"A new Makoto!" Change list and poll!

[left][/left]

Universal Abilities

Meter

Vitality


HEALTH GAUGE

• 950

Health = 950 [USFIV = 950]

Stun


STUN GAUGE

• 1000

Stun = 1000 [USFIV = 1050]

V-Trigger


V-METER

• 2

V-Meter = 2 [New]

Critical Art


EX/CA METER

• 3

EX/CA Meter = 3 [USFIV = 4]

Speed

Forward


FORWARD SPEED

• .030

Forward Speed = .030 (Speed) [USFIV = .020]

Backward


BACKWARD SPEED

• .035

Backward Speed = .035 (Speed) [USFIV = .015]

Dash

Forward


FORWARD DASH

• 14 Tiles (Distance)
• 16 Frames (Total)

Forward Dash = 14 Tiles (Distance) [USFIV = 18]

Backward


BACKWARD DASH

• 10.5 Tiles (Distance)
• 25 Frames (Total)
> 8 Frames (Invincible) [SFV Rulings]

8 Frames (Airborne)
9 Frames (Grounded/Recovery)

Backward Dash = 10.5 Tiles (Distance) [USFIV = 13.5]

Backward Dash = 25 Frames (Total) [USFIV = 27]

8 Frames (Invincible) [USFIV]
8 Frames (Airborne) [USFIV = 4]
9 Frames (Grounded/Recovery) [USFIV = 15]

Throw

Forward


FORWARD THROW

• USFIV [Reanimated/Modified]
• Following the quicker pulling in of USFIV’s Forward Throw, Makoto quickly shakes the opponent back and forth three times (starting from forth/pull in) and head-butts them to the floor for a Soft Knockdown.
• 150 (Stun)

Forward Throw = Reanimated

Forward Throw = SKD

Forward Throw = 150 (Stun) [USFIV = 200].

Backward


BACKWARD THROW

• USFIV

Backward Throw = Unchanged

V-Skill


PROJECTILE PARRY DASH

• Cross Swats Projectile behind (Projectile vanishes) and Dashes Forward 5 Tiles.
• Can disperse and Dash/Swim through Multi Hit/incoming Projectiles (PPD = Cross Swat/Post PPD = Single (Switching) Hand Swats (Multi-Parrying)).
• “Quick Tap” Medium Kick + Medium Punch (to Projectile Parry).
• “Quick Hold” Medium Kick + Medium Punch (to Projectile Parry Dash).

New Skill.

V-Trigger

[spoiler]Activation


TANDEN RENKI [DANTIAN REFINED SPIRIT: FORM OF OFFENSE]

• 1+0 Frames (Start-up)
• 11 Frames (Recovery)
• 1-12 Frames (Full Invincibility)
• 25% (Damage Increase)
• Access to Karakusa/EX Karakusa
• 2 Bars (V-Meter Cost)
• 15 Seconds (Active)

Tanden Renki = V-Trigger [USFIV = Super]

Tanden Renki = Access to Karakusa (Command Throw) [USFIV = default]

Special Upgrade 1


Name U/A

• Heavy/EX Hayate/“Dash Punch” reanimated to resemble Yamase/“Stepping Triple Punch” (USFIV Target Combo) [Including the step back].
• 1st Hit = -7 (Advantage on Block) [Safe due to Pushback]
• 3rd Hit = -5 (Advantage on Block) [Safe due to Pushback]
• 16 Frames (Start-up) [1st Hit]
• 7 Frames (Start-up) [2nd Hit]
• 17 Frames (Recovery) [1st Hit Whiff]
• 17 Frames (Recovery) [3rd Hit Whiff]
• -4 Frames (Advantage on Hit) [1st Hit]
• SKD Frames (Advantage on Hit) [3rd Hit]
• -8 Frames (Advantage on Block) [1st Hit]
• -5 Frames (Advantage on Block) [3rd Hit]
• 12 Tiles Away (Travel/To hit)
• 26 Tiles Away (Pushback on hit when used at the closest range)
• 30 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)
• 4 Tiles Away (Pushback on block when used at the closest range) [1st Hit]
• 10 Tiles Away (Pushback on block when used at the closest range) [3rd Hit]
• 1st and 2nd Hit do not send opponent flying [3rd Hit sends opponent flying].
• Quarter Circle Forward Heavy/EX Punch for 1st Hit.
• Quarter Circle Forward Heavy/EX Punch for 2nd and 3rd Hit.
• Technically 2 Rekka motions.
• Only this Special in V-Trigger will deplete V-Trigger by 20%

[/spoiler]
Critical Arts

CA 1


Name U/A

• USFIV Ultra 2 [Abare Tosanami Reanimated]
• Starting with a grounded stance into an animated Dash Kick using this builds Standing Forward Kick angled vertically.
• 8+0 Frames
• All Frames until the end of the animated Dash Kick (Full Invincibility)
• 075.00,40.00,25.00,110.00 = 250 (Damage) [USFIV (U2) = 210] [CA 1/No Cut Scene]
• 085.00,55.00,40.00,120.00 = 300 (Damage) [USFIV (U2) = 390] [CA 1/Cut Scene]
• 093.75,50.00,31.25,137.50 = 313 (Damage) [USFIV (U2) = 264] [Tanden Renki + CA 1/No Cut Scene]
• 106.25,68.75,50.00,150.00 = 375 (Damage) [USFIV (U2) = 489] [Tanden Renki + CA 1/Cut Scene]
• Quarter Circle Forward-Quarter Circle Forward-All Kicks

CA 1 (USFIV U2 reanimated) Combo-able out of Karakusa and Projectile Invincible.

