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Street Fighter 3 Third Strike Guide: Makoto Karakusa Tricks

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Uploaded by on Apr 15, 2008

http://www.eventhubs.com

Read the full guide for Street Fighter 3 Third Strike Makoto players on EventHubs.com.

Video by EventHubs.com
Music by Metronome

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  • @toxicegg88 Its Guile Theme by Metronome.

  • nice song i cant find dis anywhere some1 please please tell me what the song n band is but all i know that its by metronome

  • You can land three in a row but they have to be different punch strengths and it helps if it is after a jumping fierce punch.

    you can land it after a -> + medium kick if you land the last frame with the first of their neutral frame from getting up, but if your not advanced enough then you get wake up smacked it can vary on opponents character and skill.

    And if you land on an opponent tall enough you can land two of her off the wall, the super connect on down arc.

  • @samirhossain oh you meant the second grab after a combo? well yeah it's absolutely risky cause all other moves have better priority cause of the grab delay frames; BUT, if you're too accustomed to do fierce +dash then -> low lk + lp dash and your opponent knows you ALWAYS do that, then you can do the grab to trick him. Also I recommend you not to do this when he/she has an sa meter charged otherwise the consequences would be devastating, in that case dash back if you know he's willing to.

  • no no, i am talking about After the dash punch.....k lets say you are facing Ken....you command grab him, and then standing fierce and dash punch combo....and then you can command grab him (if u think hes gonna stay on ground), dash punch (if u think hes gonna jump), or Block...if u think hes gonna do a move like SRK/super art with higher priority than dash punch or command grab then u have to just block..i am talking about the consequence after the dash punch...isnt it risky ? :S

  • @samirhossain umm according to the recovery frames your opponent can't have time to do anything if you connect a fierce + dash combo, I think you have a problem with the dash hold, if you leave the button pressed even for less than a second makoto holds the dash

  • Go to myspace and look up "soundslikemetronome". The title is "Guile's theme".

  • one thing that i would like to point out is that when makoto grabs and does Fierce and the dash punch(no EX).....the opponent might jump, block or do SRK/360 Grab/Super Art or anything with more priority than the grab.....it becomes risky, any advice on that

  • really late post i know but imo should have shown the akuma tod ;3

  • what u can play xbox orriginals for 360?!

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