philosophy: Makoto enjoys intense battles and faces all opponents without fear. She values strength, skill, and perseverance, and is eager to test herself against capable fighters.
  • Social Behavior: While not particularly focused on fashion, she dislikes being mistaken for a boy and is expressive in both speech and actions.
  • Personal Traits: Makoto is youthful, strong-willed, and fearless. Her energy, dedication, and passion for combat earn respect from more experienced fighters.
  • Preferences: She enjoys sushi and sashimi, and does not like other countries foods from what's implied from her winquote against El Fuerte.

Goals

  • Restore her Father's Dojo's glory (Succeeded).

General Information

Name: Makoto[1]

Origin: Street Fighter III: New Generation

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter III: New Generation (First on-screen appearance), Super Street Fighter IV (First chronological appearance)

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Makoto Tsumura (Street Fighter III: Third Strike, Super Street Fighter IV, Ultra Street Fighter IV)
  • English Voice Actor: Jessica D Stone (Super Street Fighter IV, Ultra Street Fighter IV)

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Right-Handed

Age: Unknown

Bloodtype: B[2]

Birthday: July 1[3]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Kochi Prefecture, Japan[7]

Story Role: Fighter, Playable Fighter

Legacy: Global Legacy (Fought and defeated Fei Long in order to bolster Rindo-kan's reputation[8]. Due to her defeating all of the fighters, the name of the Rindoukan Dojo resounded throughout the country[9], having news of her quickly spread and making many confident fighters assemble to the dojo[10], with her dojo being lined up with hundreds of fighters per day to where they can only limit them to 30 per day[11], with the dojo's popularity being noted to have skyrocketed, there being more people interested in learning the style then ever before[12])

Influence: Event Influence

Language: Japanese[13]

Ethnicity: Japanese[14]

Religion: N/A

Classification: Karate Practitioner, Street Fighter

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Carpenter[15]/Dojo Owner[16]

Combat Style: Rindo-kan Style Karate[17]

Affiliations: Fei Long, Ibuki, Elena, Ryu, Masaru, Older Brother, Grandfather

Enemies: Seth

Height: 160 cm[18]

Weight: 50 kg[19]

Status: Alive

Alignment: Neutral Good (Makoto's main goal is just to restore and rebuild her dojo left by her dying father[20], spending the weekends repairing her dojo[21])

Potential

Archetypal Tiering: Pint-Sized Powerhouse

Codex Statistics

Key: Street Fighter IV | Street Fighter III

Key Information

  • Street Fighter IV: This key covers all events within the Street Fighter IV series.
  • Street Fighter III: This keey covers all events within the Street Fighter III series.

Grade: A | A

Tier: 9-A, Higher with Tanden-Renki | At most 7-B, Higher with Tanden-Renki

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[26]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[27])

Attack Potency: Room level (Potency) (Fought and defeated Fei Long in order to bolster Rindo-kan's reputation[28], noted in her ending that she beat the pants off the other fighters in the tournament[29], making her comparable to Chun-Li, who can[30] fight against[31], Juri Han, who can blow up the inside of a building[32] and cause a jet plane to explode[33]. The Street Fighter cast can break[34] apart cars overtime with various hits[35]. They can also destroy metal barrels[36]. Along with destroy stone walls overtime[37]. Can fight and harm Sagat[38], who broke a large rock in half[39]. Can destroy barrels in a single hit[40], Can fight and harm Zangief[41], who overpowered a large bear[42]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[43], and broke three cinderblocks with one attack[44]. Should be comparable to Adon[45], who broke a chunk off a statue's head[46]. Should be comparable to characters like Birdie, who bent a large piece of metal[47]. Can destroy barrels in a single hit[48]), Higher with Tanden-Renki (Greatly boosts her attacks and strikes[49]) | At most City level (Potency) (Fought against and defeated Street Fighter III Era Ryu[50], along with Ryu being one of the warriors shown to be in the pile that Elena defeated in her ending[51], where this Ryu has likely somewhat merged with his Power of Nothingness, where The Power of Nothingness' power was scanned to be greater than[52] the Satsui no Hado[53], which would make this state superior to the hypothetical Evil Ryu, who fought against Street Fighter Alpha 3 Akuma and directly countered and defeated him[54], who could destroy Gotenkou island overtime, which is of this size[55]. Later fought and defeated Gouken, who fought and defeated[56] Street Fighter IV Era Akuma, who through just flaring up his power, destroyed a forest[57]. As before, the Street Fighter cast can break apart cars overtime with multiple hits[58]), Higher with Tanden-Renki (With Tanden-Renki, Makoto's attacks are greatly amplified, dealing far more damage[59])

