Makoto AE 2012: the nerfage

Lol…first day back on the forums and the first thing I see is a nerf list. I really have to clear up some time for AE…

These changes don’t bother me at all. I’m a little disappointed at the range reduction of EX Karakusa though. The 3 second increase to Tanden Renki should be fun for me though…I love going Random Renki on people. Overall, I don’t think it can get much worse than Super, and even in that I could still win games.

The more i think about her EX grab range nerf the more it bugs me. Rindoukan my ass. More like Rindoucan´t reach shit…

Someone needs to make a version of this using Makoto. Either that or a picture of her trying to pickup stuff with her elbows (like the range on EX Karakusa shows.)

The way I see it, Capcom didn’t nerf her stun values, so once you get in, you should still get a lot of damage in and possibly get dizzy. You’re just going to get one more hit to kill or avoid one more hit to stay alive.

If that’s the only change in AE, she’d be fine, but compound that with the buffs of all these other characters? Yeah we’ll have to work even harder to win.

Yeah I meant, besides the twins and Fei

meh im really just annoyed at the health and ex kara nerf. Her stun is still the same. and she’s still momentum based and her st. HK now hits couchers (say hello to foot of justice people who like to mash cr. jab) shes still really good tho.

I want clarification on the s.HK change. OP says extended hurtbox, but I assume this is translation from the dev blog. It is possible this is misinterpreted LOWERED hurtbox change. Which would make it a nerf. I mean, right now, s.HK is pretty much a wall. Can anyone get clarification?

I expected either damage nerfs or life nerf. But both is harsh. And range nerf on EX Karakusa? Did Capcom not learn why every Makoto main hated EX Karakusa in Super? Where is that Seth Killian quote jpg again? Well, I probably would whine more if Makoto didn’t suck as much as she did in Super. But considering the shit I put up with in Super, she will still be more effective in 2012.

Except for the target combo change, I don’t see her buffs being useful. Makoto is much more effective using EX than super. Three additional seconds are worthless considering if it ever used, the opponent probably doesn’t have much life left. Makoto’s super is not something to sit on. I think they should have given less time and even more damage. Or bring it back third strike style with no blocking and massive damage output. That would make things more interesting.

1.29 http://www.youtube.com/watch?v=_MUNYpLIvW4

Just replace the lunge punch with normals now. <3

Anyone having ideas for usefulness of target combo being special cancellable. Maybe an aa meaty setup for oroshi? or Hayate cancel for some reason lol?

guys! it’s a message from capcom. her offense is supposed to be based around the lv5 hayate guessing game. it’s where we guess whether our opponent’s stick is broken or not.

She showed yun the ways of SPARTA.

I thought the message from Capcom was that Makoto actually is a girl and not male like some people thought she was. The proof is that she now has health like a girl.

I use Fuki 2x, EX-Hayate too because I also like putting the opponent in the corner, but I think I your ninja reason better.

There’s the most obvious use: one more way to hit your opponent with EX-Hayate. I generally use the target combo as a way of hitting the twins out divekick (thx V-ryu!), but maybe now I’ll start throwing it into my block strings since my opponents now have to look out for a 3rd hit that may or may not be coming.

EX-Kara range nerf:
Not a huge deal as long as it’s not back to Super version. I generally didn’t use it unless my opponent was really fucking close to me. Even in AE, I had a hard time determining its maximum range, so I kept its usage down to stuff I ABSOLUTELY knew it could catch.

Charged Hayate changes: WTF? Seriously, I think Ono’s trolling us. When the fuck would this EVER have any use? How many seconds does it take to get fully charged? We don’t know because leaving ourselves open for that long reeks of bad decision making.

Yeah, TC for divekicks is nice, but startup is 5 for lk so why use it instead of s.mp x whatever to get ex-hayate; unless of course it is linked from lp as stated above

Actually made me think of how dope it would be if AA s.mk (and TC) caused launch; like the end of the vid with Vryu styling on Viper’s KO with s.mk xx fuki.

Some people in the comments are saying the translation is incorrect or misunderstood and that EX Karakusa actually got buffed.

Can anyone confirm or deny this?

Yeah, I would rather use MP too. Maybe if you’re constantly mixing LK karas, TC into specials along with your block strings it will have some use? Can’t really tell without some serious research. Another possibility is that they’re trying to make her a little more beginner friendly. Do you remember how difficult it was to get her offense flowing before you could link consistently? Perhaps the TC will serve as a crutch while a new player learns how to execute those all important links properly.

EX Karakusa’s range was worse than LK Karakusa in super.
It got buffed to around MK Karakusa’s range in AE.
It is nerfed to LK Karakusa’s range in ver. 2010.

AE Karakusa, start / active / recovery / range
LK 7/2/47, 0.93
MK 8/2/47, 0.99
HK 9/2/47, 1.06
EX 5/2/47, 0.98 (up from 0.84)

I like that TC kills the focus stance. I’ve often been randomly focus crumpled out of my MP strings.

Something tells me that the charge time for Hayate has been reduced and they just didn’t mention it.

There’s no point with the charged changes if it still takes an extended amount of time to prep it.