Frame data is nice, and reading makoto's section it seems to cover her pretty well. Combo section is a little sparse though, they could of saved space using notations and stuck a lot more SAII type combos and such.
Sampling
Though I do find it weird. On Q's section it just reads this
OH ya, soundtrack too. I totally forgot it even had it until I got home and wondered why there was a CD included.
Sampling
Makoto's game plan revolves around landing Karakusa. Land one, and it's a combo for big damage and stun. makoto must get close to do her damage; fortunately, she has the tools to get there. her dash is incredibly fast and for reaching. Also, use it to sneak up on players during the recovery of any wiffed pokes. Use Hayate for the same purpose. These moves come out quickly, and are a good way to capitalize on openings. Connecting with a Hayate leaves Makoto in a advantegeous position, where she can work Karakusa mind games.
Though I do find it weird. On Q's section it just reads this
Don't even bother using him.
OH ya, soundtrack too. I totally forgot it even had it until I got home and wondered why there was a CD included.