We can use the charged hayate in combos (es.st.hp --lv2 hayate lp),better than nothing. Not even in 3s have a real reason.
NINJA EDIT:https://www.youtube.com/watch?v=7fSAcG3rOy8
We can use the charged hayate in combos (es.st.hp --lv2 hayate lp),better than nothing. Not even in 3s have a real reason.
NINJA EDIT:https://www.youtube.com/watch?v=7fSAcG3rOy8
i agree to this ! makoto needs something better! almost everything she does, there is a character or characters that do it better! why did they take away the damage on fuki, why did they nerf the ex hayate distance? none of this makes sense to me when you’re looking at a character like makoto who’s all or nothing in an engine that’s highly defensive.
If they should change anything on Hayate, they should increase the advantage on hit. Maybe like +5 on heavy L2 or something
Needing to use meter to stay safe after hitting a Gief or Hawk who have U1 is dumb. That’s a free half your health for landing a hit on them.
When people talk about charged Hayates we mean levels 3 and higher, not level 2.
I say remove the knockdown on charged hayates (lvls 3/4/5) and allow us to combo off them (+4 or +5) then we’d have a use for them (even then only after we stun our opponent).
You can actually juggle with fLK or fuki LP after a lvl3 hayate. But when does that happen anyway ? I agree, i’d rather do a straight combo than needing to be in the corner.
We really don’t need much. j. MK crossup hitbox buff. I’d like to be able to use super as a cancel and net more damage than not using it >.> The only real thing you can use it for is super > ultra and realistically you should only ever use that on the winning round. That’s really it for me. EX Oroshi isnt a reversal and it shouldnt get invul, even if its to throws. Makoto is weak to focus and throws. Her weaknesses are just as important as her strengths IMHO. Its what makes her unique.
The only problem with being weak to focus and throws is that everyone has those two options. :\ Still though, J.MK is a yes from like, every Makoto ever.
Give her a better crossup with j.mk helps,but not that much honestly. Is not like some ambiguous dives,all good players know what to do after it. ATM is difficult find some Makotos at major tourneys,there must be a reason…or not?
Give her a better crossup with j.mk helps,but not that much honestly. Is not like some ambiguous dives,all good players know what to do after it. ATM is difficult find some Makotos at major tourneys,there must be a reason…or not?
j.mk is the one thing that virtually every Makoto player agrees we need. It’s not going to break the game by having it obviously, but it would be nice. You don’t see Makoto’s at tournaments for a number of reasons:
She’s hard. Not just hard to play but hard to learn. She is very unconventional. That means that what you know with other characters will either help you very little or not at all.
She has glaring weaknesses but extremely strong strengths. One of her weaknesses is her walk speed. The vast majority can’t get used to how slow she walks and stop playing her because they feel sluggish.
Most casual players don’t understand the reasoning behind certain decisions that intermediate/top players make. As such, they can never get inside the mind of their opponent–which is Makoto’s playground.
Makoto is probably one of the most, if not the most advanced character in the game. From your own perspective, if it would take you 3 months (of actual game time) to learn a character to the point where even as easy as it is to learn them, you still will probably never be able to compete with top players, or handicap yourself even further by playing a character that has a learning curve, very exploitable waeknesses (from a new players perspective), that doesnt seem to make any sense? This is what new players deal with when they try to pick up Makoto. They’re probably going through a character identity crisis. As we all know, when you first pick up Makoto you lose a metric shit ton of matches. Most people aren’t dedicated enough to deal with it.
The way she walks is really embarassing.
You cant go forward then walk backward a little bit to bait a tech. You cant force a crossup. When i’m at point blank versus Bison, and he does a ex headstomp, with Ryu you can just walk forward and you will crossdown. Makoto has to dash or fMP. This means you are virtually less safe since you must use an attacking move which makes your guard unavailable. Since she has no reversal option on her wakeup, it’s even more embarassing.
Combofiend recently discussed what he suggested to Capcom for Makoto changes. Keep in mind, Capcom Japan has the final word and these may not get in, and other changes might.
