JAB (LIGHT) PUNCH
Standing Light Punch is effective for setting up the Karakusa on hit or block.
Crouching Light Punch is a great close range attack which can combo into her Hayate.
STRONG (MEDIUM) PUNCH
Standing Medium Punch is arguably Makoto's best normal attack. It not only allows for many combo opportunities but will beat many of the opponents attacks. After a connected Hayate, Standing Medium Punch is usually a good follow up. This normal doesn't look it, but it is also a good anti-air.
Crouching Medium Punch is another great attack for Makoto, allowing her to combo into a Hayate from mid range.
FIERCE (HARD) PUNCH
Standing Heavy Punch is on of Makoto's most hard hitting normal attacks and is best used in combos.
Diagonal Jump Heavy Punch is a great air-to-air attack for Makoto, allowing her to hit jumping opponents.
SHORT (LIGHT) KICK
Standing Light Kick can be canceled into Makoto's special moves, making it a great attack to continue offensive momentum.
Crouching Light Kick can be canceled into Hayate, making it a great mix up tool after a connected Hayate.
FORWARD (MEDIUM) KICK
Standing Medium Kick can be comboed into both Medium and EX Hayate, making it a great long range attack to punish the opponent.
Crouching Medium Kick is a good anti-air. It makes her hitbox small and can hit a jumping opponent out of most moves.
ROUNDHOUSE (HARD) KICK
Crouching Heavy Kick is another anti-air attack but you have to practice the timing. It trades with some opponent jump-in attacks.
Both Neutral and Diagonal Jump Heavy Kick are great air-to-air attacks and also useful for starting combos on stunned opponents.