Except at max distance IAT can be punished by zangief on block…now it’ll be even worse. I play against TFA WeaponsLeft all the time and the only time I use it is to blow up spds on wake up, it even beats ex greenhand if he try’s to chase down backdash.
Allows characters the ability to use both Ultra simultaneously
Characters either do 75% damage or 60% damage of their normal Ultra damage
Character classified under the 60% damage are: Zangief, Cammy, Fei Long, T.Hawk, Makoto, Hakan, Dhalsim, Rose, Akuma, E.Honda, and Hugo
Characters classified under the 75% damage are: All remaining characters
so makoto gets to do less damage with UCD! man, they treat her like she was some type of broken character in AE 2012.
Agreed Ultra combo double will come in handy for certain match ups, like yun, rose, akuma and dahlsim just off the top of my head. Using it against low stamina characters and to shut down some characters options far outweigh the need to do damage in some cases
Not. Our fastest kusa (the EX) starts in 5f,if your opponent jump out after his fadc’ed DP,the karakusa whiffs 'cuz isn’t active from frame 1. In a situation like this I think we can go for a light attack+ex hayate or ex fukiage,there’s more room to hurt the opponent without risk.
The Tsurugi nerf is stupid yes,but is hard for the opponent to react immediately after one of those. Plus,Capcom don’t talk about the instant version,so maybe this nerf gonna become bad only against the grapplers even if he’s already bad against them. No,I don’t think people can mash shoryus after a blocked Tsurugi: with EX Fuki hitting ground our opponents needs to check even their feet,not only what happen over their heads. Now j.mk is useful too,so the situation isn’t that bad for us.
Makoto has plenty of options for 5f punishes, while karakusa isn’t guaranteed like you said. lights into EX Fuki, standing strong into something, etc. They’ll probably be dashing backwards more often than not, so I’d be more concerned with punishing those if possible.
The light and the EX Karakusa are both active on frame 6 right?
dude, nothing outweighs the need to do damage, doing damage is why you play the game in the first place. if you can’t do damage then you can’t win! makoto is a high damage high stun, high risk high reward character, if they begin to normalize her damage potential then they change the nature of the character.
it’s hard enough getting in with makoto against certain characters, it would be harder for her if when she finally does get in she can’t deal the damage she use to. don’t get me wrong, i’m not saying she can’t deal good damage as is, but i see a pattern here with damage reduction that i don’t like. they are even doing this indirectly by making our more damaging options less useful and/or safe ( increasing forward throw range and decreasing backthrow range, disadvantage on block increase for mk tsurigi, increase recovery on wiff karakusa etc.)
If you pick Ultra 1 for the damage there’s no reason Ryu can’t throw a fireball from fullscreen. If you pick Ultra 2 then Ryu can’t throw a fireball from fullscreen, but you deal less consistent damage. If you pick Double then Ryu can’t throw that fireball and you can still do ok damage when you get in. U2 is also a free escape from the corner, so you avoid being put in a bad situation where you will most likely take damage.
Of course, a lot of it is personal preference. If you’re going to pick your Ultra based on damage potential then U1 is the best one for you. Also, about the karakusa, it’s already negative 5 million on whiff, so another 4 frames isn’t gonna make a huge difference.
Only stupid Ryus keep throwing fireballs when you have U2 stocked, the smartest ones don’t throw those from full screen,but they mix the fireballs from mid-close range with some whiffed normals just for bait. I use U1 against Ryu trying to find a way to connect it even without karakusa (lk/mk tsurugi,meaties…).
Ryu isn’t Sagat,he’s able to play strong even close. U2 damage is way better than U1,what make difference is the combo ability of Seichusen.
I’m not saying damage is not important but in AE 2012 makotos damage is meh outside of the corner and ultra. In this game the some of the best characters are not just the best because of damage but mostly because of the options they have to deal with the rest of the cast.
Being able to take away an option from your opponent by using wultra will come in handy more than most think because of the buff to her midscreen damage. It makes her better overall.
more like, the best characters in the game have the tools to deal massive damage on the rest of the cast! if you take that away, they’re no longer top tier!
either way, i don’t wanna argue about it, that’s just my opinion. the only thing i know for sure right now is that mak has gotten many unnecessary nerfs and i don’t like it.