Thanks to DWU some corner setups are gone,we need something new. EX Tsurugi is our damaging special move so outside stun I have to think how apply this new thing without getting guessed myself after a KD. EX tsurugi is still a soft KD.
The moment I saw she was below Blanka in the tier list, I complete disregarded anything on that list. Not that people are dumb, it’s just people don’t know enough about her, so they put all her matchups at 5/5, etc. Amusing, at best.
another solid showing from the same dude. but x-up mk misses on 1:35… was it mistimed? and all those unpunished reversal fadc’s… what kind of punishes can makoto do in those situations?
Regardless, for me personally it’s not going to hinder any tournament play for me, only online. A place where using the throw input at the same time someone goes for a throw doesn’t grant you the escape, lol. But I’ve had mixed emotions about it when I first saw the change video, and after a bit to think about it. Ima just copy paste what I wrote in da YouTube comment section. I also read her U1 damage only got nerfed 50-60 points instead of 100…?
Well dam… I can understand the U1 nerf, cause that damage is ridiculous. Taking away the invincibility on U2 kinda sucks cause it’s not like she has any invincible reversals to push her way out. And you had to use your Ultra that you could only get twice (max) per round. She can get thrown out of EX Oroshi and it doesn’t hit/leaves her open if someone neutral jumps.
Picking U2 in my opinion was the exchange for sacrificing the easier landing, high damage U1 for being able to escape the corner. But now escaping with U2 is a lil harder, plus the damge on U1 went down a lot. So they both got nerfed.
I’m still gonna main her. But man she got hit pretty hard. And since they nerfed her Tsurugi since you could combo off of it without much risk if blocked… Did they do the same to Rufus’s and Yun’s dive kick? How about Sakura’s hurricane kick.? It just doesn’t seem fair in my opinion. I don’t need to be at + or 0 after a blocked lk/mk Tsurugi. But making it punishable for combos that start with jabs n shorts and reversals while other characters can keep pressure isn’t fair. Bout all of her special moves are punishable now… Oh well. Either keep playing her or switch, I guess
At the same time though. I can understand why they made her lk/mk Tsurugi punishable though. Being able to do that, into a cr.mp to EX Fukiage would’ve been too strong since you can jump cancel the Fukiage into a j.fp, into a reseted guessing situation for them. Being able to do all that from a safe move honestly would’ve kinda been unfair.
We’ll just have to use the hk Tsurugi from now on and settle for a knockdown. And maybe the lk/mk Tsurugi from max distance to stay safe from jab into whatever combo punishes. If it’s even possible to be safe from that at a certain distance. People won’t be going for dp punishes since the hk version is still safe. They’ll be using jab/short starting combos to try and punish those.
I’m not gonna lie. The axekick nerf has me really worried. Other than that I’m really starting to look forward to Ultra. Makoto seems to be as fun as ever.
I haven’t tested any of the ultra builds myself so I’ll just have to wait until the release, but from what I hear in this thread, Makoto seems to be awesome. I can’t wait to try her out myself!
Personally I would have had Lk Axe kick be safe on block but not that + on hit. Mk + on hit but unsafe on block, Hk Safe but only knockdown. I think that would probably work. But I guess that make the opponent really hate when you mix it up and hard for them to tell. I’ll just mix it up between going unsafe and going safe.
I also kind of wish cr.hp got the 200 instead of cr.hk because Idk if I’ll still use that move often enough for it to be noticeable.
People are missing why cr.hk stun buff is good. If a character doesn’t have a good reversal what do they do most of the time? Backdash or jump away on wake up, now if you do stand jab into cr.lk with os cr.hk it gives a stronger punish with reset…as mentioned earlier most people are not using her tools correctly because other tools where really good. Tsurugi was the go to for blowing up crouch tech and jump always but she has other options
That’s the point you’re over abusing tsurugi she has normals that are way better for pressure. Tsurugi is meant to keep players honest by discouraging them from mashing jab or crouch tech, not just to create pressure.
While I agree with the point you’re making, I’m not worried about losing pressure with axekick. It has more to do with the neutral game than keeping pressure. What has me most worried about the nerf is that it is my go-to tool for handling low pokes like Ryu’s c.MK. Currently, if I am too predictable with how I use the axekick I’ll just eat a reversal on reaction or get focused. That’s all fine. In Ultra it’ll be even more difficult since they can reversal the tsurugi on block as well. I guess I’ll have to either settle for using HK Tsurugi in those situations or simply try to stuff the MK which can be very difficult at that range.
(Also, since when does Tsurugi beat mashed jabs? I tend to get jabbed out of Tsurugis all the time when I try to abuse them too much.)
You’re probably doing Tsurugi too close to the opponent. If you use it like you’re claiming to use it, jab will never beat Tsurugi. None of the changes affect your ability to use Tsurugi to punish low normals in the neutral game. The only way that applies is if you aren’t reading your opponent correctly, as Tsurugi can’t really be used on reaction.
Didn’t they change HP xx Hayate Feint being +1 on standing and crouching opponents now? I honestly think that’s pretty huge for us too. right now if they’re crouching we’re at neutral which sucks. I think that’s a very underrated change.
Crouched opponents are good to combo multiple sMP. Standing opponents are good to shp hayate cancel.
I’d rather see cammy/sagat with regular wake up frames than this. Is there a reason for these irregular KD frame lengths ?
I think my salty moment is gone. I’m sorry with all of you.
Makoto isn’t worst,but “different”: I’ve understimated where EX Fukiage can lead us (and our opponents).After a connected Ex Fuki,j.HP we have now a momentum where the opponent is forced to guess continuosly. It becomes like a “mini-vortex” without being forced to pin down the opponent. I’m curious how good j.mk becomes: if we can do something like EX Fuki-j.HP,j.mk (mix it up with Tsurugi or ground resets) then Makoto is definetely a top 5 character. Now we are forced to play a little more “derpy”.
Tsurugi nerf is bad,but we can adapt like we all already do: to beat crouch techs we can still use the OS LK Tsurugi to blow opponents cr.tech attempts. U2 nerf can be annoying,but with that Capcom give me another reason to use it rarely.