it’s not the damage that the fuki deals that’s important but the stun that it can cause after just one reset that leads to big damage.
overall, I think she is still good but I also think that the back throw, U2, U1 and mk tsurigi nerfs are going to prevent her from really shinning in this version. she needs one thing defensively in this F’ed up engine to compensate!
if they only made ex oroshi better defensively, I’d be ok with all the other flaws.
I would say she’s definitely more fun to play, maybe a bit more efficient at intermediate level, but I think she’ll have a hard time at high level play. The metagame shifted and not for the best in her case, I have a hard time seeing what she will be able to do against top tier characters who are footsies and/or offense monsters. Having a flashy reset from fukiage is nice but SF4 has never been a game that rewards resets. In this game a solid design is preferable to flashy shenanigans, and that’s sadly what her USF4 iteration is, shakier, flashier.
I’m curious to see what Makoto pro players will be able to do in incoming majors, so to speak what Haitani will do at EVO.
I agree with some of this, I think she’s way scarier with one meter now especially if you have less than 1000 stun. The changes she got force you to play more offensively but also smarter. They nerfed the abusable things I.e. tsurugi, u1 damage because it links off of almost everything and U2 because of its get out of jail capabilities. I wish they had changed the flash to the start of the move so you would at least know you used it if it was something stuffed.
They should’ve increased the invunarability frames of ex oroshi. Some match ups are a nightmare defensively because of the increase in active frames of a lot of characters normals.
My favorite buff is the forward throw range buff I’m able to create traps that lead to a throw, mixup, or straight damage.
Aggh! Poison is a defo poison to makoto. You’re gonna need a hell of a timing to stuff it with Fuki because it f**ks with nearly all of makoto’s best moves. Not kidding.
Maybe this change is why you’re having trouble:
“Ryu: Crouching medium kick: Decreased disadvantage on block (-3F->-2F)”
Then again…do focus absorbs count as being on hit or on block? I dunno…I’d assume they use on hit frames, so I could be entirely wrong. But if they do use on block frames, then yeah, you have 1 less frame to FADC through cr. mk x fireball.
I’ve played Viper for years and I kind of disagree with that. To put it simply, except that they’re both mixup based, high damage characters, they’re totally different.
Viper’s specials are mostly safe and Makoto’s are unsafe. Their mobility is night and day. Viper focuses on damage, Makoto is more stun oriented. Viper has terrible normals, Makoto’s are quite good and have more active frames than most. Viper’s focus is unusable, Makoto’s is among the good ones. Viper’s fast aerial game and seismos makes her strong against projectiles, Makoto struggles against the likes of Guile and Poison. I could go on for hours
Talking quickly about Makoto’s focus, anybody find it quite bad for some situations ?
It’s good because it can go over lows during release, like Sakura’s, but I find the time between you release it and when she hits to be very annoying sometimes.
She does that flip kick animation and it’s a pretty long one, so often you can’t quickly focus and release to punish normals with average recovery like Gouken would do for example.
In context :
Gouken does demonflip divekick you focus it and try to release just after, you can get stuffed out of focus by a crLP.
Makoto does jHP or jMK on Gouken who focus the jump, you bet your ass you’re gonna be crumple if you try to stick a stLP or fLP on landing.
Yes. That has been on my mind for a while. I really notice it because I have a bad habit of abusing focus attack, then getting punished heavily through the build up or damage. I often misjudge, or overestimate it I suppose. I really have to learn to hold back on how often I focus a jump in. It usually fails.
so i had an endless open last night looking for rolento players. after quite a few matches oneplayer jumps in with hp on me. seeing the jump in i lp fuki… and get stuffed. thinking i mistimed it i took it to the training room and nope. that move stuffs or trades with all our aa normals. to hit him with fukiage you have to catch his jump in a little earlier than normal or fuki will get stuffed.
generally speaking they’re pretty similar! if you have to go through the fine details of their gameplay then yes, they’re different obviously. it’s almost like saying ken and ryu are similar(the similarities are more obvious with these two but my point still stands) … besides they both do VERY good stun and damage! if anything viper does it better IMO, she gets both the stun and the damage while being relatively safe. it’s no coincidence that viper players have a tendency to pick up makoto or vice versa.
take a step way back you’ll see what I’m saying.
BTW, poison is the ONLY projectile character I think makoto has a problem with at the moment, and that’s just because her projectile is weird, her focus reels her back so much, and up close she’s a pain in the ass. guile is no problem imo, he just requires a bit more patients going in. actually makoto does very well against projectile characters, not even sagat can keep mak out! you gotta have some top level zoning shit going on to even keep an intermediate mak out of your face.
yeah, that took me by surprise when it happened to me. I couldn’t believe it at first… didn’t Capcom adjust sakura’s jump in for that very reason? why would they make his so good?
Yea Rolento’s design is pretty stupid. He’s really slippery and can get away a way too easily with meter. His weakness I guess is that he gets stunned really easily. Otherwise hes mad annoying.
Yea Rolento’s design is pretty stupid. He’s really slippery and can get away a way too easily with meter. His weakness I guess is that he gets stunned really easily. Otherwise hes mad annoying.
Speaking of Rolento, what are you guys doing about his rolling attack? i haven’t found a good punish yet, it seems like block stun is too long to throw out a ex hayate, maybe reversal
crMP or crHP punish it. Just practice the timing in training mode because it’s weird. It’s early.
EX Hayate is too slow ( 13 start up, the roll is like -9. )
Does Fukikusa OS work on all of Rolento’s rolls? He tried the one where he rolls, back then jumps forward with the stick at point blank range and I cross-under fuki’d him out of the air. It was totally sweet.