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Posted
don't forget carl either.
Carl still has a DP safe unblockable loop that's only a little different from the old one lol, I'm sure he's fine...
Posted (edited)

Well here's more nerfs from jbbs. Feel free to proofread my translations, sorry I ignored you last time hakimiru I never check PMs. (  ̄з ̄)

・弱体化点

ダッシュ初速低下

4投げ硬直増加

空中投げノーゲージ追撃不可能に

5Bの硬直増加、CHからのダッシュA繋ぎ消滅

5C>派生Cのディレイ幅減少

6B発生22Fになり、5CCからの繋ぎがしゃがみ限定に、強制しゃがみ削除、攻撃レベル低下により、ルナ・5DLv3に繋がらなく

2Cに同技補正70%

3C動作終了付近の無敵削除

5DLv3の受身不能時間減少

2DLv1・2DLv3がレベル関係なく同技補正

2DLv3の受身不能時間減少

JBCH時相手が浮くように、受身不能時間減少

J2C判定弱体化、着地硬直増加

JDの前進距離短くなって裏当てほぼ不可能に

コメット設置硬直増加、ブレイクショットLv3の壁バウンド削除

コロナ性能変化により、CHからの拾い・エリアルからの拾い直し消滅

パリング被カウンター、前ダッシュ以外のキャンセル消滅、当身成立からのはじきの発生鈍化

B,Cライトニングアロー追撃不可

エクリプスターン硬直増加

マーズチョッパーのキャンセル削除

スターゲイザー硬直増加(だっけ?)

シューティングスターLv3の壁バウンド削除

ビッグバン硬直増加

パーティカルの無敵仕様変化でバー対不可能に

New stuff in bold.

Nerf List

-Dash initial velocity down

-4Throw recovery increased

-Air throw cannot follow up without meter

-5B recovery increased, CH5B dash 2A doesn't link

-5C > 5CC delay window decreased

-6B start up to 22f, can only link from 5CC on crouch hit, doesn't force crouch, attack level lower, still links to Lunatic Upper and 5DLv3

-2C same move prorate at 70%

-3C invincibility near the end is removed*

-5DLv3 has less untechable time

-2DLv1 and 2DLv3 count as the same move for same move proration

-2DLv3 has less untechable time

-j.B on counter hit floats opponent more, less untechable time*

-j.2C hitbox weakened, landing recovery increased

-j.D range nerfed so that the old reverse hit is impossible

-236A Comet Cannon recovery increase, 236A~DLv3 doesn't wallbound

-623C Corona Upper changed so that you can't pick it up off a counter hit or aerial hit

-46 Parrying has counter hitbox, can only cancel into dash, can't use repeatedly

-214B/C~D Lightning Arrow can't be followed up

-214A~B Eclipse Turn recovery increase

-214ACA Mars Chopper drive cancel removed

-214ACB Star Gazer recovery increased (he's unsure)

-214AD (and probably 214ACD) Shooting Star doesn't wallbound

-632146D Big Bang Smash recovery increased

-236236D Particle Flare Invincibility changed, something about the bar (I'm unsure about this one)*

* for translations I wasn't too sure on. And take this with a grain of salt since it's from jbbs which isn't 100% reliable but odds are your character is suck.

Edited by Exciel
Posted

"-2DLv1 and 2DLv3 count as the same move for same move proration"

*Pockets grain of salt* Seriously, if I can't get her to at least be interesting after Week 1 of it in my hands, Good thing my Valk is almost on par with Makoto. :sweatdrop:

Posted

HOLY SHIT, was these nerfs really necessary?!? especially the dash intial speed nerf, also j.2C is not viable tool to nerf it even more.

Makoto is dead but JP still rock with her, with there godlike fundementals.

Posted

If only I can agree that ones showed using her had "godlike fundamentals".

Also seeing that 2D(1) did have repeat proration, all my theoretical combos became useless. (well not entirely but bleh).

Either way I only need to crop and appended a few things before my cmv is ready.

Posted (edited)
If only I can agree that ones showed using her had "godlike fundamentals".

overexcited expressions, but i must say that Yasuda is godlike tho.

Omni, have you done anything regarding the new air throw? I know I saw in one match video that you can rapid it into 2C>Whatever.

the damage lose is ok, but it doesn't carry now ~.~

Edited by StarGazer
Posted (edited)
http://www.youtube.com/watch?v=AxzBp3BNCRk

Tager match up doesn't look good.

Also, yaay they buffed the astral heat so it deals now 10K.

He got out footiesd hard core by that tager in the first round. good adjustment on his part. Its gonna be a hard match up though. Probably 6-4 tager.

So with that air dash back on tager into the jc i wonder if you can confirm that into anything.

Edited by Crosell
Posted
He got out footiesd hard core by that tager in the first round. good adjustment on his part. Its gonna be a hard match up though. Probably 6-4 tager.

So with that air dash back on tager into the jc i wonder if you can confirm that into anything.

