What makes it even more satisfying is that unlike almost every other reversal to beat throws, she doesn’t leave the ground. Mak digs in and is like “Yeah fuck your 500 damage have a chop bitch”. I imagine this will be satisfying as fuck to pull off.
I would say she’s probably the “scrappiest” character in the roster. She’s like Ryu without the emo and the literal inner demon. She wants to be the best, and she’ll plow right through you to get there, but actually exhibits a personality while doing it instead of constantly moping about not being good enough after winning.
Well, I don’t think there’s a single fight Makoto has lost lore wise for now. Granted she’s quite new to it overall. Oro denied her the fight in the comic.
343 mid screen for 2 bars is okay.
Especially coming from a normal like fMP without CH
fMP counterhit > stMP > ex fuki > HP fuki > ex Tsurugi probably does closest to 400
Honestly it’s barely noticeable. Makoto’s walk speed is terrible. It’s not like we’re walking in and then out to force a throw whiff for a punish. Typically you use it after a dash for something that’s lower risk that leads into setups with the potential for more damage.
I have played USF4 all this week-end and: -No throw invu on Ex oroshi
-With Karakusa Starter the combo do 396damage and 640stun
- Mid screen Ex Fukiage=>Kara Fukiage is Chara Spe (Dn’t Work on Honda,Zangief …)
- Kara Ex fukiage catch a lot of backdash (Rose too)
-You can’t Safe jump beacause of delay Wake up
-Counter hit on karakusa if whiif
It wasn’t in the version I played either. I brought it up to Combofiend and he said its definitely going to be in the final build. All of my hopes and dreams rest on you Peter. Don’t let me down Combobro