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Posted

@Skye:Fair enough, I just think Mu's a better zoner than you're giving her credit for. So, let's leave it at 5-5 until people get more experience with the character.

@Farran: However gimmicky they may be, I still think makoto can get around the lasers (asteroid vision, 3C), and once she's in, her damage output makes up for alot. But I see where you're coming from it could be Mu's slight advantage.

Posted

Makoto's 3C is the exact same thing as Tao cat crawl, only faster. The only attacks that will hit her is 2B, 3C and SoD. This makes pressuring her midrange ridiculously hard because the second you do a 5C or 6C and she does a 3C, you take damage and eat oki.

Posted
People overestimating Makoto's 3C

Awesome.

Everyone does.

Except for the people who play opponents who are actually smart and punish random 3Cs.

Also Asteroid Vision is horrible against Lambda/Mu simply because it puts you in CH status the whole way through, and you can only barrier kinda late. Against Lambda swords it may be useful since most Lambdas force you to jump and 2D you and 214C can mess with their timing, but against random lasers one CH is enough to make you eat a combo.

Posted

I did say gimmicky. Mu can't really recover fast enough to stop the 3C while she's doing stiens, and no decent makoto would throw that move if the game was neutral. She does recover in time to block it, but at that point Makoto is where she wants to be.

Posted
It's cool, if it makes you feel better Bang's 5C is apparantly air-unblockable bro.

hahaha

I keep forgetting that you should always test things by hand. Apparently, even if you set the CPU to block everything with Barrier and then let it jump, it will still get hit by air unblockable moves. GJ ASW.

Posted

On Makoto's 3C, I think as long as your not predictable with it, it can be a useful tool.

On a more wish list related note, it'd be cool if Mak's 3C became jump cancelable during its start up. Imagine the shenanigans! :psyduck:

Posted

That's what I thought! But isn't it really visible what with the kanji appearing and not actually being that fast (21f start, I believe)? Not to mention it costs a horrid 3stars which are wasted if the other guy blocks. Haku's mix-up sucks, so I was all :psyduck: back there.

Posted

In that situation, it's fuzzy guard . Mind you though, the rising j.B tsubaki only works on tall-ish characters.

Though, with 5 stars, that situation means they are guessing between a 14f overhead (rising j.B) and a low, both options doing around 5.3-5.5k.

Posted

It's still pretty telegraphed unlike other overheads.

Let's put it another way. Zantetsu has a 21 frame startup. Tsubaki is 15 but when you count the jump frame startup to TK it it's about the same.

Posted

Correction: It literally is the same (or worse). Haku's dash is only air-special cancelable from frame 6 on, this is why the fuzzy setup is actually decent (against the characters that it actually works on).

Posted

Huh. Well I'll be damned, definitely incorporating this.

So if I got it right, blocking low j.B essentially leads to a 50/50 (on tall chars) since I could go for either a dj.overhead or land -> whatever low?

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