| “ | What's going through your mind when we fight? I want to know! | „ | |
| ~ Makoto |
| “ | I've heard about you... You're Ryu, aren't you? Your headband and that all-season Karate uniform! I can't be mistaken! Now, accept my challenge! | „ | |
| ~ Makoto to Ryu |
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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 |
| This dropdown contains the synopsis of Makoto's story. Read at your own risk as you may be spoiled otherwise! |
|---|
|
Pre-Street Fighter Street Fighter IV 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 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. |
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.
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
Gender: Female
Sexuality: Heterosexual
Pronouns: She/Her
Handedness: Right-Handed
Age: Unknown
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
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
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])
Archetypal Tiering: Pint-Sized Powerhouse
Key: Street Fighter IV | Street Fighter III
Key Information
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
At least Expert level (Makoto is a skilled carpenter[73], being noted to spend her weekeneds repairing the dojo[74])
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])
Nothing notable.
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.
←↙↓ + 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.
Press Directional Button away from opponent. Fighters can even block in mid-air.
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.
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.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
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.



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.
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.


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.
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.
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.

To do some serious trash talking, press SELECT.
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.

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.
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 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).
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.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ 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.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
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 allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

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.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
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.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
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.
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.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.
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.

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.

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.
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.

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.

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.
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.

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.

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.
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 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
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.
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.
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.

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.

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.

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.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.
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.
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.
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.

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

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.

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.

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

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.

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.

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

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.
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.
Makoto delivers a direct, straightforward punch.
She strikes the opponent’s midsection with a solid punch.
Makoto steps in and unleashes three consecutive straight punches.
She delivers a kick aimed at the opponent’s midsection.
Makoto performs a roundhouse kick targeted at the opponent’s face.
She advances and strikes with a low kick that knocks the opponent to the ground. Makoto can also feint this motion to bait reactions.
While Tanden Renki is active, Makoto shifts into a defensive stance that cancels an incoming attack.
A heavy strike that grants enhanced defense during its startup and makes the opponent crumple on hit.
Makoto moves behind the opponent, knees them in the back, slams them to the ground, and finishes with a punch to the midsection.
She seizes the opponent by the collar and delivers a strong headbutt.
Makoto grabs the opponent, knees them in the midsection, slams them onto the ground, and ends with a second punch to their back.
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.
She launches an upward punch with tremendous force. The EX version can strike grounded opponents.
Makoto performs an overhead chop. The EX version is faster and produces a knockdown.
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.
Makoto executes a descending axe kick. The EX version is stronger and causes a knockdown.
She steps forward and slams the opponent with a forceful headbutt. The EX form increases its speed.
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.
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.
Makoto channels her chi, tinting her skin red and increasing the damage of all her attacks.
She strikes the opponent in the groin, abdomen, sternum, and chest, then finishes with an upward punch that launches them into the air.
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
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
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[216]
| Abbreviations | |||||||||||||||||
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[217] and here[218]
| Bonus Messages | |||||||||||||||||
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| 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 SUPER ARTS (CHOOSE ONE) |
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 |


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].
7 - 1 - 0
None.