Makoto Ultra SFIV

Ucw new becomes useful for a bunch of matchups especially shotos, it’ll still have some use for matchups against grapplers

I think W Ultra is gonna see use in matches where we were previously picking U2 solo. Having the threat of Kara > U1 and other U1 combo setups in your back pocket plus invalidating fireball zoning is a pretty potent combination.

Poor Gouken. He’s gonna have it rough against us.

Tbh I don’t see a reason not to pick it for a lot of matchups even ones where most go for ultra 1, damage and utility of ultra 1 obviously, but with red focus ultra 2 becomes more viable too

Again, newbie Makoto question here, but why use Abare against people who don’t use fireballs? After all, it did lose its non-projectile invincibility, so where does it factor in if not countering fireballs?

This doesn’t apply to everyone, but U2 can punish Bison and Vega if they try and do devil’s reverse, headstomp / wall dives, as well as punish Honda for building meter after an EX headbutt.

The utility of the ultra still stays there, it’s just not an escape is all.

Also it’s quite good as an os off of hard knockdowns and I also like to buffer the motion into a st.lk after an ex hayate to punish back dashes hard

I was thinking the same thing as Shinji. I used it in the Gief match up.

Better keep an eye on if they use DWU then.

according to the bradygames usf4 frame data app, ex fukiage is -19f on block. good luck with those c.lk -> fwd+lp links, boys …

My initial impressions (that no one should care about since I’m not pro):

Short answer: Loving her still.

-Ex-Fukiage has been a bit difficult to combo into due to the new feel of it. I sometimes rush it and get f. HP instead. Also a little disappointed that I haven’t been able to get crouching moves to go into it.
-Ex-Fukiage makes Karakusa that much more threatening. I’m finding myself Stunning people far more frequently. I even stunned a Hugo player…(that c.HK came in handy with that too).
-Love the 3 frame punish and extended grab.
-I personally have been loving W Ultra. I’ve always used ultras for utility anyway.
-The difficulty is roughly the same as I thought. You have to really pay attention to whether or not to put someone in the corner, or go for Fukiage mixup.
-Red Focus has been a fun way of landing ultra and closing rounds when you can’t get a karakusa.

-Yang and E. Ryu have been a bit scary to fight.

Been playing for the past 5 hours now.

Overall I’m enjoying her the same, if not, slightly more than before.
However, Im really not feeling Delayed Wake Up. It messes with a lot of her meaty set ups,
so any meaty that involves s.HK, Karakusa or any Oroshi and you can be punished quite heavily.
I was never in the positivity camp when it came to DWU and even though it helps everyone, it ruins
the harshness of the knockdown game which I actually enjoyed despite the fact that Makoto got raped
by it just as much as some other characters.

Comboable EX Fukiage is nice. Been having fun with that. But another thing Ive noticed is that you can
now land Ultra 2 from an EX Fukiage in the corner. It can also land mid screen but when the first kick
connects she’s unable to land the rest of the hits. This may be character specific. She can also combo into it
from a Focus Attack > Regular Fukiage > Ultra 2. How come this lands now? Did they increase the speed at
which she comes off the wall with Abare Tosanami? Or has the height of getting hit by a Fukiage been increased?
No idea, but it feels odd finally being able to combo into U2 now.

This makoto is fun , seems doing feint combos are easier, perhaps it’s just my mind play tricks on me.

I seem to be getting some weird command grab ranges when doing it to Posion, not sure why, anyhow im gonna go play more makoto now =D

I think doing feints combo seems easier because of the change in the netcode. They ported over the changes they made to AE on PC when it got onto Steamworks into the consoles DLCs apparently.

crunched some numbers (not that we didn’t know before but it’s nice to see it working out in training).

notes:

-old 2 bar corner combo still optimum damage / stun (ex hayate → lp fuki → ex axe)
-ex fuki → fierce = air reset + max stun
-ex fuki → hk axe = knockdown + max stun + max damage
-ex fuki → hp hayate = meterless corner push
-karakusa into max w ultra seichusan sucks, does less than 1 bar ex fuki combo and does almost no stun, but no link required i guess

[combo] = [damage / stun]

