Teutonicknight Posted June 23, 2013 Posted June 23, 2013 I barely call it a DP because it barely works, lol Some things never change. But if you land that 8.5k, someone is going to get a really salty look on their face.
Bibiquadium Posted June 23, 2013 Posted June 23, 2013 Isn't like, 5C a better starter than 5B? Unless I'm missing something here.
Yazumatto Posted June 23, 2013 Posted June 23, 2013 (edited) I believe so. It's just that the combo Kuroku did had a 5B starter. I'm assuming he was going for "practical" max damage combo. I don't know how much more damage you get for starting off with 5C. Since all the G drives cause a special state upon hit, hitstun doesn't seem to be an issue in OD combos. EDIT: I watched Kuroku's vid again. Off of an OD 5B starter and 100 heat stocked, he uses 125 heat and does 8719 damage. Edited June 23, 2013 by Yazumatto
Teutonicknight Posted June 23, 2013 Posted June 23, 2013 Holy s**t, lol So now we gain back enough Heat during a combo to re use it in the same combo like Valk? Now I am interested. 8.7k sounds like CS1 Makoto all over again.
HiagoX Posted June 23, 2013 Author Posted June 23, 2013 Isn't like, 5C a better starter than 5B? Unless I'm missing something here. No, unless you mean faster. Both 5B and 5C have P1 100 in BBCP. As you may know, 5C is a frame faster than 5B but 5B covers more range which means you'll probably be using 5B rather than 5C in that situation to avoid sad whiffs due to distance miscalculations in a microdash 5C.
Bibiquadium Posted June 23, 2013 Posted June 23, 2013 So now 5C is almost just a never working frame trap. Is there a chart of all her normals with their Ps, frames, + on block and such or that'll wait until console release?
Chaoschao222 Posted June 23, 2013 Posted June 23, 2013 Is there a chart of all her normals with their Ps, frames, + on block and such or that'll wait until console release? There's the wiki.
Bibiquadium Posted June 23, 2013 Posted June 23, 2013 And none of this will be changing on console release I presume.
Chaoschao222 Posted June 23, 2013 Posted June 23, 2013 As far as anyone knows, no. It technically could but you'd think ArcSys would've announced that the console version was being patched, if so.
Bibiquadium Posted June 23, 2013 Posted June 23, 2013 I'd hope so but they would only fix crucial day one DLC glitches and 6D but no major changes until a new version comes. Just read it real quick but since I never watch footage I can't say much other than her normals being better this time around.
Teutonicknight Posted June 23, 2013 Posted June 23, 2013 People are still finding glitches in the game too. It would be unwise to not patch it up. I would say a rebalance as well, but so far, I like the way Makoto is looking and I don't want them to screw it up. I want to try an 8.7k combo myself.
Errol Posted June 23, 2013 Posted June 23, 2013 I'd hope so but they would only fix crucial day one DLC glitches and 6D but no major changes until a new version comes. Just read it real quick but since I never watch footage I can't say much other than her normals being better this time around. better? what is better besides 6a? or d oyou mean proration wise
Bibiquadium Posted June 23, 2013 Posted June 23, 2013 Proration and combos from certain moves, but I'm guessing its the same for everyone. I'll probably start watching CP footage a month before console release just to get up to date on the what I'll be playing soon, till' then I'll just go with what I see from the Wiki.
Teutonicknight Posted June 25, 2013 Posted June 25, 2013 Wait, they made her normals worse when they were already the shortest in the game?
Teutonicknight Posted June 25, 2013 Posted June 25, 2013 I just read a lot of pages back that Makoto lost her 5B, or something along those lines. Apparently, that's not true, false alarm.
Bibiquadium Posted June 25, 2013 Posted June 25, 2013 5B is just not jump cancelable anymore, but that's a universal change.
Bibiquadium Posted June 25, 2013 Posted June 25, 2013 Not really no. Two complete different usage. AV is not your safe getaway to everything. In Extend at least you could 5B JC crossup j.C and if it hit you could link into 5CC and get a combo off anywhere in the screen as long as you had 50 meter for a RC 2D after Infinit rush and you can fake out and make people whiff stuff by changing the way you dash like for example 5B jump forward back dash, etc. While AV is a set destination and just doesnt cover as much. We still have 6A but its hitbox doesnt make it as reliable.
Teutonicknight Posted June 25, 2013 Posted June 25, 2013 AV pathways get worse with every game it seems. Is the faster Eclipse turn a bit more useful for crossing up? Because other than making combos look cool, I've never found a good use for that move because 95% of the cast hit backwards, making it feel sort of useless.
Bibiquadium Posted June 25, 2013 Posted June 25, 2013 If you keep getting hit when using it is because you make it too obvious or often. Ragna doesn't care, he can mash DP and get a OS to either get ID or 3C but if you 214A~D his ID will just simply whiff but if he doesn't mash you have to get ready to RC. That is just one of many examples.
Teutonicknight Posted June 25, 2013 Posted June 25, 2013 Even when used unpredictably, a lot of characters like Noel, Ragna, Litchi, etc have very generous hitboxes. I use Eclipse Turn mainly in combos rather than a crossup move anyways. It's a little on the risky side I think. The most notable character I found it truly works on is Hakumen, whether he Zanshins or does a C attack.
Yazumatto Posted June 25, 2013 Posted June 25, 2013 AV was restored to it's original paths, IIRC. That's why you see a lot more flying squirrels. Or at least, that's what Matsu likes to do.
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