Makoto AE 2012: the nerfage

A moderate Makoto that is on a roll can make the average player of other characters feel like she is doing weird/broken shit. She doesn’t play, at all, like any other character in the cast (and honestly, she is what keeps me interested in IV). Psychologically, she’s the one character that, when played well, should look like you are doing completely random shit. That just pisses people off and makes them feel either like she truly is just auto transmission or that you are utilizing awkward trickery for the win. On the latter, well, we kinda are. So they have us there.

The trickery we pull is a bit more complicated than something like Fuerte doing 50/50 splashes on wakeup though. Which is why I don’t feel like a punk playing her, lol.

Oh, most definitely. Same here.

In some ways, it is kind of a compliment when people think Makoto is winning cause she is random. It’s difficult to not fall into a pattern…and if you’re winning by making them think you’re just “slappin buttons”…then you’re onto something fucking great. :slight_smile:

Because win she wins she wins hard. And people don’t tend to keep track of when she loses she loses badly.

AE 2012 for console has gone live, and a couple of first impressions:

  • s.LK-MK Target Combo being special cancellable at the end is pretty nice. Makoto gets a little bit better combos from this (for example, Karakusa, s.FP, Hayate Cancel, s.LK-MK, MP Hayate does more damage/stun than Karakusa, s.FP, Hayate Cancel, s.MP, MP Hayate), and makes her a slightly bigger threat up close if people try to Focus her shit since this will just blow right through it and make it hurt (i.e. s.LK-MK, EX Hayate, LP Fukiage corner stuff). Only downside is the MK part of the Target Combo will whiff on some small crouchers (namely Dictator), so you’re gonna have to adjust.

  • Slight damage/health nerf doesn’t really hurt her much when she still does big stun/damage anyway… Not to mention, changes to other characters like Yun/Yang/Fei should help her out a little more now.

  • Lower hitbox on her s.FK is a decent tool in her footsie game now. No more trying to catch low limbs like Ryu c.MK on reaction with a c.FP when you can pre-empt it with a s.FK now (and combo off of it if you want to with a FADC; timing is tight though, and only on Counter Hit…).

Most of this is already listed in the Change Log, so now I’m trying to see if she got any other changes not listed in the Log…

The ex hayate distance has been nerfed

I won’t have a chance to try 2012 until later today, but the EX Hayate nerf isn’t too bad is it?

If you kara the EX Hayate, is the range the same as a normal non-kara EX from AE?

so far what i found

kara ex hayate kinda makes up for the nerf, so practice that up

as already mentioned back throw change, dash 4f safe jump is SWEET!
reduced ex kara range barely noticable for me since i never used it max range, old super habit i guess
reduced fuki damage barely noticable especially in the corner combo of pain lol midscreen i just sub ex fuki if i have the meter

please note i haven’t played in months so some of my observations may be off lol

ok, got everything out that was there already lol

New Dash buff is godlike.
You can do stuff like HP/MP xx hayate cancel -> dash forward and karakusa (ANY version). The Karakusa will grab anyone even if they walking back (tested on Chunli and Akuma, grabs without fail… lk karakusa timing more tight but still fairly easy)

Omg dash karakusa seems to work on everybody
All the problem chars guile honda cammy and am talking lk karakusa.
I see fukikusa becoming a lot better. Overall I would say she got more buffs dark makoto riseslol

I shouldn’t even be playing, since it’s finals week, but I couldn’t resist!

Few quick impressions:

::: s.HK’s buff is great. It’s so much better, like, I can stuff Akuma’s sweep and s.HK. [S]It might be just me, but it seems to be coming out faster. Can someone confirm/deny?[/S]

::: [S]There seems to be more frames to cancel s.LK --> Karakusa. Like, even when s.LK hits, the followup-karakusa seems to be landing more frequently. Can someone confirm/deny?[/S]

::: Foward dash is indeed fixed. No more pushback!

::: [S]f.HP seems to move makoto forward more. Can someone confirm/deny?[/S]

::: TC1 is indeed SPECIAL cancelable. Someone mentioned that they could only cancel TC1 into LP Hayate. MP Hayate and lvl2 LP hayate works as well.

::: EX Hayate doesn’t hit from max distance. Kara EX Hayate doesn’t hit from max distance.

As far as the charge buffs go, I don’t think we should write them off just yet. Like, in corner, with a stunned opponent, lvl4 LP hayate should hit (depending on how fast your opponent recovers). Unfortunately, lvl4 LP hayate --> fuki --> etc might be character specific. Can’t seem to get the fuki to hit on Ryu, but most definitely got it to hit on Fei. (Remember that chart from SSF4, with all the character specific stuff? Yeah, I think that might apply here, post-lvl4 hayate.)

Would like to also add that the charge hayate buff is actually quite good. Pleasantly surprised to see max level 5 charge to take around 2 seconds… and armour break. Lev 4 being only -2 on block is pretty damn good too. Safe against 3 frame normals… maybe a new meter-less way to get in? At fully charge its as fast as ex hayate but completely safe on block.
Obviously not a method to be abused… but a nice new option nevertheless.

Her c.lp > s.lp > s.mp xx M Hayate combo can be replaced with c.lp > s.lp > TC1 xx M Hayate. Latter does more damage (feels easier as well but it may just be me)

c.lp > s.lp > TC1 is harder to do than her regular bnb, since you cant p-link s.LK (while you can plink MP). Making s.lp>s.lk a true 1frame link.
So yeah it’s just you, or s.LK startup has been improved…

On a side note, could somebody check if something has been done to improve our shitty j.mk crossup? … :frowning:

shitty j.mk crossup still shitty =(

makoto jump seems less floatly

Most likely because of the forward dash buff that you’re closer to your opponent after your lv3 focus crumple -> dash now.

wut is TC1?

fierce feint strong tc1 mp hayate builds like 80% of a bar

Target combo 1

Edit: Any idea when the patch will hit the PC?