CA 1 (USFIV U2 reanimated) Starts with a grounded stance into an animated Dash Kick using this builds Standing Forward Kick angled vertically [USFIV = Starts from wall].

CA 1 (USFIV U2 reanimated/Cut Scene) Damage decreased by 90 [USFIV = 390].

CA 1 (USFIV U2 reanimated/No Cut Scene) Damage increased by 40 [USFIV = 210].

CA 2 [Future]


Name U/A

• USFIV Ultra 1 [Seichusan Godanzuki Reanimated]
• Counters the opponent (Makoto: TRY SOMETHING DIFFERENT!/start cut scene) with a set of moves (first 4 hits of Seichusan Godanzuki) leaving them stunned, (360 degree) Back Dashes (opponent not on screen) and charges up Hayate. (Makoto: Haaa!!) Slowly turning red (then silent)… shows the opponents stunned face… (Makoto: Haaa!!) shows Makoto, skin hot red (then silent)… shows the opponents recovering face… shows both characters + BING!, she releases her punch into the chest [bottom area] of the opponent (enter slow motion)… (end slow motion/camera quickly backs out/end cut scene) sending the opponent bouncing off of the wall onto the floor.
• Counter
• 5 HITS
• 0+1 Frames (Start-up)
• 35 Frames (Activity)
• 61 Frames (Recovery)
• 470 (Damage) [Cut Scene]
• Loses to natural Armor Breakers.
• In event of a K.O. [opponent has no Hit Points when hit by Hayate], the K.O. logo will appear when the opponent is hit with Hayate.
• In event of a K.O. [opponent has Hit Points left after hit by Hayate], the K.O. logo will appear when the opponent hits the wall [Damage included in the CA].
• In event of a K.O. [opponent has Hit Points left after hitting the wall], the K.O. logo will appear when the opponent hits the floor [Damage included in the CA].
• Quarter Circle Forward-Quarter Circle Forward-All Punches

New CA 2.

Normals & Specials

Normal Moves

Crouching

HK


CR.ROUNDHOUSE KICK [Heavy Kick]

• USFIV

cr.Roundhouse Kick = Unchanged

HP


CR.FIERCE PUNCH [Heavy Punch]

• USFIV

cr.Fierce Punch = Unchanged

MK


CR.FORWARD KICK [Medium Kick]

• USFIV [Reanimated]
• Foot after ankle angled vertically.

cr.Forward Kick = Reanimated

MP


CR.STRONG PUNCH [Medium Punch]

• USFIV [Reanimated/Modified]
• Forearm and hand angled horizontally.
• 6 Frames (Start-up)
• 19 Frames (Hit Stun)

cr.Strong Punch = 6 Frames (Start-up)

cr.Strong Punch = 19 Frames (Hit Stun)

LK


CR.SHORT KICK [Light Kick]

• USFIV [Reanimated]
• Holds floor with both palms behind her and throws kick upward.

cr.Short Kick = Reanimated

LP


CR.JAB PUNCH [Light Punch]

• USFIV [Modified]
• 3 Frames (Start-up)

cr.Jab Punch = 3 Frames (Start-up)

Standing (Under Construction but still look)

HK


ST.ROUNDHOUSE KICK [Heavy Kick]

• USFIV

HP


ST.FIERCE PUNCH [Heavy Punch]

• USFIV

MK


ST.FORWARD KICK [Medium Kick]

• USFIV [Reanimated/Modified]
• Side kick forward (Thai and calf bends in)
• 19 Frames (Hit Stun)

MP


ST.STRONG PUNCH [Medium Punch]

• USFIV [Modified]
• 22 Frames (Hit Stun)

LK


ST.SHORT KICK [Light Kick]

• USFIV [Including chain into St.FK]

LP


ST.JAB PUNCH [Light Punch]

• USFIV [Modified]
• 3 Frames (Start-up)

Toward (Under Construction but still look)


TW.ROUNDHOUSE KICK [Heavy Kick]

• USFIV [Including feint]


TW.FIERCE PUNCH [Heavy Punch]

• USFIV


TW.FORWARD KICK [Medium Kick]

• USFIV [Reanimated/Modified/Including chain into St.RK]
• 13 Frames (Start-up)
• 13 Tiles (Travel)
• 10.5 Tiles Away (To hit)


TW.STRONG PUNCH [Medium Punch]

• USFIV


TW.SHORT KICK [Light Kick]

• USFIV [Modified]
• -2 (Advantage on Block)
• +3 (Advantage on Hit)


TW.JAB PUNCH [Light Punch]

• USFIV

Jumping (Neutral) (Temporarily U/A)


X

X

Jumping (Angled) (Temporarily U/A)


X

X

Special Moves

Up Punch

L


FUKIAGE [BLOWING LIFT] (Light)

