Arc Raizen Posted January 31, 2013 Posted January 31, 2013 You know what I would love? Some one to actually go and record some footage of Makoto's intro(s) with her new jacket so I can see what they all look like. I've only seen ~half the palette's used in fights and rarely do we ever see the intros. I've been debating between 2 palettes for my favorite, but I've only seen her jacket from one of those palettes. Seeing the others would definitely be awesome.
Yazumatto Posted January 31, 2013 Posted January 31, 2013 The general idea is that her jacket is the same color as the most dominant color on her top and skirt. At first I was hype to use the Ragna alt but most players already use it so it lost some of its luster to me. In the end, OG orange is probably the best although I want to see her Order Sol coat.
Bibiquadium Posted January 31, 2013 Posted January 31, 2013 I'm sticking to her original colors or order sol ones
MarkusArx Posted January 31, 2013 Posted January 31, 2013 The new Green and Yellow palettes look really nice again. Probably gonna jump on those. Or maybe Chie one.
HiagoX Posted January 31, 2013 Author Posted January 31, 2013 (edited) Alright, I'm in Washington DC right now and I'll need to wait for about 10 hours until I take my flight back to Brazil. I'm pretty bored right now so I'll go ahead and tell you guys more about CP and how Makoto stands right now from my POV. Some, if not most, of it has already become common knowledge between us by now but I'll mention everything jsut because I feel like it. System-wise changes -As of now, pushblock is much stronger so stupid blockstrings like "2A > 2B > 5CC" are a big fucking no-no. You need to be careful about your blockstrings or you may be too far away to continue pressuring or following your confirm up. - Her Overdrive is pretty darn good good and gives you big comeback opportunities, not to mention allowing silly combos like a corner-to-corner "2B > 5B > 6C > Lander Blow > 5D > 2D > j.D > Cosmic Ray > 623C~D > 2C > 214B~D > Particle Flare" for about 5,5k. - Crush Trigger is pretty useful as a mix-up option after placing your 236A okizeme. You can do stuff like "2A > CT" or "5B > CT" on block, which leads to big damage if they don't Barrier it; if they do you'll still be safe afterwards due to pushblock and blockstun. You can also use it for combos. - Hitstun reduction doesn't make much of a difference when it comes to combos or confirming stuff. As a matter of fact, her combos have become MUCH easier execution-wise. Moves a) Normals 6A: Floats less on CH, which means you won't be able to do "6A CH > 5B > 6A" unless your opponent gets hit pretty high in the air because 5B will chain from 6A instead of it being a new chain. Right now, you need to do either "6A CH > 5B > aerial" or "6A CH > 5B whiff > Dash 5A > 6A > aerial". 5B: No more jump cancel is kind of sad, but since that's a universal change it's fine. 6B: You can link "6B > 5D" again if your opponent is crouching. It's very useful for whenever "6B~5C" won't reach. j.B: Good and old CH untechable time is back! Not much to be said; it's become really good again. 3C: Still sucks big time. You get hit by most shit and won't be rewarded very well for its risk - gotta use it with caution. j.2C: No noticeable changes as far as I'm aware but it's still good against some stuff like Tsubaki's 2C. 5D: More untechable time, etc. Pretty good since it allows for 236A oki. b) Specials Lander Blow (214A~C~D): It's a pretty good tool to reset blockstrings. It'll give you enough advantage if you manage to hit a Level 3, but, much like other AV follow-ups, they can mash or reversal their way out of it. When this happens, Level 2 Lander Blow kicks in as a frame trap. All in all it's a good tool but you mustn't use it too much and/or make it too obvious. Cosmic Ray (214A~D): Used mostly for OD combos but can be used sometimes as a tool when in neutral. It goes pretty far, but you need to be careful about it since it takes a while to charge all the way to Level 3. Shooting Star (236D): Corner carrying! Allows for corner combos even when not close to corner. Stargazer (214A~C~B): Same as before, except you can always follow it up with 5CC instead of "2A > 5C". Eclipse Turn (214A~B): Feels the same as before; a gimmicky move which can get mashed out of. Asteroid Vision B and C (214B/214C): Old angles are back! It's back to being really good; B version is used mainly for Lightning Arrow while C version can be used for either Lightning Arrow or reseting blockstrings by doing "214C > j.CC > new string". Lightning Arrow (214B/C~D): As previously said, because of old trajectory angles being back, it's back to being a really good neutral tool. Lightning Arrow B becomes really useful in some matchups and leads to good damage on CH/frame advantage on block with enough for you to start a blockstring afterwards - even if they Barrier it. Corona Upper/Meteor Dive (623C~D): There's enough untechable time even if you hit a early Level 3 Meteor Dive for you to keep some advantage. Different SMP properties for ground and air versions are good for OD combos. Parry (46~D): Unfortunately, still feels the same as before; too high of a risk and too low of a reward. You could maybe get big damage out of it from a corner RC Parry to OD combo ending with PF. Gotta research this out once console version kicks in, shrug. ------------------------------------------------------------------------------------------------------------------------------------------- As far as matchups go, okay matchups feel easier right now because of how she's gotten better. On the other hand, terrible/annoying matchups such as