Durability: Room level, Higher with Tanden-Renki | At most City level, Higher with Tanden-Renki

Striking Strength: Room Class (Potency), Higher with Tanden-Renki | At most City Class (Potency), Higher with Tanden-Renki

Lifting Strength: Class 50 (Makoto should be comparable to Hugo, who can lift a semi-truck[60]. Can pick up and choke fighters[61]), Higher with Tanden-Renki | Class 50 (Can pick up and choke fighters[62]), Higher with Tanden-Renki

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[63]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[64]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[65]), Higher with Hayate Charge (Zips across the arena faster then she can move[66]) | At least Superhuman, Higher with Hayate (Makoto can charge her stance to dash so fast that the opponent cannot see her[67])

Attack Speed: Transonic | Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[68], even during the Alpha series[69]) | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[70]. Can go through intense battles and long periods of training. Fought dozens of warriors to where they all made a large pile[71]. Repeatedly fought against warriors back to back in her dojo without any breaks, fighting up to 30 fighters per day[72])

Range: Standard Melee

Intelligence: Unknown Intelligence

Knowledge:


At least Master level (Makoto specializes in Rindoukan Karate, where her stepping movements are slow but she dashes surprisingly fast[75]. her style takes full advantage of this contrast between stillness and movement, where her basic moves can nullify her opponents attacks to then strike back[76]. She utilizes unique special moves with a technical side to them along with power, attacking and defending while going against her opponent's expectations[77]. Fought and defeated Fei Long in order to bolster Rindo-kan's reputation[78], noted in her ending that she beat the pants off the other fighters in the tournament[79]. Noted to be a karate expert[80]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[81]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[82]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[83]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[84]. Fighters get stronger as they learn various and more powerful techniques[85]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[86])


At least Master level (Noted by Ryu that based off her fighting style she seems to be skilled[87]. Fought dozens of warriors to where they all made a large pile, including the likes of Cammy, Alex, Zangief, Ryu, T. Hawk, and Dee Jay[88]. Repeatedly fought against warriors back to back in her dojo without any breaks, fighting up to 30 fighters per day[89]. Due to her defeating all of the fighters, the name of the Rindoukan Dojo resounded throughout the country[90], having news of her quickly spread and making many confident fighters assemble to the dojo[91], with her dojo being lined up with hundreds of fighters per day to where they can only limit them to 30 per day[92], with the dojo's popularity being noted to have skyrocketed, there being more people interested in learning the style then ever before[93]. Noted that although Masaru is her senior, he has no martial arts talent in comparisson to her[94])


Powers and Techniques






Equipment

Nothing notable.


Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[205]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[206]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[207]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[208]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[209]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[210]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[211]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Unique Attacks

Kazami

Makoto delivers a direct, straightforward punch.

Kaoruna

She strikes the opponent’s midsection with a solid punch.

Shimaki Yamase

Makoto steps in and unleashes three consecutive straight punches.

Shibuki

She delivers a kick aimed at the opponent’s midsection.

Naruto

Makoto performs a roundhouse kick targeted at the opponent’s face.

Kuroshio

She advances and strikes with a low kick that knocks the opponent to the ground. Makoto can also feint this motion to bait reactions.

