her backdash during Super is 14f, almost the same as the fastest Omega forward dash lol. but it only has 1f of invincibility so there's not much you can do with it
Honestly that headbutt move feels like the definition of a "padding" special. It's a whole special move doing what could have been done with minor changes to existing moves... it doesn't change the character's gameplan at all and it's not something the opponent really has to worry about, it just makes a handful of combos better. Now, I could be wrong. Maybe the frame data will tell a different story, having a safe on block special move to cancel unsafe normals into can be huge... and if Heavy headbutt is plus on block it could potentially add some pressure reset potential or frame trap potential... but she's already deadly once she's in, especially with her command grab.
Imo, the headbutt should be the opposite of her Hayate (dash punch). Hayate should knock down to give her oki, while the headbutt gives her a reset so she keeps the grab mixups. Maybe make it chargeable (Charging it makes it an overhead with more plus frames), and it would be good. And i know she has the Chop overhead, but Necro has 2 overheads and they both have their uses.
@@nebiyuesayas5600 The other option is just remove it entirely except for the medium version, but make the medium version a target combo from stand HP.
I wasn’t expecting they would give her new voice lines for something as specific as her ultra 1 in omega mode. But they made Seichusen Midarezuki a thing and now I want it back (the tanden renki version ofc)
There's a few unused voice lines for different Makoto u1s in the code (I think there's a hyakudanzuki for 100). I don't think anything in omega was new per se, just reusing animations and unused sound bytes.
@@Bafael hyakudanzuki sounds like the coolest shit ever, even more considering i find her the coolest character in the series. OMG i want sf6 makoto, and with this version of the super as critical art now!
I messed around with her a lot, and honestly, I think USF4 Makoto is just way stronger than the Omega version. The Omega kit is just awkward and doesn't flow very well in real matches imo. The change to how Tsurugi act is a killer for how I played her.
Makoto with an invincible reversal seems buff. If you bait it on wakeup you might eat a command grab, if you meaty you may eat fukiage. seems like there's no big advantage in knocking her down.
makoto is one of my favorite characters so I was pretty disappointed with her omega version at first, but that super is addicting. used to practice her combos everyday, probably the most fun I've had with an sf game since alpha
I feel like I would like these videos better if they started with a basic overview of how the character plays in Omega instead of jumping straight into really specific changes.
For probably all but two omega characters the answer is "the same as ultra." since omega doesn't fundamentally change most chars play styles. Also starting with it would be weird since I haven't introduced the new moves yet so "thawk zones with ground pound" is gonna be immediately met with "what ground pound" and then I've gotta flip the whole order. Finally the whole point of the bnb section at the end is to show the new routes people would use factoring the tool differences.
@@Bafael it's interesting how Omega is almost nothing but specific changes. and not just across the board the characters are stronger, but it's a rebalance. So the characters aren't all "the same as ultra" because even minor changes can be significant. Especially to somebody trying Omega, not knowing anything, and treating it like they were still playing USF4. Like a few characters can't special cancel c.MKs anymore, but then there's different combo routes for the character anyway. Good video Baf. I think it would have been worth pointing out that you have different frame advantage depending on height, timing, and strength of Tsurugi. Heavy Tsurugi is particularly interesting because it can knockdown at around peak jump height and does 150 damage compared to 70 and is her optimal combo ender for 1bar from EX Fukiage.
Kind of weird to give a character a GG-style metered cancel while also having short recovery cancels out of specials... and also making it not requiring notable timing anymore.
@@Bafael have you ever thought about going to older games and doing that? Like with all of the retro collections coming out I'm sure someone is looking for a Demetri video for darkstalkers
i simply cannot understand this "foward, strong, towards, fierce" and whatever notation, just use weak, medium, strong, or light, medium, heavy is way more intuitive
That's really because you grew up with Light Medium Heavy, this is the notation: Jab - Light Punch Strong - Medium Punch Fierce - Heavy Punch Short - Light Kick Forward - Medium Kick Roundhouse - Heavy Kick You may hear "Towards" or "Back" for unique inputs, those are intuitive. Then "Low" and "Crouch" are Crouch attacks. They come from old SF2 arcade cabinets. It's like how Smash's official title for a Spike is a "meteor smash," or a Tilt is a "strong attack." Just different notation for the same thing
@@realchezboi It does give the moves punchier names, for sure. But then they fall apart quick; they're specifically based on Ryu's attacks. When you get into, like, Balrog, then... He doesn't kick at all. What is a "Roundhouse" to him It's really a legacy thing