Karakusa (1 bar)

Karakusa → s.HP ×× EX Fuki → j.HP = **254 **/ 500
Karakusa → s.HP ×× EX Fuki → HK Axe = **289 **/ 500
Karakusa → s.HP ×× EX Fuki → HP Hayate = **261 **/ 444

Karakusa → s.HP HC s.MP ×× EX Fuki → j.HP = **284 **/ 550
Karakusa → s.HP HC s.MP ×× EX Fuki → HK Axe = **314 **/ 550
Karakusa → s.HP HC s.MP ×× EX Fuki → HP Hayate = **290 **/ 502

Midscreen (1 bar)

Hit confirm
c.LP, s.LP, s.MP ×× EX Fuki → j.HP = **214 **/ 370
c.LP, s.LP, s.MP ×× EX Fuki → HK Axe = **244 **/ 370
c.LP, s.LP, s.MP ×× EX Fuki → HP Hayate = **220 **/ 322

Low starter
c.LK, fwd+LP ×× EX Fuki → j.HP = **194 **/ 320
c.LK, fwd+LP ×× EX Fuki → HK Axe = **229 **/ 320
c.LK, fwd+LP ×× EX Fuki → HP Hayate = **201 **/ 264

Optimum Starter
s.HP HC s.MP, s.LK ×× s.MK ×× EX Fuki → j.HP = **305 **/ 570
s.HP HC s.MP, s.LK ×× s.MK ×× EX Fuki → HK Axe = **330 **/ 550
s.HP HC s.MP, s.LK ×× s.MK ×× EX Fuki → HP Hayate = **310 **/ 530

Midscreen Red Focus
s.HP HC s.MP ×× MP Hayate RFC MK Axe → s.HP ×× HP Hayate = **389 **/ 642
MK Axe → s.HP ×× HP Hayate RFC MK Axe → s.HP ×× HP Hayate = **437 **/ 682

Corner (2 bar)
s.HP ×× EX Hayate → LP Fuki → EX Axe = **384 **/ 632 [AE 2012 Combo]
s.HP ×× EX Fuki → HP Fuki → EX Axe = **344 **/ 582
s.HP ×× EX Fuki → HP Fuki → EX Oroshi = **316 **/ 568
s.HP ×× EX Fuki → MK Axe → EX Oroshi = **324 **/ 552

W Ultra
Karakusa → U1 (Max W Ultra) = **307 **/ 80

Played for several hours, and she is hella fun in this version. Shame about the nerfs but I’m having a lot of fun with ex-Fukiage and playing around with red focus.

Is the Axekick nerf really noticeable ?

Makoto is still fucking fun guys. About post EX Fuki mixups:

-ex fuki,late j.hp helps cross down mixups/ground stuff;

-ex fuki, early j.hp,j.mk crossup works.

I need more practice for do cr.lkxxf.lp consistently, seems hard for me ATM. J.mk is good now,Double Ultra is the way to go in those matchups where we can use U2 only. Until now I’ve tested Makoto against the newcomers in training mode,atm they all seems annoying as fuck: seems hard do some combos on Poison, Hugo is better than expect, Elena movements are… Strange. Rolento doesn’t seems that hard now, but it’s too early.

I’m satisfied, for now. I need more practice.

How good is the cross up jMK ?

IMO, it’s not the best thing in the world, but it’s very usable. And that’s all we wanted anyway.

I’ve had it whiff a few times, but it hits more than it fails. Seems just right to me.

Loving the new Mak! EX.fuki shenanigans are too fun. My favorite thing is since they are so dependent on when you do the j.HP reset that it’s going to be hard for people to read them easily. RIght now i’m doing early j.HP for MK cross up/not cross depending on how early you hit them. Mid/Late reset for dash under karakusa which is hard to see coming. Very Late reset for either double dash under make shoryu whiff, or dash under f.MP to opposite side for mass confusion! I can’t wait to see what else we all come up with. To The Lab!

P.S. I hate Rolento

great information guys. Can’t wait to get home and try it all.

Anyone know what “stealth” changes there were? I saw some discussion of it but didn’t see any definitive info. maybe I missed something.