Although st.hp>super>U2 would be really cool it would be toooooo strong. If we were to land U2>hk tsu with super activated right now it already does 640 damage :s
Your crazy Charlie. She doesn’t need a walk buff. You don’t think she gets more damage? She already gets more with her current walk speed. Example
Ryu: current optimized combo(false) after Karakusa with no bar is Karakusa>hp>hc>mp>mp hayate (238)[444].
If I were to walk forward 6 frames before the hp you can get Karakusa>walk forward hp>hc>lp>mp>lvl 2 lp hayate (249)[471]. That’s as far as she can go. Currently. If her walk speed was faster her MINIMUM damage combo on all cast would be 270 meter less.
I don’t think you’ve experienced the psych factor at all. Sure other characters can do that but the opponent understands that they need to so it’s just everyday dealings. If makoto starts doing her shuffle most opponents will start to think too much. Is she trying to get closer for a Karakusa? Should I jump? Or risk pressing a button? When makoto is like that then doing nothing isn’t going to be the first thing on most people’s mind.
Its impossible to argue this with you cause you truly think its such a small and easy fix. It’s not man.
I’m not at all proposing that it’s an easy fix. I’m not even suggesting that better walk speed = fix, because I don’t think her walk speed makes her under perform to the point where she is an ass character. “Fix” is the wrong word to use to describe the nature of my proposal. Ultimately, what I’m saying (and what this thread is all about) is that if I had a say at making some changes to Makoto, walk speed would be one of the prime things I would think about increasing. I encourage you to read some of my responses to you again because your acting like I’m saying “Buff her walk speed plz k thanks bai!” without a care in the world or any ounce of logically thought out reasoning behind it. But let me be clear just for you. I can **definitely **see the down sides or the possibility of her being too different or too strong by having a better walk speed, but for reasons I have already explained directly to you, I don’t believe it will change her to the point where it’s considered too much or contrary to her character design.
Bro, i’m not even arguing that it doesn’t or can’t Psyche people out. My problem with that statement is this weird assumption that **everyone **who has to deal with a Makoto walking towards them is going to be intimidated. It’s an incredibly broad generalization based off something that can’t really be measured. Personally, I get far more hot and bothered if i’m playing a Makoto mirror match where my opponent is riddling me with different set-ups everytime i’ve been EX Orochi’d, back thrown or swept. If the Makoto starts walking at me on my wake up or even from mid screen, personally, it’s not an issue for me because at least I know what all their options are from that distance and I’m in a better position to poke and/or react to a button press.
If your math is correct in that calculation then good luck holding forward for 6 frames(or however many it would take if she could walk faster) consistently and perfectly just to be able to add in an extra normal and a lvl 2 LP Hayate all for the sake of a rough bonus of 20 more damage. I dont think very many people will risk losing out on the guaranteed damage after a Karakusa by walking forward and tempting the chance of eating a reversal or dropping the combo all together. Even if a speed buff enabled players to squeeze in that extra damage with ease, I still don’t think it’s enough of a boost to be deemed unfair or too much of a buff.
Anyway.This is where the argument ends because aside from the math, it’s all opinion and nobody is right or wrong when it comes to debating what-ifs. I think she could do with a walk speed buff. Yourself and some others don’t agree. That’s fine. Just don’t make it out like I haven’t thought about what i’m proposing because that’s just a bit annoying and makes me feel like I’ve wasted my time writing in this thread *especially *considering that I came in here to share the thoughts that I’ve spent a long time pondering over.
nah, make it only work on a certain side of the screen similar to 3rd strike and that would up the difficulty in actually landing it. i mean, you actually need to have full super to land the thing already… i don’t think that would be over powered at all.
640 is how much damage it does now with Super > Ultra 2 > HK Tsurugi? What about after damage scaling?
Oh well, I’d still be happy with a costume and stages buff to the game. If there were to be a rebalance at all for 2013 then okay.
Better cross up MK would be AWESOOOOME though.
I’d also like to see a return to 1000HP. Heck, maybe even 1050. Since Capcom has given her 1000 health before and broken the trend of all female characters in this game having below average health, I don’t see why they can’t do it again. Besides, conceptually and based off of her essentially being a medium sized tank, she deserves to rock with average health at least. The whole female character health thing is a whole nother topic I find odd/interesting.
Aside from that, a 3 frame normal that can be cancelled into hayate would be good. f.lp can be cancelled but with the way the inputs work, you always get a Fukiage. Maybe they could change the command to back.LP instead of forward, which would eliminate any chance of the wrong move coming out when cancelling.
I’ve been working on a SF4 Tweak mod that takes inspiration from some of the 2013 requests but also just adds some stuff I thought would be interest / fun way to shake up the characters options without taking the game too far from it’s roots. This is what what I got for Makoto (so far)
I’m doing stuff for every character, and EVERYONE is getting buffs (or if they are getting a nerf it is because they are also getting a buff to that specific move, like the 8MK/9MK damage reduction but also hitbox increased.)
Thoughts?
It would be good if you could get a video up with those changes implemented so we could see all the potential
outcomes in motion. Not sure how difficult that would be.
I covered most of the changes, though not all of them are obvious (like the forward throw range difference or the 8HP extra active frames)
As you can see from the F-HP - 5HK new move the point is that while f-HP-Yamase does more damage f-HP - HK does more stun and leaves you close to the opponent.
Also as you can see from me messing up. While a level 5 Hayate uses the same physics as EX Hayate for Makoto and the opponent, it still has slightly more recovery than EX Hayate so the followup Fukiage while now possible is a bit tighter timing wise than an EX Hayate - Fukiage.
Give her smaller feet. My god those things are huge!!
and I kind of agree with the walkspeed, as a slightly skilled makoto player, I would honestly wish for less height restriction on tsurugi and perhaps a frame less of recovery when landing. But that…would probably just make her into Rufus…if I am thinking it correctly.
In all honesty what does she need now? She is a solid character. Anyone who says “Oh she is too weak” is just whining. I just hope that they do not nerf her. Which they might do. Ex Hayate also does not need armor or projectile invincibility, just for the sake of balance of the game.
How about another outfit for her? Or her having her ability to actually forward throw like in 3s? It is not major really. but that is all I can think of that she needs really. Or for shits and giggles the ability to parry during her super but not block.
This game is too reversal happy and unblockables setups dependent,even a better walkspeed doesn’t change much. A real change could be a reversal window reduction,but is impossible now. I love how is her now,better not buff other characters and nerf the ones are too strong at high level,like Cammy,Gouki,Seth,Fei and Adon.