Makoto Ultra SFIV

bold and wrong!

I boldly disagree. Choosing an Ultra to only get out of corner pressure is just silly to me.
The only time I can sort of understand doing it is against Seth and that’s literally because his corner mixups
aren’t even 50/50s they are like 75/100s because of how many options he has. But even then, all it takes is a guess that beats his guess and your
out of there. I dont think spending an Ultra to beat a guess is a worthy trade at all.

I agree with CharlieKun. It is such a waste to use your ultra just to get out of the corner. I see Makoto’s U2 akin to counter ultra. It is used to limit your opponents options to gain a major match up advantage. If you use it just to get out of the corner you just enable your opponent to zone you out anyways.

I think it would pay off a lot more to learn to strengthen your defense than to give up your ultra for an easy way out that does not get you any damage. I much sooner mash all kinds of EX to get out of the corner than lose my ultra.

“I ALSO think Haitani is ‘Makoto-ing’ wrong”

therobin circa 2013
:smiley:

It might seem like a waste to you, but honestly against some characters played well, you’re really really happy you can get out of their shit with it.

The way I see it is this - In this game some characters have good enough corner pressure that if they get you there they will eventually get a hit. If the opponent is good enough, that hit will convert into a hefty combo. So by using U2 as an escape, what you are doing is sacrificing the opportunity to deal ~250-300 damage (because in most cases you won’t have full ultra meter) in order to stop the opponent doing several hundred damage which will probably leave you back in the corner with a knockdown that will lead into more mixups and pressure for them. Also, after U2 escape, your opponent is closer to the corner, which can also be a benefit.

tl;dr - Not losing 300 health is just as good as doing 300 damage, and often better.

You don’t pick U2 with the INTENT of only using it as a corner escape…but if the chance presents itself you bet your ass I’m springboarding off that wall.

I would do the same if I had picked U2 and felt that using it to get out was better than landing the ultra at that specific point in the match. Im more referring to players who would use U2 on characters like Fei Long who have great corner pressure and no fireballs. In my mind, picking U2 against Fei Long is just a bad decision and if your having to bank on U2 to escape from his corner nonsense then thats when I feel the person is “Makoto-ing” wrong. Granted, we’re all free to play her as we like of course. I just think in that case illustrated above, its far better to rely on a good defence than your U2

I normally don’t read the long articles. But happened to read the USF4 one and caught this,

–Famitsu: It would be great if the players can express their individuality. Incidentally, will the properties themselves of Ultra Combos be adjusted from AE beyond the addition of Ultra Combo Double?–

–Ayano: Of course. Currently we’re updating them about daily. For example, there is a tendency to use Makoto’s Abare Tosanami just to run away with its invincibility, so we want to work on that.–

o_0 wonder what they plan on doing.

ultra II is not indicated in every match up where the apposing character has good corner pressure. the fact is that some characters, like sakura, where the corner pressure is so great, it’s worth it to use ultra II as a form of escape. Also, it CAN be used to punish stuff other than fireballs!

Ultra 2 to run away is a problem in their eyes ? Seriously ? lol

What about EX Demon flips out of corner then ? Or roflcopter Tatsu that they " forgot" to nerf ?

Looks like delayed wakeup has been confirmed. Thoughts?

How long can you delay wake-up? Is it a set number of frames or can you just lay on the ground indefinitely and wake-up whenever? Does this mean EX-Fuki also hits OTG? Honestly, I need more info before I actually form an opinion.

Honestly, it’s pretty good for us defensively, but I’m afraid about losing post backthrow safejumps/setup and karakusa meaty setups.
If you can get up any time you want with it, it’s gonna be pretty easy to wait for the setup, get up and punish. Especially against karakusa which has the same amount of recovery frames as most Ultra.

Also, I don’t know if I should keep learning Viper as an alt now lol.

they’;re saying that that being it’s only use is a problem! they’re probably going to make it more useful

Details are still pretty sketchy. All we have is:

as translated from here.

Well, this makes delayed wake-up sound like you’re adding a set number of frames to your KD state. On one hand, as Noocta said, it makes it harder to use our safe jump/meaty set-ups…but on the other hand, if we identify that our opponent likes to stay on the ground, we get to push them into the corner with Mak’s dash.

Hmmm…yeah, we definitely need more info.

If delayed wake up is a fixed timing, It’s going to be fine, especially if it’s long enough to react to it.
If it’s a window, we’re fucked. You can eat a wake up DP without knowing the timing it’d come at all.

I’m not a fan of delayed wakeups. Im also not a fan of the way I’ve seen people judge its implementation. Not here on SRK in particular
but just elsewhere. Everyone keeps saying "I play X character, therefore I like/dislike delayed wakeup because its good/bad for me"
I think more people need to think about how delayed wakeup effects the game as a whole instead of selfishly thinking about themselves.
Personally, I just think it changes the game it a bit too much.

Besides, if they were so confident that they got rid of Unblockables, then why add this on top of it? I liked that getting knocked down
is a big deal in this game, despite whether it effects Makoto more than others or not, it just made for a more solid and identifiable game.

one of the reasons I like this version of makoto over her SFIII version is the countless meaty setups that she has in this game. i’m not liking this delayed wake up stuff so far.