Makoto Ultra SFIV

Hello friends.

The glorious age of Makoto will be here next year. Your patience has been rewarded.

OUR TIME HAS COME.

A lot of people were mentioning to me that “Makoto seems the same” or “She doesn’t seem much more scary” but you have to consider the fact that Makoto essentially gets an inadvertent buff from delayed wakeup, allowing her to have a better chance at a defensive escape, and on top of this her mixup game should now primarily be based on EX Fuk into jump fierce mixups. I could stun most people in two combos (Or one big combo with a front throw for the extra 200 stun) and delayed wakeup is basically nullified for your opponent. Not to mention faking crossunders, setups that can cause DP’s to whiff, etc etc, the options are insane.

With this one change we’re basically taking the best of a new mechanic for our own benefit, and have a new way to remove it from the opponent. Awesome.

Also, IMO Ultra Combo W will probably not be worth it much for Makoto. I experimented with it in a few matchups, and unless you’re really scared in a particular matchup, I don’t see it being useful now that U1 damage is nerfed. I think I landed an U1 after Karakusa with super activated while using W and it did pitiful damage. I was sad.

P.S: Combo specifically told me that Makoto is perfect the way she is, minus the aforementioned change to EX Fuk not being jump cancellable on block. So while we have to deal with the throw range nerf, everything looks promising.

I’m most interested on EX Fukiage application outside combos (i.e. against backdash and footsies in general) Plus,we can’t go for jc mixups everytime,nobody wanna get reset from Makoto too much. In corner carry department EX Hayate stay my fav choice,for damage/stun…need test that shit. If before Makoto was a meter burner,now she need at least 5 bars,lol. Ex Hayate dmg is slightly better than Ex fukiage,but we can’t go on with more damage outside corners,with our new tool we can. Too many questions without possibility to test all in the lab. So sad.

I was actually thinking about this the other day, especially after watching team seaslug on the USFIV loc. test stream. She always seemed to be out of meter. Of course, 2/3 of the matches I remember him being in were t. hawk and Hugo, which look like awful MUs.

This interested me a lot too. I was actually wondering if cr. mp buffered ex fukiage was going to be a thing in footsies. It’d be hella risky though depending on the MU. But damn, I would love to catch a whiffed rekka with st. mk into ex fukiage :smiley:

Or how will it work in trades and OSes? I guess with delayed wake up, safe jump OSes aren’t going to be used quite so heavily, but I’d love to see how well it would work as an OS for back dashes or jumps. And maybe ex fukiage could connect after say, a trade off ex pinwheel or something. So we could have a solid 1 bar answer for it without u1 stocked.

Ex Hayate and Ex Fukiage damage are the same. There really is no reason to end with Ex Hayate anymore.

Well, EX hayate > fLK is sometimes a more ambiguous reset than EX Fukiage > jHP in the corner
But the use of it will be considerably reduced in Ultra. Still a lot safer than ex fuki on block if you fuck up as soon as ex fuki isn’t jump canceleable on block anymore.

Hey, at least EX Fukiage coming out instead of U1 after a Karakusa wont be complete suicide anymore!

Bahahaha, SO true. I need Ultra in my hands asap. I wonder if EX fukiage trade -> Ultra 2 will work well. It’s going to be a long few months.

i played around with the fan-patch thing some more, really hard to get U2 to juggle properly. couldn’t get it midscreen (only the first hit), but juggles in the corner fine. unfortunately also seems really random which side you’ll end up on after the last fukiage hit of the ultra, which is really annoying.

anyways we get a ridiculous 2 bar corner combo: s.hp HC s.mp xx ex fuki > mk tsurugi > instant air ex tsurugi.

ex fuki seems to do more damage than ex hayate in basically all areas of the screen. 1 bar midscreen damage goes up by about 100 on all confirms. you can carry someone more than half the stage with button xx ex fuki > mk tsurugi > ex hayate, the corner push on the mk tsurugi alone is really huge.

i guess it remains to be seen whether they adjust the damage on ex fuki or not.

J.HP, s.HP -> Ex.fukiage -> Ex.fukiage -> Ex.tsurugi 456 damage/882 stun?

For 3 bars, I’m OK with that damage, though perhaps a stun nerf to EX fuki might be in order (not because of this combo specifically, just generally).

Also, you should be able to put a HC in there for even more stun and possibly a tiny bit more damage depending on proration.

If you add one HC>MP:
J.HP>s.HP>HC>s.MPxxEx.fukiage>Ex.fukiage>Ex.tsurugi = 464 damage/900 stun

they’ve already nerfed the damage to fuki once before, I don’t think they need to nerf it again.

anyway, can’t you use kara fuki in there for only 2 bars and good damage?

@gen
If you can jHP reset after a ex fuki, normally, you should be able to mk tsurugi and MP/HP fuki too.
I was also asking myself if ex fuki will go “under” some projectiles (like sagat, juri) and also if it’s gonna be armor breaking.
Maybe safe jump OS ex fuki will stuff things like EX messiah ?

I feel like I’m the only one that has been having trouble embracing the EX-Fukiage combo. I don’t enjoy sounding like a party pooper, and I’m not saying that this will change anything in terms of my desire to play the character, but it’s just awkward to me. In a way, it promotes a dirty mix-up game that the character is known for, and I love that. But the fact that they went about promoting that playstyle in a way that means playing her different irks me, sadly. I had high hopes for some better hayate mix-up, or a slightly better karakusa game. Who knows, maybe it’s just repressed anger from all the times EX-Fukiage accidentally came out during combos.

Eh, getting that off my chest actually makes me not mind it so much. At least Makoto players were thought of, so I can’t be mad. It’s probably for the best to push SF4 era Makoto further in her own direction rather than trying to force her former gameplay.

Yeah, this change strangely swaps fukiage and hayate usage. In live, fukiage is only used to extend combos and hayate is essentially the second special in all our combos: punishes, as a footsies buffer OS, etc. But after ultra hits, that seems likely that they’ll be switched, with hayate being chiefly for corner carry (aka a combo extender) and ex fukiage being for punishes and footsies. It’s definitely really weird for Mak.

We need our Chesto! Someone better make a sound effect swap for hayate and fukiage :smiley:

Well, almost everyone who tried it or watch it said Makoto look and feel a lot more fun to play with his change, so I’m not worried of not liking it.

(n/m)

Yes! The golden 900 Stun. Can one hit stun a decent portion of the roster.

Okizeme mixup is weakened but chars like Makoto who have strong cross under and standing mixups will be fine.

We have to wait until June,wtf.