SSF4 Makoto Thread: Return of the Mak!

Read my post before this one, and look at the picture. That is an actual picture of the game, not an opinion. Does it look “massive” to you?

I really feel like this is a big fuss over a non-issue. If you can’t grab right away, then surely you can walk forward for a couple frames and grab. It’s not as if the enemy can react to one and not the other. Barring that, as mentioned, you should be able to do a s.LK and create the same situation except no need to walk forward.

As for Oroshi, if you looked at that picture and honestly thought that you could be out of Oroshi range, you can take a look at more pictures at the Famitsu site. The pictures in the Oroshi section show an Oroshi hitting Dan from a further range than she is at after landing Hayate.

Did I miss something? Didn’t one of the makoto players in one of those horrible german gameplay clips karakusa an ibuki player after a hayate? Maybe I missed something or that was an older build than the one Wong got his hands on.

Sorry if that’s old news…

I think Justin is smart enough to try and see if you can kara grab after dash punch… I would assume you can’t. Either he knows you can and didnt show it in the video on purpose… or you just plain cant.

you have to keep in mind that JW probably had limited time with the build and had to get through it as quickly as possible. He obviously didn’t explore every avenue. That or he got distracted by the shinier objects (read: Ibuki, Dudley) to bother. I think it’s the latter more than the former.
I’d be curious if Capcom japan did a similar thing with Japanese pro players. If so maybe when the NDA is dropped we can get some information from former Makoto tournament players. They’re in the best place to assess how different she is from her 3S incarnation.
I will say this: given the overall design philosophy in IV I seriously doubt that Makoto will be as much of a “guess right a couple of times and win” character. She’ll probably be more in line with Abel but with better normals to compensate for a less powerful “grab”, and much faster movement.

You have to give Justin more credit than that… I think he would have tried as soon asap. We would have, so why not him? Dude is a legend at this point. I think he would have tried.

kara grab in 3s required really careful spacing. if you were too close you hit them with the s.lk, cancelled into a (whiffed) karakusa, and then got punched in the face for it. she looks to be too close to kara-karakusa after the fierce hayate (eg. s.lk would hit at that range). i have my doubts that she’ll even be able to kara-cancel off of s.lk at all in super but who knows. the most common setups for it would be gone anyways because characters don’t roll away from you when they quick-getup in IV.

Yeah, I am starting to believe she won’t be able to land it either. That would have made her so scary, I don’t understand the reasoning behind this change. Doesn’t everyone have a backdash and a neutral jump in this game? Playing characters like Makoto is supposed to make the opponent so scared they do foolish things, and having that option would have totally helped in that regard.

how do you do it?

Do you guys read previous posts? D:

Check out this picture.

LK karakusa range in video.

You see Wong hitting LK. LK karakusa was the fastest but had the smallest range in 3S. He is using LK karakusa = smallest range. AT THE VERY LEAST, HK karakusa should land post-Hayate.

EDIT: If I’m not mistaken, post Fierce -> Fierce Hayate, LK karakusa would whiff, but MK and HK always grabbed, ami rite?

s.LK :hcb::k:

Has to be input quite quickly.

Here’s a video showing the inputs, what things should look like on screen, etc.
[media=youtube]DBxVFTGbcmM[/media]

Hey guys, kara after hayate:

[media=youtube]Pfrwc1QIUrs#t=1m22s[/media]

Unless this was changed, Makoto still has her post-hayate mixups. I have a feeling this is the range in her fierce karakusa.

Well using the SF4 system as a precedent, Abel’s lp tornado throw had the longest range. I they might use the same system for Makoto.

Justin Wong isnt stupid. Imo.

But Capcom said they tried to keep Makoto as close to her 3s counterpart as possible. If that’s the case, why use lk for the longest range when hk had the longest range in 3s?

That reflected a game currently in development.

Anyway, I hope its possible.

mmmm just to set something straight:

in the trailer makoto is shown just doing a hayate into karak, NOT fierce-hayate-karak, and it also looks like fei is backdashing on the pause when the move is activated, this probably means fierce+hayate pushback is too much whereas a regular hayate is fine for linking into karak. if you don’t believe word of mouth just go look at the trailer yourself, there is no fierce before the hayate.

this also doesn’t mean that justin was using the correct kara, as others have stated the range will matter with what’s pressed to activate it.

This is true, but I just can’t see Justin Wong missing something like that. We wouldnt miss it, how could he?

LK karakusa landed just fine after HP hayate.

Of course he isn’t stupid, I just feel he was there to show combos, not possible mixups. I dunno meng, I disagree with you here, I feel like he isn’t using her max range. At any rate, there’s always EX karakusa as our shining star if you’re right.

We’ll see when the game comes out, but if I"m right, I’ll rub it in your face. :rofl: :smiley: :smiley:

I doubt you can karakusa after hayate, justin wong its not a random scrub or somthing like that, and even if he had to try the game for 20 minutes im sure he tried to grab with MK or Hk also, come on its one of the basics of the character.

We see it done on the 3s trailer characters only after a hayate (no hp),if justin says you cannot longer do it be sure it was removed (which will kill half of the character imo, hope im being wrong)

But his level of firsthand familiarity with Makoto is in question. “In Third Strike the axe kick knocks down, but in this one it doesn’t.” despite the fact that LK axe kick never knocked down, even in 3S. Secondhand familiarity, I’m sure he’s seen Tsurugi knock down, but might not know that only HK/EX did so.

And I suspect the practice time they gave him with the 3S characters was to give him access to their trial combos. Stuff like what’s actually useful in a real match, what tricks work and what don’t, tends to come out in head-to-head play with a more sizeable player pool.