Health - 4
This is a numerical value and cannot be changed. But yeah in AE anyone with 1050 stun is a beast. with 1000 health she is fucking amazing.
Rev/AA - 1
Um… no lol. A few things:
You ever heard of fukiage? No? Ever mistimed a jump and lost 1/2 your health because of it. IMO Fukiage, while not being a traditional SRK is the best reversal in the game. It leads to maximum damage for minimal meter, and provides invaluable reset opportunities. It alone can deter any jumping at all and destroys most crossup attempts.
Second, EX Karakusa DESTROYS safe jumps. Seriously. Its unfair to jump and get grabbed.
Third, she has some great normals for anti air. the hitbox for c.HK is massive and is akin to chun li’s s.HK. C.MK lowers her hurt box to the point of nonexistence. It loses to very few attacks.
On the other hand, she has no way out of straight pressure (from the ground) and dive kick pressure. other than Focus back dashing or tech throwing she just has to sit there and block. It can get frustrating if the Makoto player is not patient. This is her one glaring flaw IMO. But its a big one.
I say 3 is more representative of her ability here.
Zoning - 1
1 is just right. she can just barely zone other characters out with Tsurugi and c.MP buffered Hayate. She can get zoned out very easily if the player is not patient.
Rush - 4
Honestly why not a 5 here? She is the essence of a rush down character. Fastest dash. High priority normals and a command grab that leads to massive damage so no blocking. Fukiage for those who try to jump out of pressure, and a corner combo that stuns/kills in two combos. Nah man, I can think of only one character that can rush better than Makoto and that’s AE Yun. He’s basically Makoto with a dive kick. 5 here dawg.
Mix up - 4
you serious? 5 dawg. between Tsurugi, Karakusa, Fukiage, Opponents have NO safe options. I mean you get punished for blocking! lol. Add in OS Ultra 1 and Ultra 2, and basically once Makoto gets the upper hand she wins. game over. See you at character select. There is no chance for a character to get out against a good makoto. she will cut their options and they will not be able to escape. There is no downside to this.
Damage pot - 5
There you have it. Makoto is an offensive powerhouse. and she does offense like no other, and has the ability to punish any decision an opponent makes. She also has multiple ways to destroy an opponen’t decision making ability. Once they hesitate, the round is over. There is no second chance with her. That’s why she is known as the “all in” character.
However her defense is lacking. She must rely on the player rather than her SF traits to hunt her opponent. It takes patience, and this is something that the character itself does not like. she is taylor made for offensive mind. And unless the player knows how to pick up the slack in her poor areas she will suffer a loss everytime.
Your guesses are close IMO. The only one that REALLY needs to change is anti air.The others are debatable and probably just me being greedy :smokin: