Playing with Makoto I felt that some of her normals and moves needed a few tweaks to make her stronger. Don’t get me wrong, the character is great, I feel she’s in a decent spot. I hope that we can have a discussion about my list on why things should or shouldn’t be so. Don’t be afraid to bring out a personal list yourselves on what you think would make the character better while still holding on to her core style of play. I numbered the changes by the first having the most importance to least importance.
Normals:
1.) c.LK, startup 3 frames. Opens new doors for her close up game, it’ll still require execution to land into different combos but hey, at least you’re offered options.
2.) ->LK, 0 on hit, and not as negative on block (maybe -2). This command for Makoto is almost useless.It has 2 important uses, gaining ground and for Kara-Karakuza or Kara-Headbutt.
3.) c.MP, startup 5 frames. This is an important poke with Makoto. With this buff it’ll help her more in the neutral and it would expand her combos. Correct timing and execution is needed if you want to combo from s.MP into c.MP, so it isn’t free.
4.) c.HK, 100 damage. Mostly used as an anti-air, it should feel rewarding landing this on an opponent. I thought giving 10 more damage wouldn’t be the end of the world.
5.) c.HP, startup 6 frames. Making it one frame faster wouldn’t hurt. It’s better asking for 6 than 5 because with 5 she would be able to get a free combo into knockdown without meter.
6.) s.HK, 110 damage. A very scary move, lets make it scarier!
TC (Target Combo):
1.) TC 1, the 2nd hit (MK) in this combo should be 0 on hit, -3 on block. Great TC, thought it could be a little better.
Specials:
ALL Hayates:
lvl 1, -5 on block
lvl 2, -4 on block
lvl 3, -3 on block
lvl 4 & 5, -2 on block
Now this one is a tough call to make (and I might be completely wrong about wanting this buff). Although, in the end if your normal Hayate gets blocked, you’ll be punished. I didn’t want Makoto to be punished as hard because her wake up game is weak… Since it’s still -5, throwing it around won’t be the case.
EX Hayate, -1 on block. For the EX version on the other hand, I wanted it to be a way of closing the gap. Spending the meter to get close sounds similar to Yun’s EX Zesshou Hohou (Dash Punch), but instead Makoto’s will be a bit more fair and have it be -1. Command grabs will be a threat if the EX is used carelessly.
Think that these changes would be too much? Tell me what you think could be done.