Kumoharai

While Tanden Renki is active, Makoto shifts into a defensive stance that cancels an incoming attack.

Focus Attack

A heavy strike that grants enhanced defense during its startup and makes the opponent crumple on hit.

Throws

Araiso

Makoto moves behind the opponent, knees them in the back, slams them to the ground, and finishes with a punch to the midsection.

Tacchuu / Head Butt

She seizes the opponent by the collar and delivers a strong headbutt.

Triple Threat

Makoto grabs the opponent, knees them in the midsection, slams them onto the ground, and ends with a second punch to their back.

Special Attacks

Hayate ("Rushing Straight Fist Thrust: Squall")

Makoto pulls her fist back and then dashes forward with a powerful punch. Holding the charge increases damage. The EX version cannot be charged but hits farther, deals medium damage, and knocks down.

Fukiage ("Above Straight Fist Thrust: Blowing Lift")

She launches an upward punch with tremendous force. The EX version can strike grounded opponents.

Oroshi ("Beating Grater Hand Blade: Mountain Wind")

Makoto performs an overhead chop. The EX version is faster and produces a knockdown.

Karakusa ("Hoisting Throat Thrust: Arabesque")

She grabs the opponent by the neck and briefly chokes them, leaving them exposed to follow-up attacks. The EX variation deals more damage and prolongs the stun.

Tsurugi ("Flashing Air Heel Drop: Sword")

Makoto executes a descending axe kick. The EX version is stronger and causes a knockdown.

Isana ("Stepping Headbutt: Whale")

She steps forward and slams the opponent with a forceful headbutt. The EX form increases its speed.

Shikiri

After finishing an attack, Makoto transitions instantly into a special stance that prepares her for another move. The EX variation is faster and allows her to chain certain Super Attacks into standard ones.

EX Tanden Renki

A reduced version of her Tanden Renki Super, available in two forms. Each uses less energy than the full technique but lasts for a shorter duration.

Super Attacks

Tanden Renki ("Dantian Spirit: Form of Offense")

Makoto channels her chi, tinting her skin red and increasing the damage of all her attacks.

Seichusen Godanzuki ("Punches at Five Levels Along the Center Line")

She strikes the opponent in the groin, abdomen, sternum, and chest, then finishes with an upward punch that launches them into the air.

Abare Tosanami ("Rampaging Tosa Wave Shatter")

Makoto jumps away, rebounds off a wall, and dives at the opponent with a flying kick. If it lands, she follows with a knee strike, a spinning kick, and finishes with a Fukiage that sends the opponent upward.


SPECIAL MOVES
Hayate ↓↘→ + P [EX]
Hukiage →↓↘ + P [EX]
Oroshi ↓↙← + P [EX]
Karakusa →↘↓↙← + K
Tsurugi ↓↙← + K (in air) [EX]

SUPER ARTS (CHOOSE ONE)
I Seifyusen Godanzuki ↓↘→ ↓↘→ + P
II Abare Tosanami ↓↘→ ↓↘→ + K
III Tandenrenki ↓↙← ↓↙← + P


Other

Standard Tactics: Makoto utilizes slow stepping movements to surprise an opponent with fast dashes. Her style takes full advantage of the contrast between stillness and movement, where her basic moves can nullify her opponents attacks to then strike back. She utilizes unique special moves with a technical side to them along with power, attacking and defending while going against her opponent's expectations.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[216]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[217] and here[218]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Street Fighter III 3rd Strike

Profiles

The super tough karate girl

The Rindoukan karate dojo, once prestigious, now has no trace left of its past prosperity. Makoto, the only child of her family, has a promise regarding the dojo she inherited from her father: "I'll make this place thrive once again!"

Her small body stores great power. Her stepping movements are slow, but she dashes surprisingly fast. Her style fully takes advantage of this contrast between stillness and movement. With her basic moves she can nullify her opponents attacks to then strike back. Her special moves are all unique, with a technical side to them along with power. Attacking and defending while going against her opponent's expectations is what makes her style stand out[219].