They include:
A “very slight” damage reduction on Karakusa -> Ultra 1
Vitality increased to 1000
Hitbox improvement on j.mk
EX Oroshi being throw invulnerable
EX Oroshi being throw invulnerable is a stupendous buff. If that goes through t’would be a very happy day.
EX Oroshi being throw invulnerable is a stupendous buff. If that goes through t’would be a very happy day.
It would. I’m not sure they’ll go through with it though. I know this sounds stupid, but I think one of the ways they make makoto more realistic is by losing a grapple game to gigantic guys like t.hawk, gief, and abel. Just like how females have lower health.
Realistic ? Nobody cares about that. Makoto already has a poor reversal game. Grabs get stuffed by shoryukens, summersauls … Makoto has to guard because she cant reversal. She has a natural pressing weakness, she does not need to be free to grabs too.
Realistic ? Nobody cares about that.
I don’t agree with their train of thought, but if you look at the way they balance things the character design has a lot to do with it (like females having low health).
Makoto already has a poor reversal game.
You really don’t want it for offense because Makoto already has an amazing offense. So realistically you’re asking for a defensive counter attack, correct? Makoto still has backdash, focus, jump, throw tech and block. You don’t need an all in one defensive technique. It dumbs down the character imho.
Grabs get stuffed by shoryukens, summersauls (??) …
Everyones command grab get stuffed by that too, thats the weakness of throws. What makes them good is the damage, speed, invulnerability (for meter typically) and possibly setups you get out of them. Not every character with a command grab has all of those things in one either. Makoto happens to have tons of damage out of it and 1 hit of super armor for meter. Thats what her grab gives her.
Even throw invul on EX Oroshi is a little much in my opinion. We have IA Tsurugi. Do we really need to be able to EX Oroshi and beat every grab in the game including Ultras on wakeup from frame 1? The only change I can really get behind is the crossup j.mk because its a basic attack that just about everyone has. Her hitbox for it isn’t what it should be.
Makoto has to guard because she cant reversal.
You don’t need to be attacking 24/7. Sometimes you need to let the opponent push themselves off of you and blocking is the best way to do that. Offense is risky in nature and blocking is a good thing. it beats everything but throw and you can throw tech.
I know Malkoto is supposed to have a weak wakeup game (and rightfully so; all in-offense and weak defense is what makes her fun to play). However, I don’t think there is another character in the entire game who doesn’t have a SINGLE throw invulnerable option. It’s not like she’s getting a 3 frame FADCable dragon punch here lol, people can still apply fairly strong pressure.
Makoto still has backdash, focus, jump, throw tech and block.
Everybody has that, it’s not relevant.
Her fukiage takes 7 frames to start, that’s a lot, and it has a big recover. Both karakusa and instant air tsurugi are big bets on wakeup. hayate is not an option. Non ex Oroshi is also stupid. I dont want to be able to srk the shit out of everything (jump/crossup/grab/meaty/pokes). I want an option that would make Makoto respectable on wakeup.
Now if you consider making oroshi ex better, it only gives us a bad option (oroshi ex is not fully invincible nor super fast nor unpunishable after it has been guarded) which costs ex.
I still think she should walk faster, that would make her defense really stronger. She’s the slowest char in the game. Next one are Sagat, Dhalsim, Seth and Juri. They are all huge zoners, they can spend their time in the opposite corner of the opponent and still win. Yes she can go forward with her normals, but with the loss of her guard. Is it because she has a command grab taht leads to ultra ? They are planning to nerf that, give me a decent walk speed in return !
Having a way to move backwards a bit faster without having to commit to backdash/jump back would be nice. She has plenty of forward movement options.
I know Malkoto is supposed to have a weak wakeup game (and rightfully so; all in-offense and weak defense is what makes her fun to play). However, I don’t think there is another character in the entire game who doesn’t have a SINGLE throw invulnerable option. It’s not like she’s getting a 3 frame FADCable dragon punch here lol, people can still apply fairly strong pressure.
super is throw invul