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Posted

Notice, be sure to check the combos videos in the video thread by Kuroku and our own Bibi for more stuff to work with.

Posted (edited)

Back at last, I nearly finshed the wiki. And once its done i will get back to the guide.

Got the Combo thread started~

Nice <3

Tell me if you need any help

Edit: Makoto Voice Set DLC is out, got mine already.

Edited by StarGazer
Posted
I don't know if its just me but Hakumen feels like the hardest matchup for Makoto.....

Feels like that's one of my best match up.

anyway going to ask about stupid things happen when parry ing... on Ragna case -> near maximum range 5b>5c>Hell Fang i do parry his HF but the snap effect didn't catch him, and space counter follow up go pass through him. the second case Rachel 5b near maximum range ... the snap effect again missed her ... just how bad the hit box of the unblockable snap effect got nerfed?

Posted
Feels like that's one of my best match up.

anyway going to ask about stupid things happen when parry ing... on Ragna case -> near maximum range 5b>5c>Hell Fang i do parry his HF but the snap effect didn't catch him, and space counter follow up go pass through him. the second case Rachel 5b near maximum range ... the snap effect again missed her ... just how bad the hit box of the unblockable snap effect got nerfed?

You mean 5B > 5C > Dead Spike?

I felt that too in Space Parry. Parry Duration got nerfed from 9F to 7F, also the excution window became now tighter?! and it can't be canceled anymore except with dashes. The catch of space parry feels nerfed too? and the hitstop on the enemy ALSO feels nerfed. Nothing is confirmed so don't quote me on what i just said, this is just what i have experienced.

One last thing. Parry snap effect is not unblockable.

Posted

See this.

Look at the 5th and the 6th picture, thats how he avoided the catch, but he will fall in your catch range eventually since he is sliding forward during the move. Why it didn't work? because you canceled the catch into Space Counter too early which means that you skipped the active frames that left in space parry catch (17 active frame, thats a lot).

Posted

Snapping range feels noticeably nerfed, I also don't feel confident in using it as an anti-air anymore due to reduced catch time and worse snap range.

The problem with Rachel's 5B is that it's a projectile (=> no hitbox in/around 5B's hurtbox) and her character hitbox barely changes during the move. If she'd dash in afterwards or use a move that'll push her hitbox into range (3C, 6B, etc.) and Parry is still active, you might catch her. Or, if she is out of range to hit you in time, maybe even Fatal Counter her with the follow-up.

Posted
See this.

Look at the 5th and the 6th picture, thats how he avoided the catch, but he will fall in your catch range eventually since he is sliding forward during the move. Why it didn't work? because you canceled the catch into Space Counter too early which means that you skipped the active frames that left in space parry catch (17 active frame, thats a lot).

Well what comes in my mind is -> snap're whiffing -> space counter will catch HF recovery time :vbang: ... not just Snap hit box, feels like space counter also got nerfed =_= ... on Rachel case, that's definitely hit box of space parry being nerfed, i'm certain i can catch her 5b near max range with snap on CS2.

Posted
Used to be like that when playing Guilty Gear Jam ... practice, Space Cancel on CS1 :lol: ... thought not sure i want to abuse it now on extend =_=

Are you playing on the Stick or the Pad?

I should be getting my first arcade stick soon (´∀`) probably after 2~3 days

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