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Posted (edited)

I'll keep that in mind and write it in my notes. Also, here's the not-yet-published version of what the final product will probably look like. Also, now is the best time to tell me what should I consider adding on it.

Sample Video

If you get a slow buffer try to Ctrl+F5 the page it should be ok afterwards.

Edited by Bibiquadium
Posted

Are you going for practical match combos, optimal stuff and so on? Or will it be a collection of all sorts of combos?

Posted (edited)

Ah, alright, then a few suggestions (keep in mind I'm going off the sample here, so some of the stuff I'll be saying might be redundant):

Start off the video with her basic ground BnB, then go from there.

Use the lowest possible starter, so don't go for a combo with j.C, but instead use 2A (maybe even 2AAA, etc.) or any other practical starter with which the combo is still doable.

Don't go for maximum damage, instead use the option that grants a nice middle-ground of knockdown and damage. (No j.B > j.C > jc > j.B > j.CC > j.623C~D, but rather j.B > j.623C~~D or similar stuff.)

It would be nice to have the combo route and the damage, maybe even heat gain, be displayed during the video, but that depends on the software you use and the time you're willing to spend, it's not an absolute necessity.

Oh, right, forgot: When recording the combos, reset the heat to zero so, even if the heat gain isn't listed, people can at least see it.

Edited by Reisi
Posted

I did start with the strongest startup but still wrote the minimum and maximum damage that can be obtained from that combo and put a "*" if you started with a certain move instead of an other instead of recording the same combo twice for a single input so people should have a general idea that they won't get the 4.7k DMG out of a 2A startup but 3.4k instead. But I agree with the heat gain and will do so.

Posted (edited)

don't forget about CH combos and corner/reverse variations of combos. And different starters like 214A~C~A/B, parry, 214A~D and etc.

i posted some combos with dmg/heat:

http://www.dustloop.com/forums/showthread.php?12551-CSEX-Makoto-Nanaya-Changes-Discussion-Thread&p=1248889&viewfull=1#post1248889

http://www.dustloop.com/forums/showthread.php?12551-CSEX-Makoto-Nanaya-Changes-Discussion-Thread&p=1245379&viewfull=1#post1245379

http://www.dustloop.com/forums/showthread.php?12551-CSEX-Makoto-Nanaya-Changes-Discussion-Thread&p=1246962&viewfull=1#post1246962

mark somehow combos to learn, corner bnbs, midscreen to corner with rc, punishes and other.

Edited by kotokot
Posted

Here's my BETA, this one gives you a good idea of how I'll be working on my CMV.

CMV Beta

Give it a look, today you'll probably be picking up BBCSEX so you might find some interesting stuff in it.

Posted

throw combo for midscreen is B+C>214A~A>66A>2D>2C>etc

better to start combos with minimal heat for combo

subtitles with combo, dmg and heat gain

something for most important/hard combos like "bnb" or "*" before combo)

and it'll be useful to show oki for different enders and ways to reset pressure.

Posted (edited)

Calm down its a Beta, and either you did or didnt look but the heat gain is definitively there, and AFAIK there isn't only one midscreen grab combo, so presuming that a midscreen grab combo "is" A+B, 214A~A, 6A... would make the point of making a CMV useless

Edited by Bibiquadium
Posted

But you should be showing off the most optimal options for every combo. So, off a grab from midscreen, midscreen to corner and corner situation. Same with other combos, just that things like maximum damage/best knockdown/furthest carry should be shown separately as well.

Posted

This isn't going anywhere, since words such as Sample and Beta are too advanced and me expaining myself is useless, I'll work on my CMV and show a final product only (like 90% of the other CMV out there).

Posted

Maybe I'm not used to Makoto changes but she's an enjoyable character in my book, go figure the challenges won't do shit for me but there's no videos really demonstrating her basics other then the 5 minute one but the cross-ups are still absurd at times unless I'm exaggerating the input time or how practical it really is.

I don't really plan to drop the character until after I know I can't learn nothing with her, really takes me like 3 months or less to figure it out. I just realized Hazama is not really my calling but we all learn from our mistakes. I'll be sure to post videos sometime next week because I'm heavily busy this week and next.

ps- I don't remember Makoto parry being such a bitch to pull off as you're more stationary then ever to pull it off.

Posted

If my life doesn't become so much of an obstacle by either Sunday or Monday my video should be ready, you will then have more than enough info about Makoto.

Posted

A big bunch of Goro matches are out on YT. once I have time I'll list them.

ps- I don't remember Makoto parry being such a bitch to pull off as you're more stationary then ever to pull it off.

Makoto Parry is really hard to pull off now because she is a low tier.

Posted

Surprisingly, I've been using parry more than I ever did in CS2. And most of them lead to great outcomes. It just has to be used properly, making it too predictable is deadly with the new cooldown/CH state.

Posted

your opponent can rc on parry=( but if he try hit again he'll get his hitstop lol, it can be used for baiting infernah dividah rc.

and parry combos are best, it always leads into corner if you rc on right time and does at least 4,5k dmg.

Posted

Today I've put a few hours on it, re-recorded my combos with the heat gain, wrote all the inputs added some new content ect ect. And the main template is also complete so everything will go much much smoother now and this is my last sample before the official release. All there is left for me to do is add combos now.

Last Sample

Posted
your opponent can rc on parry=( but if he try hit again he'll get his hitstop lol, it can be used for baiting infernah dividah rc.

and parry combos are best, it always leads into corner if you rc on right time and does at least 4,5k dmg.

No, Infreno Divider > RC Beat Parry and put you in an assured punish situation. Parry can even be safe jump'ed, I remember my friend doing that to me.

They nerfed Parry but kept its ability to dish out insane damage.

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