Makoto Ultra SFIV

No way Makoto would get 1050 health; she has a vagina.

She get nerfed in v2012 in Health,i don’t think she gained +100 lifebar.
The U1 damage is good,damage of 424 with Karakusa does not seem crazy.

^Well he was talking about hypothetical changes in a future revision, not what exists currently.

actually I thought about it some more and I think that many people could agree on this potential change:

EX Oroshi currently 18F startup 12F invincible
Ex Oroshi proposal: 18F startup 12F full invincible 18F throw invincible

This means that it follows her previous standard RPS style reversals of being a good answer to one thing but losing to others. Opponent goes for a crossup? Fukiage is great but EX Oroshi and EX Karakusa will lose. Opponent goes for meaty strike or safe jump? EX Karakusa blows it up but Fukiage is a free punish and oroshi loses to OSES and jab mash. Opponent goes for meaty throw setup, EX Oroshi beats it, Karakusa and Fukiage lose.

The problem with it is I think capcom intended for it to beat certain options. Not all but one(ish) like srk. Technically speaking the only throw counter we really need is tsurugi. Sometimes the guess is in our favor, sometimes it’s not. That’s kind of where I think they were going with mak.

If they gave ex oroshi the ability to eliminate projectiles I’d blow Ono in his chun li outfit. I don’t even care

Ok I finally put in the time and effort to do the research myself for this. An issue that had been bugging me for a LONG time and had asked around but no one ever answered.

Sure enough, Makoto in SF4 walks significantly slower than she did in 3rd Strike.

I recorded a video where I pushed the training dummy into the corner of one of the stages in 3S and then walked each character forward and backwards the maximum amount. Then I took that video and did took a snapshot of each character after 60frames of forward movement then measured the distances. If we use Ryu as a baseline for both SF4 and 3rd Strike movement speed, Makoto SHOULD have had a 25% faster walk speed in SF4 than she does now. She should have be an 0.0265 forward walk speed (basically a tiny bit faster than Sagat, still one of the slowest characters in the game.)

Ibuki used to be the fastest walking character in 3rd strike but got much slower in SF4 (she is now slower than Ryu). Also another interesting thing I discovered is that in 3S, all of the shotos have the exact same walk speed. Ken, Ryu, Sean, and yes even Akuma all walk the same speed. SF4 Akuma is much faster though.
The one remaining 3S character from SF4 (Dudley) is actually about the right move speed compared to how fast he was in 3S.

I really hope that they up Makoto’s walk speed to 0.024 (equal to sagat) in the next version.

Ive got it. Take away her super and give her something damaging instead of a cancel/buff. Give her a counter that deals no damage but puts her at frame advantage with no knockdown. Grants her a buff to her next attacks damage or could change properties like giving armor break to normal non charged hayate

Leave the Hayate pushback.

All Makoto needs is a 24 year old sprite with a sexy outfit. Fuck all that other stuff

And LONG HAIR helllllllll yeah

Has anyone said being able to “oroshi cancel”? “Oroshi Cancel” to cr.LK would give her a real high-low game.

You’re gonna need to elaborate there pimpin

I’m going to have to assume he means that being able to cancel oroshi within the first few frames into a low would improve Makoto’s viability. I don’t personally think that’s what she needs as a character that consistently ranks in the top 10 of the cast, but it’s certainly an option.

Pretty much Hayate Cancel, only for Oroshi.

Needs that bandage shirt alt. that would’ve been the best thing in any fighting game evr and I am not exaggerating.

With the exception of j.mk hitbox I really think we have everything we need >.> I’m just being whiney

I dunno, I think that an increased walk speed (to around Sagat’s level) is going to become more important as the game develops. A lot of the top characters either have solid walk speed, or solid reversals, or good zoning. Ryu, Akuma have good walk speed and reversals and solid zoning. Sagat has good zoning and good reversals. Seth has good reversals in spades (and one of the fastest recovering forward dashes in the game, Makoto’s goes farther but it also is vulnerable longer.) and viable but not great zoning options. Cammy has amazing walkspeed and good reversals. Ibuki has average walk speed but command dashes and super jump sort of make up for it, and has a solid reversal.

ect ect

Makoto has by a huge margin the worst walk speed, no zoning options at all, and only 1 really solid reversal option (EX Karakusa) which is very situational. I really think that j.mk pales in comparison to a 25% walk speed increase from 0.2 to 0.25 (putting her at the same walk speed as Seth)

Who walks as Seth though? I really don’t see it helping her game nearly as much as a reliable cross up that isn’t some convuluted cross up Tsurugi setup from a knockdown.

We don’t need increased walk speed. Mak isn’t a footsies character. We don’t need a reversal we should always be on the offense or worst case scenario neutral. Our offense is a guess. Our defense is a guess. You don’t need anymore defensive options other than block, backdash, and jump. She’s not a shoto, zoner, grappler, or footsies oriented character. She’s straight mixup. Every character has a weakness the player has to work around. If we didn’t there would be one character in this game. Stop focusing on the things makoto doesn’t have and focus on the things she does.

I don’t agree. Right,is another game,but SF4 Makoto is less effective than the original counterpart in 3s. The reversal game in the actual engine is so strong and we don’t have a tool like the parry system,the Saving Attack don’t work on wake up. With some experience and training we are able to put some pressure on our opponents,but how long? Look at the last Topanga results or simply the Haitani-Daigo set: all the time Haitani put Daigo in guess situation he does a DP,with 2 bars is even able to reset that situation if Haitani try to bait,all that without any risk. Even the Hayate’s pushback on hit leave some Makoto original guessing game,why? Don’t wanna play an S rank character,but imho Makoto needs something to make less effort, especially in long sessions: still looking at the last Topanga seems Haitani get tired after 3-4 matches in each session.

Which is why Makoto needs a true cross up threat on standing opponents; being afraid to miss the cross up block also makes IAT easier to land.