Wednesday, November 30, 2011

http://i247.photobucket.com/albums/gg141/Skiegh/StunCombo25.gif

Ah... Makoto's 100% stun combo, infamous and generally considered to be unbalanced despite the fact that Makoto's SAII is actually a very balanced super. The reason for that is because it can only be comboed against people who are on one half of the screen, any further and it won't link. The real unbalanced part is that Makoto's Fukiage (The upward punch) generates an absolutely ABSURD amount of stun and can be comboed after this super though it does require a LOT of practice.

I practiced this for quite a long time before making this GIF since I never really used Makoto once. Took me about 2 days before I could do it... consistently enough to make this GIF. It looks like a simple Fukiage after the super followed by another but the first Fukiage is actually Kara'd which can be quite tricky. (For those unaware, Karas or Karaing is a fighting game term used to describe starting a move and then canceling it into another move within 1-2 frames to generate either increased/deceased range by moving the sprite to one direction.) In this case, the kara used is Makoto's standing heavy kick which in the first 1-2 frames of the animation, moves Makoto backwards quite a few pixels. The reason you need to do that is so when that fukiage hits, your next dash will put you range to do LP fukiage. Without the Kara, this cannot be done.

It's a learning experience and as far as 100% combos go, this one has my most respect despite still being a little overpowered but really, Makoto is quite a balanced character, she is just a tiny bit too good statistically. Lower her stun generation on fukiage, decrease the range on Karakasu (her command grab) by 1-4 pixels and she would be perfectly balanced. She's a very high skill character that's fun to watch but absolutely bullshit to play against.

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