Makoto Ultra SFIV

I’ve been looking at that whole Combofiend saying “Fans requested Makoto’s Hayate have little to no recovery on block” discussion. I’m a bit disappointed to see this, and I’m wondering if anyone else feels the same way.

From what I remember during the fan feedback threads, sure, there were a few people saying things like that. But a majority of players talking about hayate changes were requesting for more advantage** on hit…not block**. We were also asking for less pushback as a change to it. But this whole thing popping up about Makoto’s wanting a safe hayate is making me facepalm here. That has nothing to do with the character. I’d rather have an explanation on why these were rejected, than why the obvious and embarrassingly brain-dead request was not approved.

Capcom is simply scared as fuck about making Makoto stronger. That’s it since her creation in ssf4. Go check her Wikipedia page if you don’t believe me. ATM I don’t have nothing to say, the same people who created that mess on CU one year ago are the same people who don’t give a fuck about what people want. Some guys (in every character thread) give insightful tips with some data and explanation about the desired changes, but Capcom screw them all.

Hayate was never safe on block,not even in 3s and I’m good with it,who asked for a dumb thing like that obviously is a scrub. Those scrubs ask for that thanks for the plethora of safe moves in the game and they asked something similar for our girl…BUT you’re right,real Makoto players asked for more something in hitstun/blockstun area from an Hayate on hit because in SF4 against some characters we are forced to retreat even if our hayate is on hit thanks for the wide reversal window in the game. Not the possibility grab our opponents to death,but force them to play right without mashing reversals/cmd grabs/3f lows like there’s no tomorrow. I love hayate,but continue the pressure after that is debatable in this engine. That’s why I can understand why people complained about Tsurugi nerf,since is the safest way to do that. SF4 let grow players to afraid to keep offense without safe ways to ensure that,that’s why so few people give Makoto a try. If Makoto is that strong why we aren’t that much? Why it’s rare to see a Makoto in high level tourneys? I’m from Italy and I’m the sole Makoto player around. Combofiend says dash grab into ultra is too strong? Makoto need to work more than Rufus to get close to the opponent and Rufus has more ways to connect his Ultra. What about that? They reduced hi damage too,but not the ways to obtain it. Makoto get her karakusa and tsurugi nerfed. I’ve never believed in more Makotos around even after her first build where we can jump cancel her EX fuki,now I’m not surprised if some people gonna give other characters a try. Combofiend,Capcom HQ and all the people who complained a lot about Makoto deserved what characters like Yun,Viper or Ibuki will be. Meanwhile I can’t wait the USF4 release,just to hitting the lab with Makoto and find how go through all of this. And punch some balls again. That’s my Rindoukan way.

their reasoning for their balance changes eludes me!

I’m probably going to be salty about that tsurigi nerf for a very long time. to be honest, I’m not happy about many of the balance changes to a lot of the other characters.

I think the RFAC is a reason for the Tsurugi nerf. Being able to RFAC from Hayate to cause an instant crumple is pretty nasty. That’s probably why the hk version is still safe, because it knocks down. Being able to fish so safely would be pretty strong. Especially with the resets we’re capable of.

Guess that doesn’t explain why dive kicks are still strong though since they can kind of do the same thing…

There aren’t that many Makoto players around because shes hard. The characters potential is insanely huge. If you line up every other character in the game next to each other based on what’s possible, you’d have a very different tier list. She wouldn’t be at the top but she can open people up better than the majority of the cast and that’s huge.

Just like Abel then? Only his Ultra still does tons of damage whilst Mak’s got a damage nerf =/

Oh wait, I forgot they actually buffed Soulless so it’ll hit more consistently. OK. Fuck Abel btw

You need huge amount of YOMI to use that potential and Makoto has that potential…But a real top character is who can reach his limit with results. Pick Ryu. IMO isn’t strong as Makoto,but you don’t need the same amount of Yomi to shine with him,you don’t need to read your opponent mind 24/7. Makoto need this more than others characters and that’s thanks for the lack of safe moves. Nerfing a character because of his potential is pretty stupid 'til nobody can unleash it,Capcom give Akuma some nerfs because the large fanbase he has find a way to unleash all his power. Makoto don’t have the same fanbase for the reasons you mentioned and her growth is slower than Akuma as a SF4 character.

