Makoto Ultra SFIV

Makoto v2012=vryu BROKEN

Makoto v2013=vryu ???

I lol’d

So, sorry guys I know I promised a video from this weekend but my girlfriends family kidnapped me and brought me to some kind of dog show. I had to pay for it too. Needless to say I was pretty puddi

I want this too… Make that her super and make Ultra 2 the powerup. :smiley:

  • better hitbox on j. mk
  • super should lose the damage buff. Take away her ability to block but give her the ability to cancel the super at will allowing it to cancel once at the start if the super and then again when she cancels it. This should open up more damage potential and would be more interesting than it is.
  • make lp fukiage slightly invul just to prevent shit matchuPs from being… Well, shit matchups… Like cammy.
  • Make it possible to do qcb before jumping to buffer tsurugi. Which other character has this limitation ?

We can do that. It’s just hard because of the height restriction. Has nothing to do with the inputs

It’s possible with ex tsurugi and that’s it. The height doesnt seem to be a problem when i perform the qcb after the jump. It looks pretty low.

We can do it with every version it’s just strict. The height restriction makes the input window tighter. It’s still possible. The ex version has No height restriction (or at least less of one) which makes it easier to do. The entire point of tking tsurugi is to make yourself airborne and use the special as early as possible. Because of the height restriction you have to use it later. You have a certain frame window for your inputs registering. This actually makes certain option selects possible like st. Mp OS dash. If you hit you’re at frame advantage but that doesn’t mean you don’t have recovery so by the time you would have dashed you don’t because the input window is gone. However if you whiff you don’t have that recovery, enabling you to dash. Like if they backdash you can’t hit them because of the invul frames. I’ll clean this post up later I’m at work :confused:

There’s def some hitstun or added recovery when you hit. You just recover faster than them. That’s all frame advantage is

They should give Makoto Tsurugi off of back jump too.

Again, viper and cammy can do it…

Yeah but cammys costs meter

Doesn’t mean Makoto shouldn’t have it. It’s not like she would be able to combo off of it like cammy. I’d be happy if only HK Tsurugi was possible off of back jump. I still don’t understand why Tsurugi isn’t an overhead. I mean damn, it’s an AX KICK from THE AIR lol. Just saying.

Makoto would be retarded if Tsurugi was an overhead. That change alone would make her pressure the scariest in the game and it wouldn’t be close.

Because of neutral jump Tsurugi. The same timing for blocking cr.LK and MK Tsurugi = true 50-50, regardless of the natural instinct to throw (which Tsurugi beats) or crouch block here which would then lose to overheads. Oh, and tick Tsurugi off a blocked jump-in, which again is already really good now.

Why not a Armor Breaker regular Tsurugi? :smiley: Gimme this and a full invincible Oroshi EX and i’m done.

tsurugi armor break would be too broken , but I do support the ex oroshi idea , it needs WAY MORE invincibility , we basicly have no reversals against anything

Hayate EX and Oroshi are our only armor breaker tools. If we can have better difensive tools,then give us more dangerous offense. 2013,I believe.

Yes , Makoto’s only defensive buff that I’d support is ex Oroshi having more invincibility, but your idea is good aswell “a good defense is the best offense” as people say, but still … you know what ? I’d gladly give up on any buffs for makoto if they just nerf cammy’s cannon strike (somehow) and seth’s tanden engine … and guile’s fireball recovery (but thats just asking to destroy guile completely i think lol)

EDIT: Forgot about seth’s divekick aswell , that shit is retarded …

1050 Health (so she is equal to Dudley like she was in 3S)
EX Oroshi reduced to 17F from 18F. Invincibility increased from 12F to 15F
LK Tsurugi given 1 extra point of juggle to allow EX Hayate - Fukiage - Axe kick
UC1 Damage reduced from 75405 to 75385 (this thing is way too much of a crutch at the moment and if she gets buffs this could use a nerf.)
Tanden Renki now causes all specials to have 1 point of armor (Hayate cancel fireball absorbs anyone? ;P)
Hayate charges faster but less damage/stun gained from charging (Charge time for level 5 hayate now 32F down from 64F. Level 4 is 22F down from 44F, and level 3 is 12F down from 24F.) Level 2 hayate stays the same charge time (4F) However the bonus damage and stun is reduced also by 50%. Instead of gaining 15damage and stun per level you only gain 7damage and stun. More importantly though, frame advantage, knockback, and armor break properties all remain the same. (meaning that the 2012 knockback, armor break, and range buffs are actually useful now.)
Small increase to walk speed (0.002 backwards and forwards.)
For comparison:
Makoto’s forward walk speed = 0.02. Backwards = -0.015
Sagats: Forward = 0.24 backwards = -0.02
Dhalsim Forward = 0.25 Backwards = -0.02
Guy forward = 0.045 backwards = -0.035
Ryu forward = 0.045 backwards = -0.03
Akuma forward = 0.055 backwards = -0.045
Claw forward = 0.055 backward = -0.05

Giving makoto 0.002 extra on her forward and backward movement would still make her movement speed the lowest in the game. But at least then Akuma wouldn’t walk 300% faster backwards.

I’d take throw invul. It’s not designed to be a reversal