SPECIAL MOVES
Hayate ↓↘→ + P [EX]
Hukiage →↓↘ + P [EX]
Oroshi ↓↙← + P [EX]
Karakusa →↘↓↙← + K
Tsurugi ↓↙← + K (in air) [EX]

SUPER ARTS (CHOOSE ONE)
I Seifyusen Godanzuki ↓↘→ ↓↘→ + P
II Abare Tosanami ↓↘→ ↓↘→ + K
III Tandenrenki ↓↙← ↓↙← + P

MAKOTO

まこと

超武道家空手少女 名門「竜胆流(りんどうりゅう)」空手道場の跡取り娘・だが、かつての繁栄はいまや見る影もなくなりつつあった…。 娘の名にかけ、武道場の復活を目指す少女の戦いが始まる! 「もっとつよい者かかってこーい!やってやるちゃ!」

小さな体にパワーが…前進の動きは力強さを感じさせる。 また、必殺技も面白いものが多いところもGOOD。パワーだけでなくテクニカルな面も持っていて、 常に相手の動きをつかんで攻防がポイントだ。

カラーバリエーション 勝利 勝利 勝利 前方ダッシュ 後方ダッシュ 立ちガード しゃがみガード 跳び後れ投け

パーソナルアクション (画像のみ)

ブロッキング 上段 下段 空中

エフェクトグラフィック スタン 氷結 炎 波状光 投げ失敗 上段を食らって 顔に食ら四 きわきみ 叩きつけ

Street Fighter III: Third Strike

Trivia

  • Makoto likes family, carpentry, and likes to spend her weekends repairing her dojo[220].
  • Makoto dislikes red gingers[221].
  • Although never officially confirmed by Capcom, Retsu shares similarities with Makoto, including a traditional Japanese martial arts style without fireballs. His stage background in the original Street Fighter resembles Makoto’s stage in Street Fighter III: 3rd Strike.
  • Recording Makoto’s English voice for Super Street Fighter IV was difficult due to her use of the Tosan Japanese dialect.
  • Makoto is the only character in the Street Fighter IV games whose normal throw does not knock the opponent down.
  • She shares her first name with her Japanese voice actress, Makoto Tsumura.
    • This is also true for Akira, who shares her first name with her voice actress Akira Sekine.
  • In Japanese, Makoto’s moves and even basic attacks have longer, descriptive names followed by abstract nicknames. Overseas translations typically use only the symbolic second half, except for Tanden Renki.
  • Makoto resembles Akane Tendo from Ranma 1/2 in both personality and fighting style.
  • In her 3rd Strike mirror match intro, both Makotos perform a[222] Kyokushin Karate stance.
  • Her 3rd Strike ending includes a reference to Masutatsu Ōyama.
    • Another Ōyama connection exists in SNK vs. Capcom: Card Fighters Clash, where Makoto is among the few characters that Takuma Sakazaki—himself inspired by Ōyama—can support.
  • Street Fighter III: 2nd Impact contains an unused female voice that differs from Elena and Ibuki, possibly an early version of Makoto. It is softer and more feminine compared to her brash, masculine voice in later games.
  • In Super Street Fighter IV, Makoto had unused lines like "Seichusen Juudanzuki!" and "Seichusen Hyakudanzuki!", suggesting a planned, more powerful variant of Seichusen Godanzuki with 10 or 100 hits. Another unused line, "Seichusen Midarezuki!", was later used in OMEGA Mode as a combo version of Seichusen Godanzuki.
  • In Namco × Capcom, the character Sylphie cosplays as Makoto during a special attack.
Sylphie cosplaying as Makoto.


Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[223]?

