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Press Light Kick and quickly go into the EX-Fukiage (Flashing Upwards Punch). Watch this video to see situations where you can use Makoto's Kara Super Arts. Press Light Kick and quickly go into the EX-Oroshi (Flashing Overhead Chop). You press toward your opponent and Medium Punch.Your opponent blocks an EX-Hayate (Dash Punch).You can set up the correct range needed to perform the Kara-Karakusa when: This gives your Karakusa even more range, making it much more deceptive.īe warned that if your Light Kick hits or is blocked your Karakusa will miss. Press Light Kick and quickly go into the Karakusa (Grab and Choke). This is helpful in deceiving your opponent, because they'll think you're out of range for a Karakusa, but in reality you can grab them still. The whole concept of a 'Kara' is that you use the animation of a move to get closer to the other fighter, effectively increasing your range.
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For a full explanation on Kara throws and how to do them, check out this page. Pulling off Kara moves with Makoto is not as tricky as a traditional Kara-throw.
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Movie by Music by Metronome Makoto's Kara Moves A Kara Move allows you to move closer to an opponent - extending the range of an attack. This video tutorial explains how to do Makoto's Kara Moves.
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Here's some common ways to land the Karakusa. You should always be trying to find ways to land the Karakusa - or at least giving your opponent the idea that you COULD use it - to keep them in the spots you want them to be. These setups and combos will keep your opponent guessing, and you'll be doing a lot of damage/stun along the way. Landing combos after a Karakusa is one of the most important aspects of playing Makoto. It's a command grab that does an alright amount of stun, but it leaves your opponent open for a split-second so you can combo them. The Karakusa is the reason you play Makoto. Movie by Music by Metronome The Karakusa (Grab and Choke) Corner traps - tough time escaping once she's pinnedĪ video tutorial that shows you situations where you can use and abuse Makoto's Karakusa (Grab and Choke). + Easy to frustrate your opponent with her traps + Capable of applying a lot of offensive pressure + Outstanding mix-up game as your opponent gets up + Makoto's moves have exceptional priority Makoto's tactics are frustrating and deadly to beginning and mid-level players, and yet she's still one of the best fighters against top competition. Very few people argue about how excellent she is in the right hands though. Most players put her right around the 4th best overall character in the game, although some feel she's higher or lower based on their own preferences. Makoto is one of the best fighters in Street Fighter 3 Third Strike. Movie courtesy of Adryanv and 2Hai Character overview Watch the Japanese Makoto player J perform several of Makoto's best traps and advanced techniques is this video collage.