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[QUOTE] Makoto is my playing for fun character (punching balls never gets old) even if I feel like she is a bit undermined in ssf4(at least with my skills with her). [/QUOTE] I had a lovely 30 [b]loss[/b] streak with Makoto the other day, but I keep on trucking! She has so many problems, though... (rant) Ultra 1 is good after karakusa (or EX karakusa!) and in a (karakusa) Hayate xx Super combo if you have the level, but otherwise, it comes out a half second too late, has garbage range and is too unreliable as an anti air. Still, I feel better trying to squeeze in a karakusa and hitting with it than using Ultra 2, which is just wildly unpredictable. It's easy enough to place, especially against projectile spammers, but it frequently doesn't hit right. If it automatically gave you the full hit/animation every time you connected, it would be useful, but as is, there's always that chance that you'll end up hitting, then punching wildly at the air while your opponent hits YOU with an ultra. It's a shame, since I like its versatility more than Ultra 1. She works fine on characters she can pressure, especially when you get them used to blocking low mid punches and hayates (so you can move in and either throw or chop), but fighting someone like Guile is a nightmare. Throw characters are terrible to deal with as well. I can often wait them out, and middle kick is a godsend against Zangief, but I will always lose against a good Guile player. I was murdering people with EX karakusa for a while, but now I seem to have a difficult time using in situations where I don't get nailed with a guard-breaking attack. I have a lot of fun with Makoto, but even if she ends up being high tier in high level play, she seems to be quite gimped when it comes to practical application. I've been doing very well with Cody and Juri at least.
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