Breakdown of ALL Makoto's normal and special moves which shall be going into the community project.
Normals:
2A: Leads to her basic combos, breaks up to 6k damage with meter.
5A: A less useful version of 2A, can be used to jab people out of air normals.
5B: Fast poke, air unblockable, can be jump cancel on hit or block, leads to some of her
stronger combos and can combo to 2C on CH.
5CC: Strong starter, low range, air unblockable, can be jump cancel on hit, can stagger between hits and leads to her stronger combos. Can combo to 2C on CH 5C
2B: Low, OTG's and leads to her basic combos.
6A: Anti-air, can be jump cancel on hit or block, air unblockable leads to air combos or 2D/5D.
6B~C: Overhead, air unblockable leads to some of her stronger combos, forces crouch.
6C: Decent poke, air unblockable, can be used after 5B if 5C can't gatling. and can be combo'd off of with 214B~A/B and on CH can be combo off of with 214A~A.
3C: Low, slow start up, leads to most of her stronger combos, can gatling to 2C/2D.
2C: Can cause Fatal status, slow start up, low, anti air and air unblockable. Goes into 214B~D on hit and used in almost all her good combos.
j.A: Quick air jab, can gatling to j.B.
j.B: CH gives a TON of hitstun, normal hit also have decent hitstun.
j.CC: Can gatling to j.B after first hit.
j.2C: Clashes with almost anything, same damage potential as 5A/2A.
j.B+C: Makoto's air throw, it has a unique property of allowing the opponent to burst during the 2nd hit which depending on the timing will either allow you go right through it or block it.
Specials:
46/ Parry: Can parry high and mid moves and if close enough stuns the opponent. On ground parry causes the opponent to spin and must RC'd to combo off of.
On air parry it can be combo from if higher enough without using it's follow up though it highly prorated. Space counter breaks a primer.
623C/j.623C: DP, air unblockable with both versions, used in corner carry combos, if the D is used near the peak you can fall faster and make the follow up whiff which can be used to extend a combo. Knocking down a opponent with a level 1 or 2 2D follow up give them increase untechable time before they can tech.
5D: Causes ground slide, is air unblockable on any level, standard combo filler, breaks a primer, can fatal, 5D (1) and (2) has different uses than 3.
2D: Causes ground slide, is air unblockable on any level, standard combo filler, breaks a primer, can fatal. 2D (1) and (2) has different uses than 3.
j.D: Causes ground slide, breaks a primer and can fatal.
236A/~D: Nick named orb oki, projectile, hits 4 times and is active for a short while. The D~ follow up at full charge goes 4/5ths of the screen, can break a primer, takes 2 primer at close range since Makoto's fist adds a hit, causes wall bounce anywhere and can fatal.
Astral vision A/B/C: Makoto's illusion special, causes 2 afterimages to support the real ones movement which depends on the version and has follow that only possible during AV. Astral vision B/C can get increased range if done during dash.
214A~A/214A~B: A stop's movement from astral vision A. B allows you to go through opponents.
Lighting arrow B and C (214B~D and 214C~D respectfully): Breaks primers, CH causes Fatal status and C arrow crosses up on Tager. 214B~D is great to use as a combo finisher due to the large amount of untechable time on hit.
214A~D: Has invincibility on juke, breaks a primer, can cause fatal status, causes wallbounce in the corner.
214A~C: Can combo into C~mash, on CH combos into ~D and air unblockable.
214A~C~A: Overhead, can go into 5D/2D on hit and air unblockable.
214A~C~B: Low, or CH hit can be combo off of with 2B.
214A~C~C: C~CCC or C~Mash, can be combo'd off up with rapid cancel
2D/214B~D or 2A > 6A when in the corner.
Particle Flare: PF for short, a three part distortion that does more damage with level 3 charges. Can be stopped at part 1 and be combo'd off up with part 2 using dash then 2D(3). Leads to Makoto's highest damaging combos. Can also OTG with the first hit but must charge to level (2) during the second hit to avoid a blue beat. Air unblockable
Big Bang Smash: BBS for short, projectile, full charge hit 3/4ths of the screen, can punish other projectiles and can be used to combo into PF if timed and spaced right.
6A+B: Her counter assault, can be combo'd if it CH's with the opponent is in the corner. Counter assaults cannot kill but will leave opponent with 1 HP.