Taokaka and Litchi have become MUCH worse due to them just being too strong right now lolll. Jin has also become a pretty stupid matchup to deal with. All in all, she's got some important stuff back such as 236A okizeme and old Lightning Arrow angles, higher damage output and a few new tools to play with such as her new specials and Crush Trigger, which leads me to being clueless as for why she's being rated bottom tier. I'd say it's probably because of how most characters are still strong (Hakumen) or have gotten even stronger than before (Taokaka) while Makoto, even with all the buffs, plays pretty much the same as Extend. As for why it's the same as Extend, you can all probably figure it out by yourselves: You still need a pretty fucking good neutral game; there's nothing you can really abuse and you don't get absurd rewards for any dumb shit. Having your okizeme back and higher damage output sure helps a fuckton, though. I don't really agree with her being placed bottom tier right now, but oh well. Feel free to ask any questions you may have! Edited January 31, 2013 by HiagoX
Bibiquadium Posted January 31, 2013 Posted January 31, 2013 Good old CH j.B how I missed you so much.
HiagoX Posted January 31, 2013 Author Posted January 31, 2013 Good example of what I was talking about in my last post: http://www.youtube.com/watch?v=iudKDbFWA0U&feature=youtu.be&t=7m30s
StarGazer Posted February 1, 2013 Posted February 1, 2013 I have a lot questions -How's the tip Dash working with Makoto? is it still good? -What about the new dash top speed buff, is it notable? -Any change to the jump trajectory and gravity in neutral? -Does 5B Recovery feel less? -Is there any change 6A Hitbox and Invu time? -2A Hitbox is back to its old days? -3[C] have invu through the whole duration? -With 214AC speed buff, is 5CC > 214AC a tight blockstring? -How you feel about the new Makoto in general? Satisfying? Not trying to be an asshole or anything but, 6B > 5D on crouching works in EX too. It's extremly shitty since 5D is a very risky move and the link had to be done asap so you can't confirm it properly. But we can combo 214AC after 6B in CP no? If yes then that will be great. 214ACB problem in CP isn't the launching, its in doing it on an airborne opponent or as an OTG. But i'm okay with that because Makoto can carry now so no need for dealing farming damage in midscreen anymore. Astroid Vision/Lightning Arrow was already good in EX imo. The new pathing in CP is a step toward making it a bit more viable, all good. Tier Wise. Try to name one character that Makoto is better than, or, try to name one character that is worse than Makoto... can't? For the current time I can only name Amane and Izayoi but that is susceptible for change since they are new characters and even so, other players might disagree with me. so? Goro is stuck at 14 Dan and the rest of players like Matsu the Bang god can't even go past the 12 Dan if this could mean anything.
Primiera Posted February 1, 2013 Posted February 1, 2013 I'm definitely looking forward to these buffs. Her few execution barriers are getting removed, her mix-ups are improved, her JB air-to-air is going to be like Chie's JB (CH) in P4 ... I've only been playing with Makoto for a week and already I can't wait!
HiagoX Posted February 2, 2013 Author Posted February 2, 2013 I have a lot questions -How's the tip Dash working with Makoto? is it still good? -What about the new dash top speed buff, is it notable? -Any change to the jump trajectory and gravity in neutral? -Does 5B Recovery feel less? -Is there any change 6A Hitbox and Invu time? -2A Hitbox is back to its old days? -3[C] have invu through the whole duration? -With 214AC speed buff, is 5CC > 214AC a tight blockstring? -How you feel about the new Makoto in general? Satisfying? Not trying to be an asshole or anything but, 6B > 5D on crouching works in EX too. It's extremly shitty since 5D is a very risky move and the link had to be done asap so you can't confirm it properly. But we can combo 214AC after 6B in CP no? If yes then that will be great. 214ACB problem in CP isn't the launching, its in doing it on an airborne opponent or as an OTG. But i'm okay with that because Makoto can carry now so no need for dealing farming damage in midscreen anymore. Astroid Vision/Lightning Arrow was already good in EX imo. The new pathing in CP is a step toward making it a bit more viable, all good. Tier Wise. Try to name one character that Makoto is better than, or, try to name one character that is worse than Makoto... can't? For the current time I can only name Amane and Izayoi but that is susceptible for change since they are new characters and even so, other players might disagree with me. so? Goro is stuck at 14 Dan and the rest of players like Matsu the Bang god can't even go past the 12 Dan if this could mean anything. - Still good. - It is, but not all that faster. - As far as jump trajectory goes, no. Dunno about gravity but couldn't feel anything notable. - Nope. - It felt the same as ever to me, but I can't be sure about it. - Still same as EX, I think. - Nope. - I'm not sure about that, to be honest. My bet would be, of course, nope. - Very satisfying. I think she's in a good place right now; other characters aren't lolll. You can? I totally forgot about that. In any case, you can do either right now pretty easily. If you're close to corner you might want to go for "6B > 5D" instead of Stargazer due to proration, though. Lightning Arrow was okay in EX. It's just that now it's back to being really good. As for naming characters, if naming one character is enough, Tsubaki is currently much worse than Makoto is.
