[quote name='F Bomb']Thanks for the advice yume. I guess I always die because instead of blocking I always try to get out

. Also I'm surprised you feel that way about my x-23. I do think she is one of my stronger characters but i don't think i do anything much different than yours.
Now that AE is almost out i'm thinking that i want to give makoto a shot. Can anyone tell me her AE buffs or how she is played differently?[/QUOTE]
Makoto
- Crouching Light Kick has more range.
- Standing Light Kick is Kara Cancelable during its start up animation. The Kara Karakusa is possible again.
- Crouching Hard Kick hit box extended out in front of Makoto, and the hittable box has been lowered slightly, making it easier to use as an anti air.
- Crouching Hard Punch has slightly more active frames.
- Toward + Light Punch has a 3 frame startup (formerly 4 frames).
- EX Hayate (Dash Punch) now breaks armor and has a slightly faster start up.
- Opponent can no longer do a quick get up after Makoto connects with a Hard Punch or EX Oroshi (Overhead Chop). It's more useful now in resets and wake up situations.
- Fukiage (Upwards Punch) when Makoto's arm is fully extended, the hittable box from her chest up has been almost completely removed. Downward attack box has been extended as well, so there are now almost no situations where it trades or is stuffed. It still can't hit grounded opponents, though. The start up for all versions has been improved so it's more useful than it is now.
- EX Tsurugi (Axe Kick) is now like Cammy's EX Cannon Strike, in that it can be done very low to the ground, i.e. an Instant Axe Kick. It takes practice, but since it is a 2-hit special that makes grabs whiff and hits as an overhead, it'll be more interesting to use in offensive/defensive situations.
- Ultra 1 damage distribution has been changed. It still does the same total damage, but you will see the difference during combo damage and damage scaling based on life left. Apparently, this should result in it doing more damage.
- Ultra 2 has a faster startup time making it easier to counter Fireballs with.
- Makoto's stamina is now 1,000, which is the average stamina rating in the game.
- Forward and back dash are faster, total animation frames were decreased.
- Now a combo such as a Level 1 Hard Punch Hayate (Dash Punch), Focus Attacl Dash Cancel, Crouching Light Kick (and other stuff) into Light Punch Hayate is possible, because of the changes to her Dash speed. Mixing this in with her Grab and Choke (Karakusa) makes this a powerful grab or hit tool.