The Makoto guide for Super Street Fighter 4: Arcade Edition has been updated on EventHubs. In it you'll find useful information such as command normals and Ultra descriptions.Makoto is a character of extremes gifted with explosive offensive potential. When she gets momentum on her side she can stun the opponent quickly while doling out extreme amounts of damage. With the fastest dash in the game and her toolset of fantastic normals Makoto can bully the opponent with multiple surprise attacks and grab unaware players with her Karakusa.
As a payoff for having such good control of space and punishing options, Makoto's defense is incredibly bad. She is often forced to rely on her backdash to get away from the opponent, which leaves her open to option selects. She also walks slower than any other character in the game and has to rely on her normals to move around.
boss chars should remain and should have the title of boss not like the crap that sf4 series has for example akuma is not at the level he should be neither is gouken neither is seth and i dont care if they become broken thats what boss chars are meant to be same for sagat this series just makes me sad looking at a char like makoto or other whimpy chars but yet there better than most of the cast and bison as well is a dumb version in this game and the twins as well capcom should stick with story wise much better not have dumbed versions of chars shouldnt make them boss chars in the first place and then nerf them down to retarded level
@ #2
You see the movie Hanna? You should. Because it made me believe that a girl of her frame can destroy anyone with the proper training.
@68754 do us all a favor and leave the fighting game community. Just by the nonsense you spewed from your mouth it's clear that you are terrible at this game. And FYI Makoto hardly received nerfs. Her st.HK got buffed, along with nj. MP and she can now hayate off of her target combo 1. 10 damage off fuki 20 off of ex and minus 50 health are superficial nerfs to trick idiots like you who think she's OP into believing that she actually got worse.
Looks like I'm going to have to practice with Makoto if I'm going to win especially in AE. AE they made her better and I like that. Favorite Ultra is a tie between them. Ultra I is for characters with low stamina and Ultra II is for a possible extension like in 3rd Strike.
Makoto is just awesome. And her defense is not as bad as many people make it out to be. With the incredible priority on her standing strong you can stop so many moves and its great as an anti air. Shes hard to cross up because of her fukiage wich kills a lof of options. And with a right guess or a good reaction you can turn around the game completely. Against players that play a "keep away" game on me i usually play rather defensive and wait for a move that i can catch to turn the momentum around. And with her, lifeleads and whatnot loose their meaning wich makes every round exiting till the end.
Anyone else think that her forward st. j. punch is amazing? It's retardedly fast and has incredible range. It's great against someone who wont get out of your face. If you are able to stick it between your opponents block strings, it stops them long enough to get a cr. H. punch or a st. j. punch which might lead to counterhit combos. It's just stupid good priority against a lot of things. I feel like it's one of her best tools to get away from your opponent.
We need a makoto overseer in the forums. Shes goodish now surely someone is up to the challenge!