• 6 Frames (Start-up)
• 8 Frames (Activity)
• 31 Frames (Recovery)
• USFIV Frames (Advantage on Hit)
• 0 Tiles (Travel)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)

Fukiage (Light) = Unchanged

M


FUKIAGE [BLOWING LIFT] (Medium)

• 8 Frames (Start-up)
• 8 Frames (Activity)
• 32 Frames (Recovery)
• USFIV Frames (Advantage on Hit)
• 5 Tiles Forward (Travel)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)

Fukiage (Medium) = 8 Frames (Start-up) [USFIV = 10]

Fukiage (Medium) = 5 Tiles Forward (Travel) [USFIV = 6]

H


FUKIAGE [BLOWING LIFT] (Heavy)

• 10 Frames (Start-up)
• 8 Frames (Activity)
• 33 Frames (Recovery)
• USFIV Frames (Advantage on Hit)
• 10 Tiles Forward (Travel)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)

Fukiage (Heavy) = 10 Frames (Start-up) [USFIV = 13]

EX


FUKIAGE [BLOWING LIFT] (Light EX/Light + Medium Punch)

• 5 Frames (Start-up)
• 7 Frames (Activity)
• 21 Frames (Recovery)
• -18 Frames (Advantage on Block)
• USFIV Frames (Advantage on Hit)
• 1-5 Frames (Full Body Invincibility)
• 0 Tiles (Travel)
• 2.5 Tiles Away (Pushback on block when used at the closest range)
• 14.5 Tiles Away (Pushback on hit when used at the closest range)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)


FUKIAGE [BLOWING LIFT] (Medium EX/Light + Heavy Punch)

• 7 Frames (Start-up)
• 7 Frames (Activity)
• 22 Frames (Recovery)
• -16 Frames (Advantage on Block)
• USFIV Frames (Advantage on Hit)
• 1-5 Frames (Full Body Invincibility)
• 7.5 Tiles (Travel)
• 2.5 Tiles Away (Pushback on block when used at the closest range)
• 14.5 Tiles Away (Pushback on hit when used at the closest range)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)


FUKIAGE [BLOWING LIFT] (Heavy EX/Medium + Heavy Punch)

• 9 Frames (Start-up)
• 7 Frames (Activity)
• 23 Frames (Recovery)
• -14 Frames (Advantage on Block)
• USFIV Frames (Advantage on Hit)
• 1-5 Frames (Full Body Invincibility)
• 15 Tiles (Travel)
• 2.5 Tiles Away (Pushback on block when used at the closest range)
• 14.5 Tiles Away (Pushback on hit when used at the closest range)
• USFIV Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)

Light/Medium/Heavy EX Fukiage’s Start-up now 1 Frame faster and Activity 1 Frame less than it’s Normal version.

Light/Medium/Heavy EX Fukiage Recovers 10 Frames earlier than it’s Normal version.

Light/Medium/Heavy EX Fukiage’s Advantage on Block modified [USFIV = ?].

Dash Punch

L


HAYATE [SQUALL] (Light)

• 8 Frames (Start-up)
• 5 Frames (Activity)
• 19 Frames (Recovery)
• -2 Frames (Advantage on Block)
• 0 Frames (Advantage on Hit)
• 8 Tiles Away (Travel/To hit)
• 1 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 16 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)

Hayate (Light) = 8 Frames (Start-up) [USFIV = 10]

Hayate (Light) = 19 Frames (Start-up) [USFIV = 23]

Hayate (Light) = -2 Frames (Advantage on Block) [USFIV = -8]

Hayate (Light) = Travel and Pushback Modified

M


HAYATE [SQUALL] (Medium)

• 12 Frames (Start-up)
• 5 Frames (Activity)
• 21 Frames (Recovery)
• -2 Frames (Advantage on Block)
• +1 Frames (Advantage on Hit)
• 10 Tiles Away (Travel/To hit)
• 1 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 16 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)

Hayate (Medium) = 12 Frames (Start-up) [USFIV = 15]

Hayate (Medium) = -2 Frames (Advantage on Block) [USFIV = -7]

Hayate (Medium) = Travel and Pushback Modified

H


HAYATE [SQUALL] (Heavy)

• 16 Frames (Start-up)
• 5 Frames (Activity)
• 23 Frames (Recovery)
• -2 Frames (Advantage on Block)
• +2 Frames (Advantage on Hit)
• 12 Tiles Away (Travel/To hit)
• 1 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 16 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)

Hayate (Heavy) = 16 Frames (Start-up) [USFIV = 20]

Hayate (Heavy) = 23 Frames (Start-up) [USFIV = 19]

Hayate (Heavy) = -2 Frames (Advantage on Block) [USFIV = -6]

Hayate (Heavy) = Travel and Pushback Modified

EX


HAYATE [SQUALL] (EX)

• 12 Frames (Start-up)
• 6 Frames (Activity)
• 16 Frames (Recovery)
• -4 Frames (Advantage on Block)
• SKD (Advantage on Hit)
• 30 Tiles Away (Travel/To hit)
• 1 Tiles Away (Pushback on block when used at the closest range)
• 26 Tiles Away (Pushback on hit when used at the closest range)
• 30 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)

Hayate (EX) = 12 Frames (Start-up) [USFIV = 13].

