Makoto Ultra SFIV

Could be an interesting mechanic if true, could give grapplers another tool to stay in peoples faces and scare them into the air for U2s(Hakan sliding forward in red focus, gl hf).

Depending on how fast it ends up charging/attacking it would hamstring divekick characters whenever their opponent has two bars, which seems quite harsh. If it doesn’t affect divekickers then about the only people you could catch with it are ones who habitually throw out buffered pokes, like Makoto, but she can just throw on meter for armor break or hayate cancel and watch them blow two bars into the air, so it shouldn’t affect her too much.

I’m curious how it’ll do against wakeup shenanagins and if it beat anything that regular focus doesn’t already beat, the intent is probably just to slow down characters that are currently getting in for free.

I haven’t been watching Ultra news too much, has there been any more word on Makoto changes. Not that I don’t think combofiend took the time in the middle of the insane marvel finals to detail the final Makoto changes to some guy, i just prefer something less ‘brothers-ex wifes-friends-uncle said’-ish.

I haven’t been watching the news too closely either, but the only really official word I’ve seen is that she will be “getting buffs, not nerfs”. There are several layers of rumour with various levels of reliability below that, though.

So, with the changes being confirmed, what are your opinion on how does this affect Makoto ?

I’m a bit perplexed. I don’t think I want to use both Ultra in that many match up. Both our Ultra are good, but the damage is an important comeback factor.
Maybe in some match up like Sakura or grapplers, where you needed Ultra 2 for the escape. Now you can use U1 if you get a grab before being stuck in the corner I guess.

Red focus I really don’t know what to think… We have a command grab so it should not affect us as much as some others… maybe ?

If you thought breaking a focus was hard before (cr.mp xx lp hayate), enjoy not breaking Red Focus at all.

i’d probably play the game exactly the same with these mechanics added tbh.

If you want to break it with damage, yeah. But her backdash should be good enough to get you well out of the way if you react in time, and then your opponent has just lost a ton of meter for no real benefit except a little breathing room.

I’ve been told that one of the changes she has in the current build is that her Fukiage connects on any grounded character.
So now she can combo into is for ridiculous damage.

The person told me that as she was in the build that he played, she was incredibly strong.
Not sure how I feel about that change. Sure its great and it makes her better but its such a radical change.
Makes her almost a different style of character. We potentially wont have to go for as many mixups or great reads
if our damage, combo and stun potential is even higher. All I wanted was a slightly faster walk speed and 1000 health
and I would have been happy enough. lol

how does everyone else feel about the Fukiage change?

IMO, a faster walk speed is more out of character than a Fuki that hits grounded.

I’ve always felt the risk Mak had to take for chasing down characters who have fast walk speeds/backdashes was really high. I guess this is Capcom’s way of evening it out? The real questions are: can this new Fuki combo off a c.HP or is it something that can you only link from an Oroshi? Can you combo from Karakusa (I remember seeing that in mod)?

I’d really like to see the changes for myself. Typically, when a character gets something this good, something is being taken away. Is her overall damage and stun going to be reduced? Is the range of Karakusa going to get nerfed?

EDIT: found the video

I would be really surprised if all versions of Fuki are allowed to hit grounded by the time of release. My bet is that only EX-fuki is going to keep it. The alternative would be reducing her stun and damage. Can’t say I’d be cool with that.

Vryu has a few tweets where he talks about it in French.
From what I gathered, it’s only EX Fuki that hit ground. But EX Fuki is fast enough to combo from any of our special cancelable normal, even fLP. That give us a low hitconfirm, it’s pretty neat.
It also doesn’t make regular Hayate useless, because you might not want to always spend the meter, or just not have it period.

I’ve read that EX Oroshi gets throw invulnerability too.
Not sure if they ended up giving her hitpoints back tho…

As happy as I would be if this got implemented, that would be a pretty big buff. Her BnB off a command grab would go up 80? pts that leads to a reset/ mix up opportunity every time.

** Changing from Karakusa > Hp xx Hp Hayate to Karakusa > Hp xx Lp Fukiage > j. Hp > reset

I think we should be asking ourselves, what are the OTHER characters getting that caused Mak to get this buff in the first place?

There might be some truth to this grounded fukiage buff. With the threat of red focus, Makoto’s only armor breakers are her EX hayate and Oroshi. Since Oroshi has such poor range, and her slow walk speed may not close the gap enough to throw a red focus attempt unless you kara it, this may be the balance change needed. I know for a fact that the final hit of a non cinematic U2 (her grounded fukiage) is armor breaking already

It’s only armorbreak if you did a reversal u2. If it’s not you can focus it without any fear.

karakusa + sHP + ex fuki + jump HP must give like 500 or 600. I think, assuming we get the hit after the reset, the stun is doable, but i’d rather have a low damage reduce for that stun.

With the 2 Ultras at the same time thing. I think I’m going to stick to just using Ultra1. I’ve honestly never used U2 in a match before. When I see it used in tournaments, it’s mainly used as an ‘escape from the corner’ move. It also seems pretty hard to hit someone with, and I’m not exactly sure, but on hit, the damage is not as high as U1 (since you can combo after) but the stun damage is high?

I just don’t want to give up the damage you get from landing an U1. It’s good for an anit-air, hitting characters that advance with a special move on reaction (i.e. Adon’s Jaguar Kick or whatever it’s called), and gauranteed after her command throw for free high damage.

But after saying that. I think I should start using U2 for a while just to strengthen my overall game without the help of U1 damage. Then after that, it’ll probably make more sense to use the W-Ultra. Having an escape from the corner move along with U1 does actually sound pretty good. Even if I have to sacrifice damage from the Ultras.

If your reactions/yomi are good enough you can punish most projectiles with U2, which in turn shuts down (most of) the fireball game of most intelligent players. W-Ultra will come with a damage reduction, but even then U1+U2 has gdlk potential vs. characters like Ryu.

The way I see it, any match you would currently pick U2 I would shift to using W Ultra in instead. The appeal of U2 isn’t in the damage but in the fact that it limits the opponent’s options and is a nice escape tool. Besides, even with the reduced initial damage you’re still going to get a nice chunk with the follow up.

I’ve never picked U2 for its corner escape utility. In fact, I think if a person is choosing that Ultra mainly to get out of the corner, then that person is Makoto-ing completely wrong.
You shouldnt need to spend an Ultra to save yourself from a tight corner situation. As others have mentioned, I use it to shut down projectile options. As soon as I see, Ryu, Akuma, Sagat,Rose and
pretty much any fireball character (except Guile and Juri) on the select screen I go str8 to U2 no questions asked. You essentially get free damage if your opponent is dumb enough not to respect
your Ultra.

Haitani is “Makoto-ing” wrong.
CharlieKun circa 2013
:smiley:

Hahaha. As bold as a statement it may be in light of the fact that Haitani does this,
I stand by my statement! :slight_smile:

I’m liking the idea of a Ground EX Fuki. Hope it happens.