Got this from: http://www.capcom-unity.com/gregaman/blog/2011/08/25/dev_blog:_ssfiv:_ae_2012_rebalancing_details_%28part_3%29
Makoto
She showed her explosive power in AE, so we’ve reconsidered some points by looking at the overall balance of the game.
First off, her health has been reduced from 1000 to 950.
[Fukiage]: Damage has been reduced for the light, medium, and heavy versions from 100 -> 90. EX version damage has been reduced from 140 -> 120.
[EX Karakusa]: Throw range has been changed to be the same as the light version of the move.
[HK]: Hit box has been enlarged downwards.
[Target Combo 1]: The [MK] portion is now cancelable like the normal move.
[Tanden Renki]: Now lasts 3 seconds longer than before.
[Vertical j.MP]: Hit box and hittable area has been enlarged forward.
[Hayate]: Charge ability of this move has been improved. Light version of the move at Level 3 and 4, and Medium version of the move at Level 4 have had their attack distance increased. If the opponent guards any a Level 4 charge at any strength, Makoto is at -2 frames disadvantage. A Level 5 charge at any strength gains Armor Break properties, has its attack distance increased, and has the damage increased from 170 -> 190. Makoto will say something when she is charged to Level 5 to let you know when it’s good to go.
Ok Let me start by saying WHAT THE FUCK MAYNE. Ok just kidding. Yo I have a couple of problems with this, but my problems have nothing to do with what you see on the outside. This is deeper than that...
About the Nerfs:
- So lets see if we can deal with this. The first (and most obvious) nerf was a health nerf. So she goes from 950 in Super, to 1000 in AE, and back down to 950 in 2012. So.... excuse me when I say, thefuck? Ok ok, so no 950 does not seem like very much, but when you take heavy scaling into consideration, especialy at the end of a round when moves start doing, like, 8 and 10 damage, being able to take 3 or 4 more hits is a BIG DEAL. To all of you who think that its not, IT IS. That's my argument dammit. IT IS. End of story. If it wasn't a big deal, they wouldn't have nerfed her.... uh huh. put that in your pipe and smoke it
- The damage nerf? Please. Why nerf this? 10 damage? 20 damage? On Fukiage? LOL I shouldn't even comment on this. If they (or anyone) thinks they can get out of taking 400 damage for making a major mistake then they are only kidding themselves. Makoto don't play that. She don't play that even less than Homie. Anyway, no reason to cry about this. A damage nerf was expected, and prepared/compensated for. Doesn't change much. Pointless. And like (1), not a big deal. Not sure why they did this.
- EX Karakusa Nerf? Really? Why? The sonofabitch is throw vulnerable, and is our only halfway viable wakeup reversal. Oroshi can be jabbed out. Karakusa can be grabbed. Tsurugi? Please... Fuck up and die. Ultra? not reliable. I mean, whats the deal? Why nerf this? I wonder how much they nerfed it? I hope its not as bad as super. The only reason I can think of is because of Karakara, and even then, it whiffs on a lot of shit. But whatever. Again, Motherfuckers cry and we get nerfed. But again, even though we feel this, it is still POINTLESS. (again. Not sure of the thinking here)
- This is a good buff. Standing HK will now beat out a lot of low moves as well. Since they didn't nerf the damage/stun of the move it is going to be very dangerous to poke against, even for Shoto's Low Forwards. This is NOT a pretty move to trade with. Not many moves do 250 stun on the ground, and this hurts bad. Get ready to step your Poke game up guys....
- WOW finally we are getting into some meaningful stuff. Being able to cancel TCs like many other characters will make Makoto VERY dangerous. Currently, most (all?) of her combos are hit confirms into specials. We don't have a way to just chain stuff together. We dont' have anything..... EASY. Its nice to get something EASY to use for a change. I'm thinking somewhere along the lines of FFSTC1>EX Hayate, and mix in s.LK Kara? OMG man its going to get ugly. Our block strings will get tighter. Imagine how its going to get: c.LP, c.LP, s.LP, s.MP, TC1xxMP Hayate??? Is it going to get like that guys? I SURE HOPE SO :D
- Super +3 seconds? Why? Of course I have no problems with this but..... I mean they could've used this in a better way. Why would they do this? Could've added strike invincibility to EX Oroshi. Or Throw invincibility on Karakusa. Or an overhead HK Tsuruti (1 hit guys, no combo, don't get your panties in a bunch). Or a projectile invincible ultra. I'm just saying. There's so much guess work... it would've been nice to take just a tad out... But whatever. Another pointless change IMO since no one uses super unless their opponent is about to die, and they link to Ultra. Otherwise, who uses Super at all???? Jusasking
- A decent change. Not sure why they changed this though. It looks like they were going to great lengths to figure out what NORMALS to change while only nerfing SPECIAL MOVES. Is that a fair trade? Maybe. We will see. But I think the hit box was fine before..... IMO POINTLESS because Neutral jump HP does 250 stun like fucking BOSS namsayn
- Hayate Ok guys... I'm probably going to have to devote a whole post to this thing. We REALLY need some more info from the location tests on this one. Who the fuck uses charged Haytates other than a MP Level 2 in a combo? Yeah I need more info before I draw conclusions. Right now? EX Hayate all day.
Peace and Blessings