Hayate (EX) = Travel and Pushback Modified

Choke

L


KARAKUSA [ARABESQUE] (Light)

• Available in V-Trigger [Tanden Renki]
• 7 Frames (Start-up)
• 2 Frames (Activity)
• 35 Frames (Recovery)
• +10 (Advantage on Hit)
• -2 Tiles Away (To hit)
• -3 Tiles Away (Pushback on hit when used at the closest range)

All Karakusas are locked into V-Trigger.

All Normal Karakusas made to have faster Recovery [USFIV = 47].

All Normal Karakusas made to hold 2 less Frames of Advantage on Hit [USFIV = 12].

M


KARAKUSA [ARABESQUE] (Medium)

• Available in V-Trigger [Tanden Renki]
• 8 Frames (Start-up)
• 2 Frames (Activity)
• 35 Frames (Recovery)
• +10 (Advantage on Hit)
• -1.5 Tiles Away (To hit)
• -3 Tiles Away (Pushback on hit when used at the closest range)

All Karakusas are locked into V-Trigger.

All Normal Karakusas made to have faster Recovery [USFIV = 47].

All Normal Karakusas made to hold 2 less Frames of Advantage on Hit [USFIV = 12].

H


KARAKUSA [ARABESQUE] (Heavy)

• Available in V-Trigger [Tanden Renki]
• 9 Frames (Start-up)
• 2 Frames (Activity)
• 35 Frames (Recovery)
• +10 (Advantage on Hit)
• -1 Tiles Away (To hit)
• -3 Tiles Away (Pushback on hit when used at the closest range)

All Karakusas are locked into V-Trigger.

All Normal Karakusas made to have faster Recovery [USFIV = 47].

All Normal Karakusas made to hold 2 less Frames of Advantage on Hit [USFIV = 12].

EX


KARAKUSA [ARABESQUE] (EX)

• Available in V-Trigger [Tanden Renki]
• 5 Frames (Start-up)
• 2 Frames (Activity)
• 47 Frames (Recovery)
• +12 (Advantage on Hit)
• -0.5 Tiles Away (To hit)
• -3 Tiles Away (Pushback on hit when used at the closest range)

Karakusa (EX) = Unchanged

Karate Chop

L


OROSHI [MOUNTAIN WIND] (Light)

• 23 Frames (Start-up)
• 6 Frames (Activity)
• 14 Frames (Recovery)
• -3 (Advantage on Block)
• +2 (Advantage on Hit)
• 3 Tiles Away (To hit)
• 2 Tiles Away (Pushback on block when used at the closest range)
• 1.5 Tiles Away (Pushback on hit when used at the closest range)
• 0 Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)

Oroshi (Light) = 23 Frames (Start-up) [USFIV = 22]

Oroshi (Light) = 14 Frames (Recovery) [USFIV = 16]

Oroshi (Light) = -3 Frames (Advantage on Block) [USFIV = -4]

Oroshi (Light) = +2 Frames (Advantage on Hit) [USFIV = +4]

M


OROSHI [MOUNTAIN WIND] (Medium)

• 22 Frames (Start-up)
• 6 Frames (Activity)
• 15 Frames (Recovery)
• -5 (Advantage on Block)
• +5 (Advantage on Hit)
• 3 Tiles Away (To hit)
• 4 Tiles Away (Pushback in block when used at the closest range)
• 1.5 Tiles Away (Pushback on hit when used at the closest range)
• 0 Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)

Oroshi (Medium) = 22 Frames (Start-up) [USFIV = 23]

H


OROSHI [MOUNTAIN WIND] (Heavy)

• 21 Frames (Start-up)
• 6 Frames (Activity)
• 16 Frames (Recovery)
• -7 (Advantage on Block)
• HKD (Advantage on Hit)
• 3 Tiles Away (To hit)
• 6 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 0 Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
• Can be linked into following St.MP.

Oroshi (Heavy) = 21 Frames (Start-up) [USFIV = 24]

Oroshi (Heavy) = 16 Frames (Recovery) [USFIV = 14]

Oroshi (Heavy) = -7 Frames (Advantage on Block) [USFIV = 14]

EX


OROSHI [MOUNTAIN WIND] (EX)

• Cross Chop Low [Mid-Low]
• 18 Frames (Start-up)
• 6 Frames (Activity)
• 19 Frames (Recovery)
• 1-12 Frames (Strike invincibility)
• 1-12 Frames (Projectile invincibility)
• -5 (Advantage on Block)
• HKD (Advantage on Hit)
• 3 Tiles Away (To hit)
• 8 Tiles Away (Pushback on block when used at the closest range)
• 1 Tiles Away (Pushback on hit when used at the closest range)
• 4 Tiles Away (Pushback on hit when used against an aerial opponent at the closest range)
• Can be linked into following St.MP

Oroshi (EX) = Reanimated (Cross Chop Low)

Oroshi (EX) = Cross Chop Low [Mid-Low] [USFIV = Overhead]

Axe Kick

L


TSURUGI [SWORD] (Light)

• 11 Frames (Start-up)
• 4 Frames (Activity)
• 11 Frames (Recovery after Landing)
• -2 (Advantage on Block when used at the closest/lowest range)
• +10 (Advantage on Hit when used at the closest/lowest range)
• USFIV Tiles Away (To hit)
• USFIV Tiles Away (Pushback on block)
• USFIV Tiles Away (Pushback on hit)
• 25 Tiles Away (Pushback on hit when used against an aerial opponent)
• Lowered hit box.

