Anyone here attending location tests?
Please confirm Yamase damage. Combofiend mentioned the possibility of nerfing the damage.
Anyone here attending location tests?
Please confirm Yamase damage. Combofiend mentioned the possibility of nerfing the damage.
Judging from the official change list it guess they took away ex oroshi throw invul?
Maybe undocumented change, or yeah removed.
By the way a few posts back Blaughable made an interesting point. In the video, at around 2:02 it seems that Yang command grab whiffs on Ex Oroshi. He doesnt seem out of range but I cant really tell.
Range isn’t the only thing you need to consider. A lk karakusa has 7 frames of startup, which is very slow for a grab. Unless you are cancelling at frame 1 (which my execution level is high and I doubt I do consistently), you should be adding an additional 1-3 frames on top of that for the startup of the LK. If you are only doing a normal throw its only 3 frames, which makes it a lower risk throw. Combine that with setups you get out of an untechable knockdown and it becomes a very viable option. Adding range to it is good.
It’s forward throw, we don’t get any setups. Forward throw is a reset to neutral
I don’t know if anyone cares, but here is my two cents on Makoto in Ultra:
The good things about this update are the universal defensive options being added. Delayed wakeup may not seem like such a big deal, but in reality all of our problem matchups are affected in our favor because of it–especially Akuma. This also makes ultra 2 less useful, however I think it will still be worth it to choose both ultras against a lot of the cast. Now, that doesn’t mean people aren’t going to develop setups that cover both options, but typically what ends up happening is they sacrifice mixup for pressure. Meaning yes, they can force you to block but you aren’t in a 9 way mixup anymore. You only have to deal with what they can do on the ground out of a block string. That’s pretty huge for a character with no reversal.
Red Focus is way less of a problem than you guys probably think. If you’re getting hit by focus in neutral right now the problem isn’t the mechanic, its your skill level as a player. I’m not being mean just truthful. You need to practice more. If they cancel into it, yeah they may get a combo, but it just cost them their entire meter for something that probably does less damage than their super and spends the same amount of meter. I’m honestly not worried about it.
Another thing that I kind of touched on: These changes are going to make this game less setup heavy and more about fundamentals and on the fly mixup. As of right now a lot of characters are getting a lot out of untechable knockdowns–Akuma, Seth, Hakan, Cammy, Sakura, etc etc. The way I see the game shaping is like Makoto’s playground.
Get bodied?
It’s forward throw, we don’t get any setups. Forward throw is a reset to neutral
I was talking about having 3 frame throws. Forward throw has a shit ton of stun. That’s its utility. Not to mention its +1, which means your 4 frame jab is now capable of beating a 3 frame jab etc etc. Use frame advantage!
But you’re not in jab range after forward throw.
Forward throw has always been a good option because it’s relatively safe but you give up momentum by doing it.
But you’re not in jab range after forward throw.
Forward throw has always been a good option because it’s relatively safe but you give up momentum by doing it.
When you attack your hurtbox is extended as well. That applies to both of you.
forward throw was used a lot in 3rd strike, but then it often led to a stunned opponent so… anyway, I’m still puzzled by those throw range changes and the extra delay on karakusa recovery?
I love forward throw,is a nice way to end some mixups to stun the opponent. Seems useless,but no basic throw in the game has a stun ratio like Makoto f.throw; when I feel my opponent is close to the dizzy state…BAM! Headbutt right on his teeth and free punish after.
Makoto’s f.throw is the best throw in the game for one reason; the animation. Makoto doesn’t give a FUUUUUUUUUUUUUCK, she rares back and HEADBUTTS your ass because FUCK YOU, that’s why.
The animation sure is cool.
And since I’m French, everytime I see it I can’t not think of Zinedine Zidane headbutt on Materazzi during World cup. So yeah, pretty fun.
Still a pretty poor mix up option in my opinion tho.
Hey noocta !
<french>Yo mec, tu fais du street sur PC ? xbox ? on se fait un match ce soir ? genre dans 2-3h ? mon GT c’est “kalote”, et j’aimerais bien confronter ma makoto contre d’autres pour voir ^^</french>
I’m disagree with @noocta : the forward throw is a very good mix up : kara range very effective (crLP stLP stMP in block => kara f. throw works like a charm), huge amout of stun, … I think it can be pretty usefull as the opponent won’t expect the throw, as we can use it outside karakusa range !
For example, i use it a lot after :
It’s just that beside post Hayate kara throw or times when it would get the stun, I always find backthrow a better option, because you don’t give up momentum.
Sinon je joue sur PC, même ID que ici pour GFWL. Steam nocta123 si tu veux me contacter plus facilement.
The animation sure is cool.
And since I’m French, everytime I see it I can’t not think of Zinedine Zidane headbutt on Materazzi during World cup. So yeah, pretty fun.
Also funny to me,since I’m Italian xD
Wow,we find another possible Makoto alt.costume.
i did some tests w/ a fan patch that enabled ex fuki to hit standing/crouching
i did some tests w/ a fan patch that enabled ex fuki to hit standing/crouching
It’s…beautiful. I pray this stays in. So many great situations to use Ex Fuki Cross Under (EFXU? XFCU? EFCU?)
Edit: does it work after corner f.LK reset…cuz that could be my favorite
i did some tests w/ a fan patch that enabled ex fuki to hit standing/crouching
If this change sticks this is literally the dirtiest mixup in the entire game, holy shit. Makoto with 2-3 bars is literally walking death if she’s anywhere near you; and don’t forget; after a few of these shenanigans your opponent is either
A: Going to mash the absolute SHIT out of their reversal
OR
B: Going to commit HARD to trying to block
Which, as we all know, leads to bitches getting choked. Holy fuck, this is the buff right here. The one buff that will allow Makoto to break this game over her fucking knee if it sticks.
Beautiful, magnificent !!!
Also, after a crMK AA, it can be very powerfull ^^