Ultra Street Fighter 4 | General Lounge

Chun is the most BS on that game, at least Yun is hard to use on 3S, especially having those strict genejin combos on lockdown… Being able to Genejin from any part of the screen whenever possible takes great execution… SF4 Genejin is childs play though…

3S Makoto is the personification of death.

Pretty sure the same person does it.

Quite sure he’s talking about the english voice.

Edit: Original post is probably disproportionately hostile compared to your post, sorry if you saw it.

I thought context would make it very obvious I meant he could switch to the JP VA he apparently likes.

Anew Eng VA is very obviously not going to happen for Ultra.

I don’t believe Chun is that easy to use. If she were as simple as the masses who complain about her believe, we’d have more than three good Chuns in America. which we don’t! everyone is just difficult in different ways depending on their strengths. Chun has a lower execution barrier but requires good footsies and fundamentals. Yun requires a lot of execution learning up front but once he has it, he doesn’t have to spend time learning how to play the ground game well. and so on for the rest of the characters depending on their strengths and weaknesses.

I tested makoto’s forward dash vs my characters (Guy)backdash she forward dash twice during my backdash and command grab me before I could move out of recovery.
Her command is a easy way to land ultra but I don’t think you can balance her moveset well in sf4 without making her bottom tier as there is no parry.
A slower forward dash or command grab would make is abit easy to Cr.short/(fastpoke) or grab her out of her moves or attempts to get in.
Without the command grab~ultra she would still do damage but would be a more meter heavy character.I think she would still have HP~super~ultra and a hp/hk jumpin~ultra but scaring the opponent and making a comeback would become alot harder if they have a really good defense.

lol. not really

I only saw the post a few seconds after you edited it XD

I agree with what you’re writing. I just assumed you didn’t watch the video and thought he complained about the JP VA.

A slower forward dash would make her shit (remember, walk speed slower than Sagat/Dhalsim) and her karakusa is annoying but it needs to be as fast as it is for it to be even viable. The HK version is 9F. She is already a meter heavy character. Without meter her damage tops out at around 150-200 unless she lands an axe kick then she can get about 230. Period. That is no matter what she does. She doesn’t get any really good combos unless she spends a bar for EX Hayate in the corner. Makoto is EXTREMELY meter dependent. Also Super - Ultra while nice leaves one big problem: her super sucks. Tanden Renki is 25% extra damage BUT she loses access to the tools she needs to actually LAND damage: meter. Without meter she has no way to combo into a knockdown whatsoever. No EX Oroshi, No EX Hayate no knockdowns and post hayate she is unable to really pressure as she is either +1 (MP) or +0 (LP) on hit with F+LP as her only 3F and it can’t really be easily confirmed and doesn’t combo to anything. And she can’t even BUILD meter for the remaining ~8-9seconds after her ultra finishes.

Btw, her forward dash = 16F and even EX Karakusa is 5F

2x forward dash - Karakusa = 37-41F depending on the karakusa

Guy’s backdash = 26F

How she is doing 2x forward dash - Karakusa before you can move from a backdash is beyond me unless you backdashed after her first dash started but even then it’d be tough.

Also, I’d be fine with them lowering the damage on karakusa - U1 and I believe they are planning to do that. It is a crutch that I feel she shouldn’t have so much reward for landing. The U1 still does 80% after a karakusa and that is 384 damage (not including the 40-60 dmg from the karakusa) I think they should simply lower the damage on the U1 from 75405 (480) to 75375 (450) which would result in her damage being 360 at 80% scaling. Meaning 400 exactly after a karakusa or 420 after an EX Karakusa. (Compared to the current 424 after a karakusa or 444 after EX that’s a decent drop)

(Btw I wonder why no one ever complains about Yang doing command throw - close MK - dash - U1 which does 438 which is even more than Makoto gets from Karakusa - U1. Or doing Command throw - sLP - U1 which is 408 damage and a bit easier to do consistently than close mk - dash - u1. I guess because Yang doesn’t count? I mean his dash is 18F which IS slower than Makoto and doesn’t go as far but he has the 2nd FASTEST walk speed forward compared to Makoto who has the #1 SLOWEST)

I knew you, particularly, would come and post all of that and I’m really glad for it because I seriously didn’t want to.

Karakusa+U1 it’s already lower than most combo-ultra out there,some of them starting from an inv.move. Shit seems easy when you see Makoto dash in,but she get the reward doing a risky move. Dash in against long range normals,fast crouch hitconfirming lights isn’t easy,if you miss the grab or you’re counter it during the dash she’s fucked. Besides mashing ultras or ex karakusa she haven’t easy way to deal with pressure,no shoryu here. In 3s there are many ways to land her SA1,in SF4 we can land it only from karakusa,lk/mk tsurugi and some meaty/CH attacks. In 3s dealing with karakusa was way more difficult than SF4 imo,I think fight SF4 Makoto seems more childhood play than her 3s version. In SF4 run away can be a good difensive option,in 3s…There’s no escape.

I like Makoto’s English voice actor, fits her well.

“I don’t think you can balance her moveset well in sf4 without making her bottom tier”. As the numbers don’t lie so you can clearly see if makoto’s dash x2 would beat guys back dash. Example I react to makoto’s forward dash(16-17frames) with my back dash(26frames) if I do it late or just try to back dash after she gets in my face she can forward dash again to command grab me if she delays the next dash to bait my back dash. Makoto is ok she has to work for the wins in this version of sf anyone asking for nerfs needs to play against her in 3s.http://youtu.be/UPN812eztUM?t=11m23s

Karakusa is not that easy to land.
You usually must spend an full round trying to make your opponent respect your other options so they start to think blocking is a better idea. Only then can you try things as risky as dash command grab.

Don’t forget it has the same recovery as a miss Ultra ( 47 frames )
You get punished hard if you miss it and that’s the way she was designed. High risk high reward.

But I still don’t know why we’re discussing SSF4AE:2012 Makoto in this thread…

lol sorry.

I hear red focus can take hits into the double digits. perhaps no actual hit limit.

which makes no sense to me.

If it can absorb unlimited non armor breaking hits for its duration, what’s not to understand.

Yep, pretty simple.
http://www.youtube.com/watch?v=8byfZ9t_2cw

About 3s, when I started playing it on GGPO. I saw Chun Li, now I’ve never mained her in any game, however always thought she was a strong design. She looked visually amazing in 3s and I was thinking maybe I should try her out. EVERYONE on GGPO said “Pick who you like, but don’t be another one of those Chun players”. The disgust and hate that people seemed to have for 3s Chun was sky high. She seemed as reviled as Seth is in SF4, or Talbain was in Darkstalkers. I figured there must be something really cheesy or cheap about her and I generally stay away from characters like that. So I didn’t even try her out. One day maybe.

My Steam ID? Or what’s my beef?