Tsurugi (Light) = -2 [USFIV = -4]

Tsurugi (Light) = +10 Frames (Advantage on Block) [USFIV = ?]

Tsurugi (Light) = Lowered Hit Box [USFIV = Too High]

Tsurugi (Light) = Aerial Pushback Modified

M


TSURUGI [SWORD] (Medium)

• 13 Frames (Start-up)
• 4 Frames (Activity)
• 11 Frames (Recovery after Landing)
• -3 (Advantage on Block when used at the closest/lowest range)
• +10 (Advantage on Hit when used at the closest/lowest range)
• USFIV Tiles Away (To hit)
• USFIV Tiles Away (Pushback on block)
• USFIV Tiles Away (Pushback on hit)
• 25 Tiles Away (Pushback on hit when used against an aerial opponent)

Tsurugi (Medium) = +10 Frames (Advantage on Block) [USFIV = ?]

Tsurugi (Medium) = Aerial Pushback Modified

H


TSURUGI [SWORD] (Heavy)

• 15 Frames (Start-up)
• 4 Frames (Activity)
• 11 Frames (Recovery after Landing)
• USFIV (Advantage on Block when used at the closest/lowest range)
• HKD (Advantage on Hit when used at the closest/lowest range)
• USFIV Tiles Away (To hit)
• USFIV Tiles Away (Pushback on block)
• USFIV Tiles Away (Pushback on hit)
• 25 Tiles Away (Pushback on hit when used against an aerial opponent)

Tsurugi (Heavy) = Aerial Pushback Modified

EX


TSURUGI [SWORD] (EX)

• 15 Frames (Start-up)
• 4 Frames (Activity)
• 11 Frames (Recovery after Landing)
• USFIV (Advantage on Block when used at the closest/lowest range) [Replica of Heavy Tsurugi]
• +21 Frames (Advantage on Hit when used at the closest/lowest range)
• USFIV Tiles Away (To hit) [Replica of Heavy Tsurugi]
• USFIV Tiles Away (Pushback on block) [Replica of Heavy Tsurugi]
• 3 Tiles Away (Pushback on hit)
• 3 Tiles Away (Pushback on hit when used against an aerial opponent)
• 1 Hit.
• 1 Juggle
• Bounces the opponent off of the floor, suspending them in mid air.
• Combo-able into CA 1 [No cut scene].

Tsurugi (EX) = New [+21 Frames (Advantage on Hit when used at the closest/lowest range)/1 Hit/Juggles]

NOTHING BEATS RINDOUKAN KARATE!!!
NO WAY!!

Changes in a nutshell! (2 MINS)

This version of Makoto will play with:
• Faster Forward Walk Speed = .030 [USFIV = .020]
• Faster Backward Walk Speed = .035 [USFIV = .015]
• Shorter Forward Dash Distance = 14 Tiles [USFIV = 18]
• Shorter Backward Dash Distance = 10.5 Tiles [USFIV = 13.5]

• Forward Throw
> Now a Soft Knockdown [USFIV = Forced Stand]
> Now deals 150 Stun [USFIV = 200]

• Fugiage/“Up Punch”
> Start-up of Light version still 6 [USFIV = 6].
> Start-up of Medium version now 8 [USFIV = 10].
> Start-up of Heavy version now 10 [USFIV = 13].
> EX versions now replicate the Normal and hold Invincibility (Light + Medium = Light EX/Light + Heavy = Medium EX/Medium + Heavy = Heavy EX).

• Hayates/“Dash Punch”
> Light version Distance slightly extended and now -2 on Block (Safe) [USFIV = -8].
> Medium version Distance extremely shortened and now -2 on Block (Safe) [USFIV = -7].
> Heavy version Distance extremely shortened and now -2 on Block (Safe) [USFIV = -4].
> EX version unchanged (still Unsafe) [USFIV = -4].

• Oroshi/“Karate Chop”
> Light version now -3 on Block (Pseudo-Safe do to Pushback/now Uncombo-able out of) [USFIV = -4].
> Medium version still -5 on Block (Unsafe/still Combo-able out of) [USFIV = -5].
> Heavy version now -7 on Block (Pseudo-Safe due to Pushback/still HKD) [USFIV = -5].
> EX version still -4 on Block (Pseudo-Safe due to Pushback/Mid-Low Cross Chop/still HKD) [USFIV = -4].

• Tsurugi/“Axe Kick”
> Light version now -2 on Block (Safe/still Combo-able out of) due to close proximity needed to hit [USFIV = -4].
> Medium version still -3 on Block (Unsafe/still Combo-able out of). [USFIV = -3].
> Heavy version still ? on Block (Pseudo-Safe due to Pushback/still HKD) [USFIV = ?].
> EX version now ? on Block (Pseudo-Safe due to Pushback/replica of Heavy version/now Juggles) [USFIV = ?].