I've messed with it a bit a while back and I'm almost certain you can dash 2A afterwards.
Posted

Don't forget that our dash has gotten a tiny bit slower, so especially the short dash-links might not work the way they do/did in CS2.

(Also: Hi, Makoto boards~)

Posted
http://www.youtube.com/watch?v=AxzBp3BNCRk

Also, yaay they buffed the astral heat so it deals now 10K.

You can break 10k now if you fought Haku or Tager.

He got out footiesd hard core by that tager in the first round. good adjustment on his part. Its gonna be a hard match up though. Probably 6-4 tager.

So with that air dash back on tager into the jc i wonder if you can confirm that into anything.

Nah if anything it might finally be even for Tager.

As for iad back j.C, I have a set up with 5B jump cancel so that you forward jump over them, iad back then wait till you start descending and turn around to hit j.C. When done right you should be able to confirm into dash 5B and follow up however you want.

Is there any matchup that has gotten better for Makoto in CSEX?

Tsubaki, On the other hand I whole heartily suggest counter picking Tao in CSEX, maybe Carl as well.

Don't forget that our dash has gotten a tiny bit slower, so especially the short dash-links might not work the way they do/did in CS2.

(Also: Hi, Makoto boards~)

Good point, so 214A~C~A > dash 2A probably doesn't work as well. =/

Posted (edited)

http://www.youtube.com/watch?v=1Ll46yebSNo#t=2m28s

214A~C(CH)~A connects as usual, but no dash 2A to continue it, even though Ragna was crouching. Seems that the recovery was increased, so we'll most likely get nothing out of the overhead without RC or raw CH now.

I can't remember the changes in CS:E properly, can you still follow up 214ACCCCC in the corner? Cause if not, we might as well confirm 2A hits on standing opponents with 2A > 5B > 6A > 5B > ~stuff~ now to get some extra damage out of it when midscreen.

Edited by Reisi
Posted (edited)

>I can't remember the changes in CS:E properly, can you still follow up 214ACCCCC in the corner?

Nope.

http://www.youtube.com/watch?v=OWTQjqxRKfk

http://www.youtube.com/watch?v=Ps_LQWw9KHU

Rest of that Makoto, he's really good actually but has some pretty crappy opponents as well, like that Noel who thought pressing buttons on 6B > orb was a good idea. Some forms of orb oki should still work especially on bad reversal characters but a safe corona ender might be better often just for the sake of damage. I wish Eclipse Turn could cross up in the corner or at least have one move that still wallbounds so you could do (facing away from corner) ...6C > PFx2 > 2DLv3 > j.DLv3 > etc. back into the corner set ups.

Edited by Exciel
Posted (edited)

Front page updated.

i don't want to counter pick against tao -_-

Deal with it.

http://www.youtube.com/watch?v=1Ll46yebSNo#t=2m28s

214A~C(CH)~A connects as usual, but no dash 2A to continue it, even though Ragna was crouching. Seems that the recovery was increased, so we'll most likely get nothing out of the overhead without RC or raw CH now.

I can't remember the changes in CS:E properly, can you still follow up 214ACCCCC in the corner? Cause if not, we might as well confirm 2A hits on standing opponents with 2A > 5B > 6A > 5B > ~stuff~ now to get some extra damage out of it when midscreen.

Also near that same part it disproved the Lunatic upper buff.

>I can't remember the changes in CS:E properly, can you still follow up 214ACCCCC in the corner?

Nope.

http://www.youtube.com/watch?v=OWTQjqxRKfk

http://www.youtube.com/watch?v=Ps_LQWw9KHU

Rest of that Makoto, he's really good actually but has some pretty crappy opponents as well, like that Noel who thought pressing buttons on 6B > orb was a good idea. Some forms of orb oki should still work especially on bad reversal characters but a safe corona ender might be better often just for the sake of damage. I wish Eclipse Turn could cross up in the corner or at least have one move that still wallbounds so you could do (facing away from corner) ...6C > PFx2 > 2DLv3 > j.DLv3 > etc. back into the corner set ups.

I wouldn't call Matsu or Ren crappy, In any case if he wanted to switch sides he should had used 2D(1) after PF and gotten a full corner combo out of it.

Also I wonder what kind of same move proration 2D(3) & 2D(1) got, 70 P2 is still usable.

Edited by OmniSScythe
Posted

Ughh, so we got nothing new except the Stargazer float and an unnoticeable buff in 214AC untechable time? it seems Makoto room for development in future is not big although she changed a lot.

Yasuko's Makoto is great <3, he did 4700 from 2C Fatal in corner... please tell me we can get more than this :(

Posted

Maybe, he did use way too many drives early on which hurts damage a lot plus with fatal we do get some new links so it might be able to get more.

Also what I think a lot people didn't notice is that he used 2C twice in a combo where it might still had some more combination usable at that point.

Put those things together we should at least be able to break 5k.

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