Makoto Ultra SFIV

I don’t believe what Combo says - he’s just doing some PR and doesn’t have slightest influence on how USFIV is going to be IMHO.
Hope it won’t turn bad for him - such is the role of “face” of the campaign. When something goes wrong there’s someone to blame.

As for recent Mak changes:

  • Hope Invul for Ex Oroshi will be finally introduced.
  • if not then maybe, finally, Karakusa will tech normal throws just like in 3S?
  • Damage and stun nerf for Ex Fukiage was something to be expecting. It’s not worse than normal Fukiage so I’m OK with that. It still opens damaging combos mid screen and possibility for even more damage with left/right/low/high mixup. I hope Ex Fukiage, kara HP Fukiage xx IA EX Tsurugi will work on everyone.
  • Karakusa nerf is big. I don’t like it. Give it much more reach if it stays and I’m OK. If we could gamble big with it after Hayate or whatnot it would be worth it in my book.
  • Where is taunt after Hayate from 3S? Without it Makoto feels incomplete.

For those that were able to make it to location tests, how good is the new j.mk for crossing people up? I’ve had a bunch of salty moments lately revolving around missing a crossup completely where they can just throw me right after I land without moving.

[quote=“Amilmar;8616565”- Where is taunt after Hayate from 3S? Without it Makoto feels incomplete.[/quote]

I agree so much. Never understood why they didnt add this when she first arrived in super. Feels to me like they
literally just forgot about it or didnt feel like it was important enough to add, which is a bit silly to me. And I dont
expect them to add it either because it would be a brand new animation and we already know they are trying to do
as little extra work as possible in this game. If this wasnt true then im sure we would have had brand new stages at least
instead of porting them from sfxt

All I want it’s no pushback after hayate.

The jump Mk is really good It’s like Abel j.mk

Heres a suggested buff.

Well its more of a fix than a buff actually, but why is it that when you do a meaty oroshi of any kind,
if the opponent blocks it, you lose all of the advantage because of the weird block animation that causes
the character to kind of freeze and “vibrate” in place. I’ve done LP Oroshi’s so meaty that it was almost
ridiculous. Like literally the dude I’d be playing (or the training dummy) would wake up right into it long after Makotos
hand was already on the ground, but once he blocks it, its as if he blocked a completely regular and non-meaty
Oroshi. Can anyone explain why this happens and if there is any other move in the game that is also like this?

In any case, I’d like to see that resolved because it would make for some sick pressure!

Doesn’t happen to me. Delayed wakeup is going to make normal Oroshi way crappier though. I used to love using it against a meterless Dudley. He’d just have to deal with it.

I cant be the only one that this happens to if im not just mistaken on the observation. I mean I’ve rinsed and repeated meaty oroshi
set ups in training mode for days and unless its my eyes and brain fooling me, I cant seem to get any advantage on it. Landing a meaty
MP Oroshi on the last possible frames “feels” like I should be able to dash in and not be anything lower than -3. Thats how it feels
anyway, not sure how accurate that is frame wise on paper. But I do know that it doesnt feel like theres a difference whether it lands
and is blocked stupidly meaty or normally.

Why dont you record a makoto in training mode with your perfect meaty oroshi and try to punish it ? Why would framedata fail so much ?
If i remember well a meaty oroshi leaves you at 0 in guard. You’d better check by your means before whining over the internet it doesnt work.

A regular oroshi can be punished, while a meaty one cant.

Where did I say the frame date “failed” or is wrong? Or whatever it is your trying to say here.
Im asking a simple question in a community forum to find out if anyone else had the same experience
with something. Nobody is whining.

That’s really all you needed to put down in your post and I would have been grateful. How about I dont have
the means to play the game right now hence why I asked here? No need to come with the attitude.

Here’s part of the Paris loketest footage:

I’m sorry for what i said, i was in a bad mood.

It’s all good bro. and thanks for the frame information btw :slight_smile:

this guy did some great hayate cancels on the ground into ex fuki, but why didn’t he go for max damage follow ups? also, is it worth putting cr lk into those combos when you consider damage scaling?
it’s interesting anyway to see ex hayate being used…

THAT combo from anywhere : HP > ex fuki > U2 !

And, will it work if you do the same, and put tsurugi after U2 ? or ex tsurugi maybe ?

Uhm,seems the Honda matchup doesn’t change that much,maybe is even worse if he can combo U1 from hands. Those EX Fuki combos are crispy,but I think is better go for the maximum damage from it if we use that and still remain with the EX Hayate for corner carry combos. Even punish the EX Headbutt isn’t easy,Honda recover in our cr.mp range,but he can block that in time. The only time Cuongster get a punish after an EX HB is when Lior use EX Fuki. Mmhh, maybe is better consider EX Fukiage like part of a combo with 2 EX included,like the FADC combos: Makoto can’t take advantage of FADC like other characters,so do combos like st.HP,HCxxst.MPxxEX Fukiage,EX Tsurugi (or EX Hayate) seems legit.

We need to now the total damage of it. The best non-full animation U2 damage with followup included is around 450,but with less hits and probably less scaling.

I’m pretty sure Ultra1 from hands got nerfed down the lines…

Video from Paris loctest with some makoto footage:

wow, even with the nerf to ex fuki, those combos still do very good damage! ex fuki to abare doesn’t seem usefull outside of the corner…

Doing Fukiage-fadc-U2 it’s already possible,but the damage is so poor (less than 300dmg). Maybe the comboable U2 works against other characters,who knows. Chara specific? Probably,but still,with the sf4 heavy damage scaling I think a raw and naked U2 is way more useful than a comboable one. What make me worried is the kara-fukiage; I’m honest,I don’t still learn how to do it,the original movement with st.lk seems more comfortable for me,I really don’t like the f.lk mode. We can’t go for a reset with j.hp all the time,so now I’m forced to learn that weird Kara if I want damage. Thanks Capcom.