• V-Trigger/“Tanden Renki” [USFIV = Super].
> 1+0 Frames (Start-up) [USFIV].
> 11 Frames (Recovery) [USFIV ].
> 1-12 Frames (Full Invincibility) [USFIV].
> 25% (Damage Increase) [USFIV].
> Access to Karakusa/EX Karakusa [USFIV = Default].
> 2 Bars (V-Meter Cost) [New].
> 15 Seconds (Active) [New].

V-Trigger Special Upgrade 1
• Heavy/EX Hayate/“Dash Punch” reanimated to resemble Yamase/“Stepping Triple Punch” (USFIV Target Combo) [Including the step back].
• 1st and 2nd Hit do not send opponent flying [3rd Hit sends opponent flying].
• Quarter Circle Forward Heavy/EX Punch for 1st Hit.
• Quarter Circle Forward Heavy/EX Punch for 2nd and 3rd Hit.
• Technically 2 Rekka motions.
• Only this Special in V-Trigger will deplete V-Trigger by 20%

• Karakusa/“Choke”
> Via Tanden Renki [USFIV = Defualt].
> Recovery of all versions now 35 [USFIV = 51].

• V-Skill/“Projectile Parry Dash”
> Cross Swats Projectile behind (Projectile vanishes) and Dashes Forward 5 Tiles.
> Can disperse and Dash/Swim through Multi Hit/incoming Projectiles (PPD = Cross Swat/Post PPD = Single (Switching) Hand Swats (Multi-Parrying)).
> “Quick Tap” Medium Kick + Medium Punch (to Projectile Parry).
> “Quick Hold” Medium Kick + Medium Punch (to Projectile Parry Dash).

(Some Normal Attack “change explanations” are under construction but still look)

Updates since post

• Back Dash Invincibility removed [SFV Rulings].

• EX versions of Fukiage/“Up Punch” changed from Upper Body Invincible to Full Body Invincible [Frames 1-5].
> Thought given due to @BigMcLargeHuge.

• V-Trigger Special Upgrade given to Heavy/EX Hayate/“Dash Punch”.
> Universal Abilities > V-Trigger > Special Upgrade 1

• All Normal versions of Karakusa [via Tanden Renki] changed from 45 Frames (Recovery) to 35.

This character is one of the easiest ones to use imo she should be in A version of sf5, not necessarily this one but down the line she needs to be in the game.

What do you guys think about the EX versions of Fukiage/“Up Punch”, Oroshi/“Karate Chop” and Tsurugi/“Axe Kick”?

I agree with the second half. Maybe after I get the views up here, a ghost will tell Combofiend to observe this discussion.

I like the idea of her being more solid overall, and making her scary karakusa-oriented playstyle her trigger. Though, would this mean she’ll be a character that prefers mid-range over close-range when not activated? What’s the overall playstyle you’re going for?

Makoto would play using:
True block strings into Hayate.
Axe Kicks into combos.
Better Normals (check out standing medium kick), also retaining her advantageous Normals.
She will remain a close range fighter.

This is what I like to see, a reasonable and fresh take on a character that very much needs a slight re-imagination for SF5. It provides changes to Makoto but very much keeps her in line to her Third Strike self. The transition from Third Strike to SF4 was rough for Makoto since the game’s mechanics didn’t cater to her aggressive and fearful Third Strike character. But with this, Makoto’s weaknesses are slightly neutralized but are still there. Karakusa being locked to V-Trigger is an interesting choice but it adds to the idea that V-Trigger transformations are to be feared when activated. Karakusa opens a realm of opportunities for Makoto and it makes sense that it continues to do so here with what her V-Trigger is. At first I wasn’t a fan of her V-Skill but it basically makes her 3S without being 3S. Neutralizing the projectile while getting inside the face of the opponent would be terrifying. Now, I know why you locked Karakusa to V-Trigger because that would be nuts. But yeah, I like this idea.

Gosh I feel like I got an award. I didn’t think someone would understand. You now hold my favorite comment.

• Makoto will be scary as usual.
• She will play close range and Projectile Parry Dash through Fire Balls.
• She will be turning Hot Red for a reason.
• She will in fact be better than all other Makotos.
• I made her U2 a CA1 and made it start from the floor so that it could remain hit Invincible.
• I gave her a horizontally angled Medium Kick to have a high Rangy Normal attack.
• I increased her speed so that she would become less predictable.
• Projectile Parry Dash will allow 2 Forward Dashes (Her regular Dash and PPD) [How unique can you get].
• And many more ideas in this build that will get to word.

I play this character and do not use Karakusa on purpose. She is capable of playing solid even in USFIV but it was not enough, so I tested hard.

Here’s my thoughts.

Why not give her the longest meter in the game? Birdie has three v-trigger slots, give Makoto four and in this mode, she can karakuse in a fast game. A simple lp wait into karakusa spells death. Not only this, I liked Makoto’s third strike game where you can relatively hit enemies from a safe distance, do cr.mp into hp hayate and it goes very fast on hit. I do hope they have a slow startup if it’s raw and not combod, like two different properties for the same move when one’s canceled from a combo and done raw.