A: Akuma's punch causes the island to start collapsing[224], and specifically causes an explosion of this size in comparisson to the island[225], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[226]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[227], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[228]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[229] and cause a jet plane to explode[230], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[231]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[232]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[233], his ending in Alpha 3 has him easily kill M. Bison[234]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[235], and ends up winning[236], and him calling the Raging Demon a pitifully weak move[237]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[238], while Groan only plays when he's fighting Gen or Evil Ryu[239], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[240]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[241] suggest it to be equal[242] in power to[243] Akuma, several[244] characters[245] note[246] that[247] it isn't[248], as strong[249] as the[250] real Akuma[251]. The real Akuma even considers SiRN Akuma a mockery[252]. C. Viper notes the simulation is only passable as a simulation[253].

Battle Records

7 - 1 - 0

None.

References

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  85. Street Fighter VI Training Tutorial
  86. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
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  88. Street Fighter III: 3rd Strike Makoto Arcade Ending
  89. Street Fighter III: 3rd Strike Makoto Arcade Ending
  90. Street Fighter III: 3rd Strike Makoto Arcade Ending
  91. Street Fighter III: 3rd Strike Makoto Arcade Ending
  92. Street Fighter III: 3rd Strike Makoto Arcade Ending
  93. Street Fighter III: 3rd Strike Makoto Arcade Ending
  94. Street Fighter III: 3rd Strike Makoto Arcade Ending
  95. Street Fighter 1 Fighter Defeated Cutscene
  96. Street Fighter 1 Ending
  97. Street Fighter 1 Minigame
  98. Street Fighter 1 Minigame
  99. Street Fighter VI Karate Minigame
  100. Street Fighter VI Karate Minigame
  101. Street Fighter VI Karate Minigame
  102. Street Fighter VI Scrap Heap Minigame
  103. Street Fighter VI Scrap Heap 2 Minigame
  104. Street Fighter 6 All Jump Animations
  105. Street Fighter III 3rd Strike Game Manual Page 14
  106. Street Fighter 2: Turbo Game Manual Page 10
  107. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  108. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  109. Street Fighter Alpha 3 Game Manual Page 8
  110. Street Fighter VI Training Tutorial
  111. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  112. Street Fighter V Perfect Parry
  113. Street Fighter 6 Perfect Parry
  114. Street Fighter V Stun Animation
  115. Street Fighter Series
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  117. Street Fighter VI Ball Block Blitz
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  120. Street Fighter IV Game Manual Page 12
  121. Street Fighter 6 Perfect Parry
  122. Street Fighter Alpha Game Manual page 4
  123. Street Fighter III 3rd Strike Game Manual Page 15
  124. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  125. Street Fighter VI Training Tutorial
  126. Street Fighter Alpha Game Manual page 7
  127. Street Fighter Alpha 3 Game Manual Page 12
  128. Street Fighter Alpha 3 Game Manual Page 12
  129. Street Fighter VI Training Tutorial
  130. Street Fighter VI Training Tutorial
  131. Street Fighter V F.A.N.G. Gameplay
  132. Street Fighter V F.A.N.G. Gameplay
  133. Street Fighter 6 World Tour Kimberly Cutscenes
  134. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  135. Street Fighter 6 World Tour Akuma Mastery
  136. Street Fighter IV Game Manual Page 12
  137. Street Fighter Alpha Super Combos
  138. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  139. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  140. Street Fighter IV Game Manual Page 16
  141. Street Fighter 6 World Tour Lily Hawk Cutscenes
  142. Street Fighter 6 World Tour Lily Hawk Cutscenes
  143. Street Fighter VI Training Tutorial
  144. Street Fighter V Movie: A Shadow Falls
  145. Street Fighter Alpha 3 Game Over/Bad Ending
  146. Street Fighter V Karin Story
  147. Street Fighter V Karin Story
  148. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  149. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  150. Super Street Fighter IV - Juri OVA
  151. Super Street Fighter IV - Juri OVA
  152. Super Street Fighter IV - Juri OVA
  153. Super Street Fighter IV - Juri OVA
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  158. Ultra Street Fighter IV Ryu Move List