Errol Posted February 2, 2013 Posted February 2, 2013 (edited) How much did you get to play with the game over there? Thanks for all the info by the way. Also is it just me or do I see little use of Makoto's CT in combos? Even when I did see it didn't seem like the combo damage was up that much. Edited February 2, 2013 by Errol
HiagoX Posted February 2, 2013 Author Posted February 2, 2013 Quite a bit. I played every day for at least a couple hours. CT adds quite a bit of damage in the midscreen "5B > 5CC > 2D (2)" route and that's probably where you should be using it the most for damage, if ever. It's just that, for corner combos, it's not really worth wasting 25% Heat just so you can add a little more damage. You'd rather just finish the combo as usual and store up meter for Particle Flare if you want more damage in your corner combos. Using CT as a mix-up option during your okizeme is really great, though!
StarGazer Posted February 2, 2013 Posted February 2, 2013 Ah one more question. How is Cosmic Ray on block? Thank you for everything.
HiagoX Posted February 2, 2013 Author Posted February 2, 2013 Level 3 is + on block. You're welcome! I'm happy to be able of sharing information to you all.
SolAscension Posted February 3, 2013 Posted February 3, 2013 @ stargazer Goro is(was?) 15 dan and Kukoro is 13 dan.
StarGazer Posted February 3, 2013 Posted February 3, 2013 Goro is back to his 15 dan spot http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank The top 5 players are using Taokaka, Taokaka, Taokaka, Hakumen, Hakumen... --' Hiago you said you have Goro twitter, gimme!
Crosell Posted February 4, 2013 Posted February 4, 2013 Thanks Haigo. Good to hear about Makoto, with some positive news. I can imagine she is still a low mid tier character. Though her same problems will still exsist. Sad 3c didnt got back to cs1 status lol. Whats the confirm off 3c now 2b 5cc air combo? thats pretty ass if it is. Is BBS any faster?
Yazumatto Posted February 4, 2013 Posted February 4, 2013 I don't understand a single thing Goro is saying on twitter but I'm sure it's godlike.
HiagoX Posted February 4, 2013 Author Posted February 4, 2013 Thanks Haigo. Good to hear about Makoto, with some positive news. I can imagine she is still a low mid tier character. Though her same problems will still exsist. Sad 3c didnt got back to cs1 status lol. Whats the confirm off 3c now 2b 5cc air combo? thats pretty ass if it is. Is BBS any faster? It's "2B > 5B > 6A [> 2D (1) > 5B > 6A] > Aerial". You can also pick it up with 2A instead of 2B. I don't think so but it seemed like it has more freeze time than CSE's, which would be good considering how they nerfed that.
Crosell Posted February 5, 2013 Posted February 5, 2013 shooting star still have the same amount of invincibility? Does it have some on start up now? does it still have the same weakness being vulnerable at start up?
HiagoX Posted February 5, 2013 Author Posted February 5, 2013 I haven't tried using it that way so I wouldn't know. However, I've dodged bursts countless times with it. A lot of people would try to burst my 236D while getting combo'd at the corner because, if you time it right, your 236D will whiff and their burst won't hit you, giving them a free punish. But everyone ALWAYS messed that up and got hit by 236D after bursting because of the amount of active frames it has, which would lead to me getting even more damage than before. lmao
Crosell Posted February 5, 2013 Posted February 5, 2013 hows her air throw now? Whats the combo off it, same with 4 and neutral throw.
HiagoX Posted February 5, 2013 Author Posted February 5, 2013 Same follow-ups for all of them, except you can do 2D (1) after "5B > 6A" to get more damage. That also means you still can't follow-up air throw without using RC.
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