The only thing I wish is for her to have a strong anti-air game and a quick three to four frame poke because she’s damn near defenseless when getting pressured and after seeing bison’s wall of fire and his scissor kicks, Makoto will need a whole lot more.

Give her the chance to cancel into anything after a parry but in that instance, it’ll drain her meter or some sort if the player commits on a guess. And god, let it be a stricter timing like sf3 and not, spam HP+HK with Ryu till success.

Overall, nice build.

Ahhh, I see. So hayate is used as a sort of way to keep pressure going in, but making it -2 makes it not a completely free, at which point you should hitconfirm into it or something, right? I like it. One philosophy I heard back from Third Strike days is that getting hit by her hayate in that game puts about as much pressure as getting knocked down, which is one of the things that make her so scary at times. A safe blocked hayate with a focus on landing that move really gives me that vibe again.

• I gave her 2 V-Meter so that she could go into Tanden Renki more often as to achieve Karakusa. [If it ended up Over Powered, it would just be set to 3.
• I also gave Karakusa faster Recovery but that’s all [reasonable for being locked into a Mode].
• Makoto now can hit from a safe distance, for I have made all versions of Hayate short distance, yet safe, -2 on Block [cr.MP into Hayate].
• I’ve increased the speeds of Medium and Heavy Fukiage/“UP Punch”. [She is and always will be an Anti-Air God meant to keep players on the ground]
• Also EX Fukiage/“Up Punch” versions now replicate the Normal.
• She can Parry (Projectiles only) and do nothing or Parry and Forward Dash 5 Tiles giving her technically 2 Forward Dashes [Essentially she will be able to attack after but canceling is unreasonable].
• Also Her V-Trigger unlike any of the 6 characters right now remains Invincible on Start-Up just like in USFIV.
• Makoto’s st.Medium Kick is also now angled horizontally [so that she might have a “Mid Low ANGLED Hit Box” attack (cr.Medium Punch) and a “Mid High ANGLED Hit Box” st.Medium Kick, a rock paper scissors if you will to remain unpredictable].*
• I’ve also made all LP’s 3 Frames and cr.MP 6 Frames with reasonable thought as this whole build is well thought out. [I started this idea April 4 2015]

• If she gets it blocked she will be at negative, leaving the opponent to attack first.
• It may be a true block string but she will be at a negative unlike USFIV’s Evil Ryu cr.Medium Kick Hadouken, where the Projectile is doing the Pushback and not the players physical body leaving him totally Safe.

• Don’t forget to read the Critical Arts.
• Also reading the Critical Arts and Universal Abilities are the fastest to read and understand.

As long as she can do better stuff in red form instead of just a joking thing then I’m fine with whatever she gets as long as she has better combos :confused:

Your take on Makoto leaves her even more helpless on knockdown than she is in USF4.

There are no mentions of invincible reversals or “get off me” specials. Her V-Skill only gives her projectile invincibility, and there is no mention of invincibility on Makoto’s EX Oroshi like she has in USF4 right now.

While she never had perfect wake-up options in SSF4/USF4 to begin with, she still had armor on EX Karakusa to blow through option selects and the aforementioned EX Oroshi, which is only strike invincible for the first 12 frames of start up (EX Oroshi is not active until frame 18). Nothing else she has outside of Super/U1 has complete invincibility through to the active frames, both of which are incredibly predictable once she has meter since Makoto has nothing else to rely on as far as reversals go.

In addition to the notes above, backdashes in SFV no longer have invincibility frames. The most advantageous backdashes in SFV will be those that cover the most space and move the fastest (both of which you nerfed on your version of Makoto). Even then, any sufficiently meaty attack will stuff a backdash entirely on wake up now. What we’re left with is a Makoto in SFV whose literally only option on wake up is to block. Blocking is a great skill to learn, but Makoto players will have to deal with a constant string of pressure that she has no way of escaping as soon as she is knocked down. Nothing on her wake up makes her even a little bit scary, she’ll be absolutely free.

Now the trade off for having some of the shittiest defensive options in SSF4/USF4 is that she’s an absolute monster on offense. Makoto easily has the most damage and stun output in the entire game. Her normals also leave her at a ton of advantage, which creates a massive amount of frame trap opportunities. The point of frame traps is to make the other person afraid to hit buttons or risk taking counter hit damage/combos. This is Makoto’s entire game plan. Once the opponent is too afraid to hit buttons and starts patiently blocking, she can Karakusa to grab them and open them up. That’s exactly what it’s there for.

What you’ve given us instead is a Makoto that has extremely safe pressure in the neutral game but no way to open up the opponent once they are scared. You’ve given us Dictator. Any player that is incredibly patient and has astounding defense will stonewall Makoto whenever she is not in V-Trigger.

You seem to think that Karakusa is overpowered for some reason. It is a very good command grab, all things considered, sure. It leads to a whole bevy of damage, set ups, and reset options when it’s landed. To balance that out, however, Karakusa is incredibly slow, has absolutely abysmal range without kara cancels (which makes it even slower), and massive recovery on whiff. It has no form of invincibility outside of armored EX Karakusa. What this means is that Karakusa is the reward you deserve if your offense is so oppressive that they have no other option but to block. You just can’t throw it out there. Any opponent who has downloaded and committed to memory your tick Karakusas and set ups can easily throw/jab/jump out of the start up frames, which leads to punish combos, momentum shifts, and, in most cases, a lost round for Makoto.

