Makoto Ultra SFIV

It’s also less risky than raw U2 on reaction to a fireball. I mean, it’ll look really stupid if you just super when you’re on the other side of the screen, but it’s better than trying to U2 standing short or something and losing the final round for it. Off the top of my head super->U2->HK Tsurugi would be around 700 damage, so it could actually make up for a surprisingly large life deficit if it needs to.

nah I think its 640, still the most damaging thing in the game! if you can confirm it, it’s a round ender for sure!

it’s definitely doable, especially against characters with long projectile recovery. if you buffer the input randomly looking for that visual confirmation of a projectile on screen, it’s easy to pull it off provided your opponent doesn’t realize that’s what you’re doing.

It’s enough to make Seth regret throwing that Sonic Boom :cool:

The buffering will appear the same, and Makoto doesn’t have any whiff-cancel normals, so there’s no real tricky way of buffering either super or ultra aside from random fullscreen crouching jabs/shorts.

Idk about you guys but I have the time when U2 activates to see whether or not they threw something. Not to mention, U2 is a baitable Ultra. If they try to bait it they clearly are not throwing fireballs. You need to adapt to their gameplay. Also, you can combo into U2 now. I don’t see a reason to use super > ultra 2 unless its for the kill and close to guaranteed (whether through predictability or intuition). Do you honestly think all of your meter is worth less risk in 99% of the situations you will be in? I’ve used raw super as a confirm only a handful of times and it was deliberate. It can be good when grapplers try to set up a throw trap because its Makoto’s only throw invunerable special.

tl;dr 99% of the time it isn’t worth it unless you’re using U1 and its the last round AND its going to kill them

Since Makoto use Bars more than anyone else in the roster,I think her Super is already USELESS. Now (with EX Fuki) we gonna have one more reason to not save bars for a Tanden Renki. Personally I use Super only because is fully invincible during the startup,so I can punish my opponents after a whiffed move with a karakusa or a raw U1. But it’s rare. We are not Ryu,we can’t choose if save bars for FADC or some Super Combos. Tanden Renki it’s just a fear factor to me.

I never use Tanden Renki outside of hayate > super > U1, and as a reversal against vortex ( usually to get a free grab into U1 and finish the game )
That super is bad. :frowning:

I wish it would have special properties instead of just being a damage increase. Something cool like the twins have.
Unlimited EX move usage during it ? A buff in her mobility ? Everything she has become unblockable ?

That’s crazy talk I know, but there’s possibilities for something better than a glorified FADC.

all they needed to do was give it crazy stun!

Make all her hayate instantly fully charged would be fun. Make everything unblockable would be a tad bit unfair ^^
Btw Super is not only more useless than before because U1 got nerfed but also because Red focus cancel costs less and does pretty much the same thing (remember that RFA does not count as 2 hits for damage reduce). That means everybody, now, has our Super. That’s not fair.
Someone said that Makoto relies more on ex than any other char. I have to disagree with that : Claw cant punish at all without ex. He has to be very close or rely on his not so fast cosmic heel. Makoto can do a lot of damage without ex and can still punish far wiffs. Claw’s super is also far worse than our super.
I still fill that charged hayates are useless, except for baiting. Charged hayate cancels should give Super. Hakan gains super by canceling his forward grab.

I think it would be interesting if they changed the super properties:

  • Remove the damage bonus but leave the cancel
  • Have the super add enough additional frames of hitstun/blockstun to enable us to deal more damage/mixup. Even if its only on specific specials
  • Give us the ability to deal more chip that we normally can
  • Maybe more frame advantage on karakusa to allow combos from normals that have higher base damage/stun?

All we need is the potential for more damage instead of a boring flat percentage increase.

I think if it changed the properties of Makoto’s specials, or even the way she moves it would be a lot more interesting. Like maybe she gets a run instead of a dash, etc. That would make up for her crappy walk speed while she had the super buff.

On a side note I really wish Oro were in this game :frowning: What an unconventional, awesome character.

The character design of Vega is stupid IMO. Losing his mask and claw were the only interesting things about him and that really only applies to SSF2T when games like guilty gear and vampire savior weren’t out. I don’t think he has any appeal anymore

Or they should not allow her to block but allow her to focus cancel like hakan, oh think of the mixup potential

Makoto’s U1 has a lot more going for it than fear factor. And if you forgot, U2 has follow up that does more damage than U1 even without meter. So saying U1 is about damage would be false. U1 is about utility.

Here are the ways to land U1:

  • Focus
  • Anti Air (my favourite)
  • Karakusa
  • Tsuguri (including nasty crossup setups)
  • Counterhit links
  • Meaty links
  • OS reversals
  • OS backdashes
  • FADC link from HP Hayate L3

Here are the ways to land U2:

  • Focus
  • Fireball
  • Crossup setup
  • Unblockable (don’t even know if these are still relevant)
  • Anti air (no animation)
  • OS backdash

The way I see it, U2 is scarier because of the chance factor of just doing it would still allow your opponent to press a button before the flash activates.

The damage ratios for double ultra would be determined by the utility of having two ultras. Adding the two together, you gain potential unblockables, cross ups and a fireball punish to everything she already has with U1. Her options for landing an ultra hit are incredible with both ultras.

How’s her hitbox on the j. MK for cross-up now? Noticeably better?

definitely.

As an aside, I’ve been playing balrog. It’s unbelievable how much easier it is to win. Seriously demoralizing

Seeing Mak’s EX Fuki in motion and used for reset potential instead of just theory crafting gave me the biggest boner. Shit is gonna be intense.

As a newer player attempting to learn, I hear this kind of talk all the time from my friends who play. Everyone always tells me to play other characters.

I am slightly worried that with Ultra, will come a complete new learning experience. Should I get the patch and just grind Makoto on that? The new use of EX Fukiage seems to change things up a bit, plus I have to factor in the red focus and having both ultras available. Am I overthinking this?

Makoto is definitely one of the character with the most game changing buff, but most of her stuff will still be applicable. Learning movement and spacing with her now will always be beneficial to you in the long run.

My complaints are to do with Makoto being much harder to play online than other characters. I can’t reliably hit my 1 frame links. It really bugs me when I successfully karakusa my opponent and I perform a correctly timed ultra 1 and they block it. I’m left like ???. The problem isn’t with the character though.

Now, would I choose Makoto as my first character? Probably not. Shes VERY advanced. You need to understand the other aspects of the game first (like frame data, trajectory changing, spacing, etc). Don’t think that you understand footsies or frame advantage either because you don’t. Most players never stop learning footsies and even more never even really grasp the underlying concepts of it. You’re already going to be at a disadvantage learning the game and if it intimidates you then you should start out with a different character like balrog, ryu, or chun-li. Learn the basics and figure out what aspects of the game you like and then build from there.

I don’t miss timing for Ultra 1, I just get EX fukiage instead…I figure I messed up inputs.
But when I go watch replay of inputs, then input the exact same thing in training mode and get Ultra instead of fukiage…that really annoys me.

its like the most convenient lag spikes right when I’m performing the input