OmniSScythe Posted March 19, 2012 Author Posted March 19, 2012 http://www.dustloop.com/forums/showthread.php?13808-CSEX-Makoto-vs-Ragna First of many started, might have Jin and Noel up by the end of the day unless casuals says otherwise. And of course, add your own input or questions as necessary.
OmniSScythe Posted March 19, 2012 Author Posted March 19, 2012 Notice, be sure to check the combos videos in the video thread by Kuroku and our own Bibi for more stuff to work with.
Bibiquadium Posted March 20, 2012 Posted March 20, 2012 I have so many new crap that I might start working on Pt. II once im done with Tales of Graces f
StarGazer Posted March 22, 2012 Posted March 22, 2012 (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 March 22, 2012 by StarGazer
Domethieus Posted March 22, 2012 Posted March 22, 2012 I don't know if its just me but Hakumen feels like the hardest matchup for Makoto.....
Bibiquadium Posted March 23, 2012 Posted March 23, 2012 Odd, I thought it was the easiest, just didn't had to be reckless.
Domethieus Posted March 24, 2012 Posted March 24, 2012 Should someone remake the active Makoto thread? >_> and forever be left alone
excelence Posted March 26, 2012 Posted March 26, 2012 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?
StarGazer Posted March 26, 2012 Posted March 26, 2012 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.
excelence Posted March 27, 2012 Posted March 27, 2012 NO, i mean 5b>5c>Hell Fang, DS whiffing snap back is common... parry Snap can be blocked? never realize that
StarGazer Posted March 27, 2012 Posted March 27, 2012 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).
Reisi Posted March 27, 2012 Posted March 27, 2012 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.
excelence Posted March 28, 2012 Posted March 28, 2012 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 ... 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.
Bibiquadium Posted March 28, 2012 Posted March 28, 2012 I just use it, and it works. That's all that matters
HIGEKING42 Posted March 28, 2012 Posted March 28, 2012 i play pad and my hands don't usually confirm a parry the press 7 or 8 for me -_-
excelence Posted March 29, 2012 Posted March 29, 2012 Used to be like that when playing Guilty Gear Jam ... practice, Space Cancel on CS1 ... thought not sure i want to abuse it now on extend =_=
StarGazer Posted March 29, 2012 Posted March 29, 2012 Used to be like that when playing Guilty Gear Jam ... practice, Space Cancel on CS1 ... 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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