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  160. Street Fighter IV Game Manual Page 16
  161. Street Fighter IV Game Manual Page 16
  162. Sakura Ganbaru!, Volume 1, Chapter 1
  163. Street Fighter V Official Online Manual
  164. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  165. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  166. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  167. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  168. Street Fighter V Menat Story Ending
  169. Winter Street, U.S.A. | Street Fighter III: New Generation
  170. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  171. Frosty Boulevard | Street Fighter V
  172. Holly Jolly Beatdown | Street Fighter V
  173. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  174. Volcanic Rim | Street Fighter IV
  175. Street Fighter III: 2nd Impact Akuma Move List
  176. Street Fighter V Kolin's Crtical Art
  177. Street Fighter Blanka Electricity
  178. Ultra Street Fighter IV C. Viper vs Dan
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  180. Street Fighter V: A Shadow Falls
  181. Street Fighter V: A Shadow Falls
  182. Street Fighter V Movie: A Shadow Falls
  183. Street Fighter V Movie: A Shadow Falls
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  190. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
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  192. Ultra Street Fighter IV Rose vs Seth Rose Winquote
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  197. Street Fighter III: 3rd Strike Page 16 Makoto Profile
  198. Street Fighter III: 3rd Strike Page 16 Makoto Profile
  199. Street Fighter III: 3rd Strike Page 16 Makoto Profile
  200. Ultra Street Fighter IV Makoto Move List
  201. Street Fighter III: 3rd Strike Makoto Move List
  202. Street Fighter III: 3rd Strike Makoto Move List
  203. Street Fighter III: 3rd Strike Makoto Move List
  204. Street Fighter III: 3rd Strike Makoto Move List
  205. Street Fighter VI Training Tutorial
  206. Street Fighter VI Training Tutorial
  207. Street Fighter VI Training Tutorial
  208. Street Fighter VI Training Tutorial
  209. Street Fighter VI Training Tutorial
  210. Street Fighter VI Training Tutorial
  211. Street Fighter VI Training Tutorial
  212. Street Fighter Alpha Game Manual page 4
  213. Street Fighter IV Game Manual Page 15
  214. Street Fighter IV Game Manual Page 16
  215. Street Fighter 6 Online Manual
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  217. Street Fighter IV Game Manual Page 12
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  221. Street Fighter V Official Website Shadaloo Files The Character Guides Character Guide 046: Makoto
  222. Street Fighter III: 3rd Strike Makoto Mirror Match
  223. Street Fighter Alpha 2 Ryu Arcade Ending
  224. Street Fighter Alpha 2 Ryu Arcade Ending
  225. Street Fighter Alpha 2 Ryu Arcade Ending
  226. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  227. Street Fighter IV Aftermath
  228. Street Fighter 4 - Intro: Chun Li
  229. Super Street Fighter 4 Juri OVA
  230. Super Street Fighter 4 Juri OVA
  231. Street Fighter V - E. Honda Arcade Mode Ending
  232. Final Fight Revenge Haggar Super Attack
  233. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  234. Street Fighter Alpha 3 Akuma Ending
  235. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  236. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  237. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  238. Street Fighter Alpha 3 OST Feel the Cool
  239. Street Fighter Alpha 3 OST Groan
  240. Street Fighter Alpha 3 Game Over
  241. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  242. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  243. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  244. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  245. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  246. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  247. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  248. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  249. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  250. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  251. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  252. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  253. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  254. Ultra Street Fighter IV Makoto Arcade
  255. Street Fighter III: 3rd Strike Makoto Arcade
  256. Street Fighter III: 3rd Strike Makoto Arcade Ending
  257. Street Fighter III: 3rd Strike Makoto Arcade Ending
  258. Street Fighter III: 3rd Strike Makoto Arcade Ending
  259. Street Fighter III: 3rd Strike Makoto Arcade Ending
  260. Street Fighter III: 3rd Strike Makoto Arcade Ending
  261. Street Fighter III: 3rd Strike - Fight for the Future Elena Aracde