Even her 6HK (hold), 6LK, and 6MK force her to commit.
then use 6 Medium punch. She has multiple, great verstaile normals to help close the grap between her and a spacing opponent.
Yeah and so would a fireball.
Oh no, a charecter who has a weakness. Sorry she ain't shoto. Deal with it. You can get in unharmed if you are just patient enough to do so.
this is kind of a long read, i guess, but informative, i think.
well, first off, the kara-Karakusa doesn't add very much range to it in SF4, especially when compared to SF3 kara-Karakusa. but, on top of that, as if the lack of distance wasn't enough of a problem, Karakusa is an extremely slow move. the fastest Karakusa, LK version, comes out in 7 frames. a normal grab comes out in 3, and most people's jabs are 3-4 frames. combine this with her lackluster normals, and Makoto has no real way to stop people from just jabbing and crouch OSing her all day. she has a ridiculously bad overhead that is slow and has short range, so no dice there. you see, when you have a command grab, like Zangief's or T. Hawk's, they are good because of their immense range, the fact that they have normals to make you stop jabbing, and their command grabs come out faster than a normal grab (1-2 frames). on the other hand, you have Abel, who has a slower command grab like Makoto, but he is grab invulnerable during normal, and hit invulnerable during the EX. Makoto can be grabbed and hit out of every version of Karakusa. hell, people have trouble landing Honda's Ohicho Throw, and that **** is 5 frames, so imagine the problems Makoto has.
and, it may be true that quite a few characters are bad on wakeup, but Makoto is in the unique position of being a character that wants to be next to you, but if put her at any kind of frame disadvantage or knock her down, she has a slew of problems. her normals are slow, and bad on block. her specials are slow, and ridiculously bad on block, so Makoto is VERY susceptible to being baited on wakeup.
and, the way the character is built, dashing was her best way to get in on someone in SF3, as she was a character that relied HEAVILY on the Parry system to be effective. The main problem with her is that SF4 doesn't really allow for characters to be straight-forward, dash up and start and offense characters to be very good, which is the original design of Makoto. Characters with a strong mid-range game, like DeeJay or Chun-Li destroy her for that sole reason; she can't get in reliably. Hell, Chun-Li destroyed her in SF3 for the same reason, but the Parry system salvaged the matchup some to the point where if Makoto could read a poke, she was automatically in. you could say the same thing about focus, but it is not nearly as effective as Parry. fireballs and good, mid range normals have always been a weakness of her character design, but SF3 gave her an option around those if she was sharp-eyed.