Eternal Fighter Zero/Makoto Sawatari
- 1 Introduction
- 2 Character-Specific Notes
- 3 Normal Moves
- 4 Special Moves
- 5 Strategy, Tactics, and Combos
- 6 Win Quotes
- 7 Colors
- 8 In-game References
Sawatari Makoto (沢渡 真琴) is a tricky fighter, using many traps and bullets to both zone and pressure her opponents. While her normal combos are fairly weak, she gets most of her damage from her very strong mixup game. On knockdown, she can set a variety of very long lasting, high priority moves, such as a smoke bomb or a ricocheting bullet. This allows her to choose high/low or right/left mixups while ensuring she has the advantage, even on block. Good use of EX moves allow her to not only reset the fight to neutral, but often take the advantage. Her weaknesses include relatively low damage without the use of meter, very short ranged normals, and her awkward airdash.
Makoto is one of the heroines of Kanon, a visual novel produced by Key in 1999. She is a mysterious girl who lost her memory of everything except her hatred towards Yuiichi. The Minase family decides to let her stay in their house until she regains her memories. Makoto really enjoys reading manga, eating pork-filled meat buns, and playing tricks on Yuiichi. During Kanon, Yuiichi vaguely remembers that they had met before in the past, but as he gets closer to the truth, Makoto's health begins to deteriorate quickly...
Stage: Shopping Street (商店街)
BGM: the fox and the grapes
- Makoto is able to air jump once, and air dash/backstep once.
- Makoto's air dash is unique in that it curves sharply upwards and loses forward momentum when the dash is held for too long. Because Makoto does not have any more movement options after an air dash, you should be careful about prolonging one if your opponent is nearby.
The notation for the movelists can be found under Notation.
The normal move data table can be found under Makoto Sawatari/Move Data.
The notation for the movelists can be found under Notation.
The special move data table can be found under Makoto Sawatari/Move Data.
|Legend of Monomi Hill
Strategy, Tactics, and Combos
Makoto is a very momentum-based character. Her short-ranged normals, low damage output and slow and punishable projectile moves make it difficult for her to gain the advantage in a neutral situation, but after she manages to score a knockdown, she'll be free to set up various forms of okizeme that leave the opponent with no good options on wakeup. Because of this, she often prefers lower damage combos if those guarantee a knockdown, and uses her RF meter on EX bullet, ICing her normals and traps, or anything else to keep her pressure going instead of saving it for a high damage combo.
When attempting an attack, her main plan is to use bullets and traps as cover, as her normals are usually outclassed by all other characters in a fair 1-on-1 fight. After scoring a hit, she should always go for the knockdown and prepare for a new oki with high/low or left/right mixups while keeping herself safe from reversals. Getting the opponent to block the traps opens them up for mixups with high/low attacks, throws and so on.
On defense, she shouldn't be afraid to use the resources available to her to turn the tables, even if that means sacrificing both super and RF meter in the process. When harassed at a longer range, her only feasible option out of reversal supers is often 623A, which is very unsafe when blocked. On the positive side, her 623B gives her great protection against aerial approaches, so the greatest danger usually comes from the opponent's ground moves. If the opponent doesn't realize this, she should be able to escape their pressure with relative ease.
No RF Meter
- 2AABBC ~1470 damage
- The most basic combo. Minuscule damage, but works everywhere.
- Use when out of resources to knock down the opponent and gain time time for oki setups. Follow up with 412B or 236A for midscreen crossups, and 214B for corner oki.
- Could be followed up with 623A/B, but usually the extra damage is not worth losing the knockdown.
- 5AABBCC ~1731 damage
- Basic standing combo, will push the opponent almost to the other side of the screen.
- Follow up with 236B or 412A/B to keep the pressure going after this.
- Usually not worth using this instead of the knockdown combo.
- 2AABC 412A 5B 9 jB 2CCC 5B 8 jB 8 jB (jB tech trap) ~2810 damage
- Meterless corner combo. Good damage, but can be hard to time properly
- Delay both the 412A and 5B slightly for best results
- Can be expanded to 2 loops of 5B jB 2C(CC) for a total of ~3230 damage, but much harder to time
- 2AABBC 641236A ~2718 damage
- A simple extension of the basic knockdown combo that doubles the damage for the cost of 1 super, and usually carries all the way to the corner.
- Delay the super slightly to avoid the opponent from falling out too early.
- 5ABBC 214214A ~2991 damage
- Better midscreen damage than firepunch, but provides no corner carry and leaves little time for oki.
- jB j66 jB jC 66B 66B 9 jB j2CCC 5B 8 jB 8 (jB tech trap) ~2913 damage
- Almost full stage carry from jB into corner loop. Timing the jB after 66B can be tough.
- 2nd 66B can be omitted to make this easier if already close to the corner.
- 6B 214214A/B/C ~2591/3197/4445 damage
- Only non-IC combo off your overhead. Use when you're sure the opponent will block low, as you won't have time to confirm this.
Red RF Meter
- 2AABC 623A IC jB 5B 9 jB 2CCC 5B 8 jB 8 jB (jB tech trap) ~3172 damage
- Easier to input than the meterless corner combo, and slightly more damage. Recommended when you don't have super meter.
- 2AABBC 641236A IC 5B 9 jB j2CCC 5B 8 jB 8 jB (jB tech trap) ~3952 damage
- Your basic corner BnB. Delay the first 5B for best results
- j2CCC timing can be hard to learn
- Tech trap leads to new air loops. Otherwise, set up the usual 214B oki.
- 623B IC 214214B/C or 623B IC 9 jB j66 jAA 214214B/C ~2800-4200 damage
- Decent damage off an anti-air 623B.
- The 2nd version might be easier to input if you're not sure 623B is going to hit, but doesn't provide any damage advantage.
- 623B IC 9 jB j66 jB jC 66C ~2180 damage
- Corner carry with knockdown from an anti-air 623B.
- Cancel 66C into 641236A/B/C or 214214B/C for more damage.
- 2ABC 623B IC 9 jB j66 jB jC 66C ~2762 damage
- Same as above with a ground starter. Delay your air normals enough to provide enough juggle time for 66C to hit (jC should come out just as you're hitting the ground).
- 6B IC 2AABBC 641236A ~2921 damage
- With IC your overhead will start all the usual combos, and of course it's safer on block too. The window to input 2A is 4 frames.
- 6B IC jB 2ABBC 641236A ~3086 damage
- A small variation on the above, using jB right after the IC for some extra damage. The jB input window is 3 frames, but provides a nice buffer for you to input 2A after landing. Up to you to choose which one you want to use.
- If your 6B was blocked, whether or not you use jB before landing gives you an extra mixup. If you hit with the jB, you can continue with the rest of the combo.
- 6B 214214A IC 214214A ~6034 damage
- Extend your overhead -> super combo with another super.
- Massive damage for the cost, due to a bug in the game that makes the first move stay active after the IC
- Does not work on everyone due to height differences, as you can only IC 214214 when the muzzle flash hits the opponent.
- 623C 66 9 9 jBC ~1644 damage
- Some extra damage off a fullscreen wallbounce from your reversal.
- 623C 8 jB j66 jB jC -> corner loop ~3188 damage
- Good damage off 623C if the opponent is close to (but not in) the corner.
- 623C will sideswap if you're too close to the corner, making this combo impossible. Use the one below instead.
- Jump 7 instead of 8 when very close to the corner, but not close enough to sideswap before jumping.
- 623C 8 jB j66 jB jC 66C 641236A/B ~2700-3700 damage
- When the opponent is close enough to the corner for 623C to sideswap, use this for a full carry to the opposite corner.
- You can omit the super if you wish for ~2282 damage knockdown combo instead
- 412C (2 hits) 9 jB j66 jB jC land 66 9 9 jA jB 214214C ~4281 damage
- An example combo off an anti-air 412C bullet. Because the bullet's trajectory is affected by the camera, and the direction it flings the opponent to on hit depends on their current movement speed, EX bullet combos are very situational and you'll usually have to improvise.
Blue RF Meter
- BIC is used to extend Makoto's usual combos, make them easier to input and of course to get more damage. It doesn't really give her completely new combos that are worth using.
- 2AABBC 641236A IC 5B 9 jB jC 5B 8 jB jC 5B 8 jB j2CC 5B 8 jB j2CCC 8 jB 8 jB (jB tech trap) ~6332 damage
- A full BIC (near-)corner combo. There are many different ways to execute corner loops with BIC, though the damage is generally around the same.
- 2AABBC 641236A IC 66B 66B 5B 9 jB j2C 5B 8 jB j2CC 5B 8 jB j2CCC 5B 8 jB 8 jB (jB tech trap) ~5966 damage
- A full stage corner carry into the usual loops.
- Makoto's "Legend of Monomi Hill" move is based on Terry Bogard's "Burning Knuckle" move, from the Fatal Fury series.
- The twin guns used in Makoto's "Ground Strafing" move is a reference to Dante's guns, "Ebony & Ivory", from the Devil May Cry series. Ebony and Ivory are able to keep Dante suspended in midair as long as he's firing, just like Makoto's version. It is also based on Jin Saotome's "Blodia Vulcan" move, from the Marvel vs Capcom series.
- The shop on the right side of the background is named "CLANNAD", which is a reference to CLANNAD, another visual novel produced by Key in 2004.
- The shopping district in the background is where Makoto first meets Yuiichi in the game, and where they meet several times during the game.
- The fireworks that Makoto uses in her "Rat Fireworks" move is a reference to a prank she tried to pull on Yuuichi during the game.
- The name of Makoto's "Legend of Monomi Hill" move is derived from "Monomi/Scenic Hill", an important location for her in the game.
- The meat bun Makoto eats during her "Meat Bun" move is one of her favourite foods in the game.