I totally agree that they are nerfing based on her potential. how do you guys think Capcom should address this ? It seems like they r between a rock and a hard place with this character. Seems to me like they misjudged her concept and never could balance her fairly as a result. Throwing in new mechanics made it all the more difficult.

I think some sort of safe tool to create pressure would be a amicable trade for safe tsurugi. I’m not sure what though.

I hate that bad Makoto players ( like the really bad one ) are so clueless about the character that they ask stuff like safe hayate on block… sigh

Well I wasn’t referring to safe hayate. I was thinking Maybe some other pressure tool. Admittadly I’m newer to the character so maybe I’m talking out of my ass.

I fought hard on CU guys…I tried to curb the tide of scrubbiness. It was too much.

USF4 arcade win rate averages for top 10 players of all characters (source eventhubs/neogaf ). Let’s not jump to hasty conclusion but still, worrying:

Dan - 60%
Makoto - 65%
Gen - 67%
Gouken - 68%
El Fuerte - 68%
Dudley - 69%
Deejay - 69%
Cody - 69%
Hakan - 69%
Hugo - 69%
Akuma - 70%
Dhalsim - 70%
Elena - 70%
Blanka - 70%
Yang - 71%
Sakura - 72%
Chun-li - 72%
Seth - 72%
Guy - 72%
Fei Long - 72%
T. Hawk - 72%
Adon - 72%
Balrog - 73%
Ken - 74%
C. Viper - 74%
Poison - 74%
Evil Ryu - 74%
M. Bison - 74%
Cammy - 74%
Zangief - 74%
Rufus - 74%
Vega - 74%
Ryu - 75%
Yun - 75%
Rolento - 75%
Guile - 75%
Oni - 76%
Ibuki - 76%
Rose - 76%
Abel - 77%
Sagat - 77%
E. Honda - 79%
Juri - 80%

I wouldn’t get too riled up over that.

I wouldn’t mind if everything had just stayed the same except better cross up. She doesn’t feel too strong or too weak right now.
Oh well, at least we aren’t Deejay.

Definitely want to echo this. The game is still really young and from the looks of things at the arcades here in Osaka, people are still playing the game more or less like 2012 with the exception of Yun players who have “mysteriously” all embraced the new game mechanics.

Give it 6 months to breathe before fretting about win percentages.

And then only worry about them a little.

I agree that it’ll take time. Right now, from what I’ve been seeing it seems like Makoto players are very trigger happy when it comes to the EX-Fukiage combo. I see them even do it in the corner, while I was under the impression that our current corner combo is superior to that. Makoto has more options to play her games now, so knowing when to use them correctly changes her a bit.

Just shooting back to what I was saying earlier about the post hayate mixup…we were given that in a way through EX-Fukiage. I also don’t see many matches of people utilizing that mix up on opponents successfully. So this so called buff is only more of an alteration at this point.

With the way people have been acting recently, it’s really been killin’ my hype here. I never expected our character to be some character that you can just hop on and destroy with, but rather stay as one that you have to put your time into to get the reward.

And on a side note, I was really hoping this would be the true final version of SF4. But I’m starting to fear that this isn’t the case. Especially since there are dlc costumes once again instead of having them come in the game with the rest. That kind of soils the “definitive copy” in my books.

My nerd ego makes me even more motivated to play her because I want to be that one guy sitting in his townhouse just grinding it out and then comes out of his cave and bodies everyone.

Hey, I can dream.

If I don’t beat you to it



Still don’t like the RFA mechanic and still I can’t see myself storing 3 bars,but damn.

Glad some Makoto fellas are already in the lab :smiley:

he could have gotten even more damage by not focusing after the dizzy and utilizing ex tsurigi as an ender after ultra 2 in the first video. I see RFA being used more in conjunction with U2, the mixup afterwards could mean death!

3rd video just has a bunch of setups that’s gonna get dped!