Makoto Ultra SFIV

Pinwheel also leaves her right next to us on block now, so she eats a ridiculous punish for it.

Final changelist thanks to Combofiend.

Forward/Neutral Throw range increased by .05 (0.90 → 0.95)
Back Throw range decreased by .05 (0.90 → 0.85)
Standing HP hit-stun increased by 1 frame on crouching opponents (now matches the hit-stun time when used against standing opponents)
Crouching HK stun increased by 100 (100 → 200)
Jump MK hitbox slightly expanded, easier to cross-up
L, M, H Karakusa recovery on whiff increased by 4 frames (47F → 51F)
EX Oroshi can now connect in combos against airborne opponents
EX Fukiage now hits grounded opponents; now jump-cancellable on hit only; damage reduced by 40 (120 → 80); stun reduced by 100 (200 → 100)
L and M Tsurugi advantage on block reduced by 2 frames; now -3 at the lowest height against a blocking opponent.
Seichusen Godanzuki (UC1) damage decreased by 40 (480 → 440)
Abare Tosanami (UC2) only projectile invincible and throw invincible
Ultra Combo W classification changed to 75% tier

Ultra Combo W was 60% before right?

the only thing I want back is the mk tsurigi and they can keep everything else as is.

also, instead of throw invulnerable ex oroshi we get air juggle ex oroshi??? why?
ehh, give it time, they’ve only just started reverting changes lol the monkeys at Capcom can’t make up their minds…

Yeah, we were at 60% before
Interesting, I wonder if it’s worth it now.

Combos/Damage>Tools when it comes to capcom
The 60% really didn’t make sense because as a combo mechanic U2 isn’t that great overall and compared to other W ultras they want with 60% it doesn’t have the guessing game.

They reverted ultra combo w because they took away the strike invincibility on ultra 2

So I’ve been doing math with the new 75% in mind.

karakusa -> lvl 1 Ultra 1 W = 210 damage.

You could say this is the most realistic way of landing the ultra combo.

Karakusa -> st.hp -> hp.hayate = 208 damage.
Karakusa -> st.hp -> st.mp -> mp.hayate = 238 damage.

If I’m not missing something, Ultra W seems absolutely pointless post U1 nerf.

grab > U1 does 210 damage with W Ultra at 75 % ? You sure ?
Without it it’s 393, that seems wrong.

Raw u1 is 440 dmg.
75% is 330.

So karakusa into ultra 1 would be something like 390 then right?

He’s talking about lvl1 ultra1, not full gauge.
With WU, not fully charged ultras are useless, but it’s the case for everybody, not makoto in particular.
If my math is right:

karakusa > level1 U1
40 + (440 * 0.67 * 0.8 ) = 275
karakusa > full U1
40 + (440 * 0.8) = 392

karakusa > level1 WU1
40 + (440 * 0.8 * 0.67 *0.75) = 216
karakusa > full WU1
40 + (440 * 0.8 * 0.75) = 304

That’s actually a pretty interesting oroshi buff. I wonder if it retains untechable knockdown out of the air. I’ll use double ultra now in matchups with heavy projectile characters though. I think its probably worth it

300 damage for grab > U1 in W Ultra seems still useful. That’s still like 30% of most character’s life.
I guess you’d have to play it to feel if W Ultra is gonna be good enough now.

Can anyone who demo’ed ultra be able to speak to whether cr.lk, f.lp xx ex fukiage is going to be a low hit confirm? Sounds a little fast and a little hard to confirm anything off that.

It is, but its a tough link. I don’t think it’ll be widely used

Its a two frame with a cancel, not that bad. unplinkable though. so strong strong hayate is a two frame w/ plinking so I don’t see it being all that tough

I’m wondering if that’s the case. On hit it’s a two frame link. On block with the input leniency it may still come out. Idk I have to test when it comes out

Ahh cool. Guess I’ll have to wait and see. Thanks guys.

yeah c.lk, f.lp ->ex-fuki sounds great but tough to pull out. wishing we still had those meaty c.lk setups after ex-oroshi!

C.LK > F.LP is one frame link though. Not two frame. :expressionless:
Becomes a two frame link if you plink with back/select which requires you to modify button layout in order to be able to be consistent with it.