I would love to test my progress by playing Super Mak again. I lost like 90% of my games online back then.
Also agree with AE makoto being the strongest. 1000 life, full ultra damage and full fukiage damage? Yeah I’d like to run that against OP edition characters.
EX Fukiage is definitely of interest to me too. 314 bnb damage with one would make up for the damage loss of double ultra. I think it would be viable if you are consistent with FFS to use double ultra. I would use U2 for damage and U1 for anti air.
W Ultra will be interesting. Against Akuma, for instance, it means he can’t throw fireballs or take damage and corner carry, or if he gets hit he’ll take a bigger punish than usual. I think I’d prefer just the second ultra for that matchup, but maybe it’ll have a small use somewhere.
I wouldn’t get it even if they left her U1 at 480. 480*.6 = 288. And that’s before any scaling.
Karakusa into U1 at the original 480 with UW on the .6 bracket=40+.8(288)=270 damage. Which is a joke for a full bar of meter.
Karakusa into U1 at the original 480 with UW on the .75 bracket=40+.8(360)=328 damage. Which is okay.
So… why the nerf to damage and then also put her in .6?
Karakusa into nerfed U1 at 440 with UW on the .6 bracket=40+0.8(264)=251 damage. Wow. Way to go Capcom.
I get why they Put Gief and Hawk etc. in the .6 bracket. Because for them, having 2 ultras available to them is MORE OPTIONS at the sacrifice of damage. It’s a tradeoff. Makoto doesn’t get any more options for choosing UW over just sticking with U2. Her U1 is literally all about the fear factor generated by the damage. If the damage isn’t there, it’s useless. If it’s causing the same damage as a BnB in all the situations you’d land it anyway, why not just go for those BnB’s and pick U2 if you needed that utility? It doesn’t make sense.
Changes to the engine kind of screwed U1. As of right now there are a decent amount of option selects you can use to punish backdash with ultra 1. That would give you a reason to use it if it weren’t for DWU. That means that setups are now harder out of ultra 1 and our mix-up is going to be a mix of resets and standing mix-up utilizing frame advantage. I was developing a video for Makoto but unfortunately with some of the changes a lot of it isn’t applicable anymore. Since we can actually combo into U2 now we will get a guaranteed setup in the corner out of it (even if they DWU)–which you don’t get with Ultra 1 as far as I can see. I’m hesitant to release anything based on a mod though. I can’t imagine he got every hitbox exactly right. I may be wrong though
I know it doesn’t do jack for damage, but it’s a 6f invincible move. Honda headbutt, Blanka ball, jump-ins can all be reacted to and punished. I agree with you though that it’d be better to just pick U1 rather than W for that for the damage, I can’t think of any matchups where I’d want that and U2 to stop them from throwing fireballs.
they have essentially nerfed ultra 1 in favor of grounded ex fukiage out of karakusa. in order to justify the buff to ex fuki we have been given plenty nerfs!
in all honesty, from what I’ve been seeing damage wise with ex fuki, they’re probably justified. if you are at all competent with FFS, most characters are gonna get stunned in one mix up! This is gonna be one of the reasons ultra 2 is gonna be more of a dominant force to deal with. you have overall, better damage, projectile invulnerable, mixup afterwards which does not get affected by delayed wakup, and now you can combo it from ex fuki.
shit is gonna get scary for some matchups----> I’m looking at you GOUKI!!! lol
In a way super became even more useless. At least before you could Super > Ultra 1. Now that we’re going to primarily use U2 thats also a semi nerf to super. Unless someone can find some amazing way to use it. Hey, it could happen. Put on your thinking caps gents