By limiting Karakusa access to V-Trigger only, you’ve essentially given the opponent a big, red, and obvious sign of when she wants to command grab you, which entirely defeats the purpose of why it exists in the first place. Sure, you could use the V-Trigger as a mind game to scare them with the threat of it, but that’ll only last until your meter runs out and then what have you got? A wasted 15 seconds of even more safe pressure and block strings just to scare them with the possibility of a grab that will presumably be just as slow, short ranged, and punishable as it is in USF4.

Karakusa is amazing when its landed specifically because it’s so easy to stop and so easy to punish when read properly. Restricting it even further makes it damn near pointless, you might as well take it away from her entirely at this point.

(1)
Please read.
• EX Oroshi retains it’s invinsibilty [Normals & Specials > Specials > Choke > EX].
> 1-12 Frames (Strike invincibility)
> 1-12 Frames (Projectile invincibility)

(2)
https://www.youtube.com/watch?v=oFu95VmgY94
• I did make the Fukiage/“Up Punch” Upper Body Invincible. Although you are right in the fact that her Wake Up game is not good but that’s why we can debate.
> I will make it so that all versions of EX hold Full Body Invincibility.

(3)
Makoto’s Back Dash is still great. [10.5 Tiles in Distance is just 2 Tiles below the Back Dash she used to have].
> Understand that 10.5 is above average in the first place. I increased her Walk Speed and compensated for it. I’m not focused on making her Over Powered. Please read the build and understand this Makoto and not so much old Makotos.

(4)
Makoto does not have the most Damage Output in the game. It was at this comment that I realised what level your thinking on. Please think outside of the box.
> Makotos Damage Output is Somewhere between 300-350 without Super or Ultras [USFIV] using Meter. Akuma gets this Damage [321] without Meter.
> Stop believing resets count as a real connecting Combo.

(5)
I play Makoto [USFIV] without using Karakusa on purpose and do very well. She’s like Adon somewhat. Very Solid and Scary. [Opinion] Please stop relying on a Command Throw (but that’s your opinion, I am not trying to disrespect you).

(6)
Right now as I have it, when she activates V-Trigger, she can gains Damage Output and Karakusa which is very scary. There will be no problem. I could how ever add to the things she can do which I am thinking out as I discover more information pertaining to SFV.
> I don’t want to make her OP. Take some time and understand this build of Makoto.

(7)
By your standards based off of your words, she is nothing without Karakusa.
> Hmm, one of the reasons I made this discussion.

What does anyone think about this V-Trigger Makoto option. If this was implicated, I would touch nothing else about Makoto’s V-Trgger.

[V-Trigger]
• Heavy/EX Hayate/“Dash Punch” reanimated to resemble Yamase/“Stepping Triple Punch” (USFIV Target Combo) [Including the step back].
> 1st Hit = -7 (Advantage on Block) [Safe due to Pushback]
> 3rd Hit = -5 (Advantage on Block) [Safe due to Pushback]
> 16 Frames (Start-up) [1st Hit]
> 7 Frames (Start-up) [2nd Hit]
> 17 Frames (Recovery) [1st Hit Whiff]
> 17 Frames (Recovery) [3rd Hit Whiff]
> -4 Frames (Advantage on Hit) [1st Hit]
> SKD Frames (Advantage on Hit) [3rd Hit]
> -8 Frames (Advantage on Block) [1st Hit]
> -5 Frames (Advantage on Block) [3rd Hit]
> 12 Tiles Away (Travel/To hit)
> 26 Tiles Away (Pushback on hit when used at the closest range)
> 30 Tiles Away (Pushback on hit when used against an Aerial opponent at the closest range)
> 4 Tiles Away (Pushback on block when used at the closest range) [1st Hit]
> 10 Tiles Away (Pushback on block when used at the closest range) [3rd Hit]
> 1st and 2nd Hit do not send opponent flying [3rd Hit sends opponent flying].
> Quarter Circle Forward Heavy/EX Punch for 1st Hit.
> Quarter Circle Forward Heavy/EX Punch for 2nd and 3rd Hit.
> Technically 2 Rekkas motions.
> Only this Special in V-Trigger will deplete V-Trigger by 20%

I am profoundly confused by this. You play Makoto without karakusa? You think Makoto plays like Adon??

@BigMcLargeHuge sums up my thoughts pretty nicely about your proposed build. Taking away karakusa from Makoto is tantamount to taking away hadoken from Ryu-- it removes the entire essence of the character. Makoto needs to be balanced around karakusa, not in spite of it.

@TRB_Spirit I have a challenge for you. What I want you to do is play Makoto as your main for about 3~4 months in USF4. You have to fight all of her match-ups with all the character knowledge in this forum. I then want you to comeback here and message me some clips of your matches that you found hard and ones you found easy. Then look back at your proposed changes and think really hard whether these changes are viable.

P.S. Messaging 100+ people about your post is considered spam, don’t do this.

I do not disagree with you. I guess my opinion of this play-style for Makoto is just different than yours. I accept your thoughts and am grateful for the fact that you have rated her 00-10%, for that is your opinion.