Teutonicknight Posted August 22, 2013 Posted August 22, 2013 That's why I would question how they would make it good against projectiles. But the damn thing SHOULD be able to catch long weapons. Whenever someone like Ragna gets rewarded for something he didn't see coming that I had planned, I feel cheated out of the damn match. It's bs and annoying that it doesn't catch Hakumen's pokes, Ragna's sword, Tager's hands, etc... Yet Hakumen can grab you with an unblockable halfway across the screen. Doesn't make sense to me at all.
Errol Posted August 22, 2013 Posted August 22, 2013 they fixed hakumen's dumb counters in CP and made him dumb in other ways.
Dark Ranger88 Posted August 22, 2013 Posted August 22, 2013 Screw the parry. Just give me an Asteroid Vision clone that stays in place or starts charging a comet cannon. People would actually be scared to attack AV then, instead of just 5B or 5Cing all of the clones at once.
Teutonicknight Posted August 22, 2013 Posted August 22, 2013 (edited) Arcsys logic pretty much goes, if it ain't broke, break it anyway. If it is broke, fix it, but then break it again. Screw the parry. Just give me an Asteroid Vision clone that stays in place or starts charging a comet cannon. People would actually be scared to attack AV then, instead of just 5B or 5Cing all of the clones at once. I wouldn't really want that kind of upgrade. Makoto's moveset is actually extremely solid. The main problem is, half of them don't work like they are supposed to, and has the worst DP in the game. If those were fixed without being too ridiculous or too underpowered, I'd be happy. The upgrades to her midscreen are big bonuses, and is a nice direction for her, and her overdrive at least makes a difference. I'd still like to see upgrades on her actual moveset though. Edited August 22, 2013 by Teutonicknight
swordsman09 Posted August 22, 2013 Posted August 22, 2013 Too bad her overdrive isn't as strong as other characters like Ragna or Hakumen. She still needs some sort of projectile defense tool or something.
Bibiquadium Posted August 22, 2013 Posted August 22, 2013 If they wanted to be smart they should make her parry cancelabke into A B or C to beat different option.
Teutonicknight Posted August 22, 2013 Posted August 22, 2013 (edited) Hakumen's is pretty much "Alright, I'm almost dead... lemme just press 4 buttons and kill you already". Ragna's is basically the same as ours- higher attack power, new combo routes that you normally can't do except his attack boost is higher and he regains health. It's not like the guy has range and defense or anything. DX edit: Anyways, I'm not too worried about it. I know for a fact Arcsys is never going to get the balancing right unless something really weird happens. As long as Makoto stands a chance, it's fine. But I want her to have the fun factor of her older incarnations without any of the brokeness. Edited August 22, 2013 by Teutonicknight
HiagoX Posted August 22, 2013 Author Posted August 22, 2013 Make it catch long-poking attacks, and it would be fine. If the weapon is in the guy's fricken hand, that crap should be knocked out of the way. But nope, the opponent gets the reward for your hard work. >.> It DOES catch long-range moves, though. Try parrying Litchi's m.6C or even m.6B.
Teutonicknight Posted August 22, 2013 Posted August 22, 2013 I'm talking about actually stunning the person, as long as whatever they hit you with is; 1. Part of their body 2. In their hand That kind of change would not make Makoto broken I think, it would still be a risky move, but it would give her a way to deal with people that that just poke her the whole match. I knew I could parry some of Litchi's stuff and it would work properly, but against other long-reaching characters like Valk, Ragna, Mu-12, Hakumen, Tager, and Lambda (her normals mainly), parry does not work at all. I've lost count of how many times it failed to catch Ragna, when it should have worked.
Yazumatto Posted August 22, 2013 Posted August 22, 2013 Y'all complain too much and it's always the same thing. Here, have a combo video: http://www.nicovideo.jp/watch/sm21654120 If for some reason, they tech after your OD Corona Upper, mash for some reason, then get hit with OD Meteor Dive... you can get a 10k combo after it with full OD and 100 meter. Yep, you heard right: 10k combo using 125 meter using an OD Meteor Dive starter. At least his other combos are sweet. Oh Kuroku, you so silly when you find time to get away from FF14.
swordsman09 Posted August 22, 2013 Posted August 22, 2013 Finally Makoto can get damage like Hakumen and Bullet can. I don't see how that's practical though. If they tech, what chance is there of them getting hit by the meteor dive? They must be a noob to get hit by something like that.
HiagoX Posted August 22, 2013 Author Posted August 22, 2013 I'm talking about actually stunning the person, as long as whatever they hit you with is; I am too.
Yazumatto Posted August 22, 2013 Posted August 22, 2013 Finally Makoto can get damage like Hakumen and Bullet can. I don't see how that's practical though. If they tech, what chance is there of them getting hit by the meteor dive? They must be a noob to get hit by something like that. I never said it was practical. Also, I've never seen anything good come out of that character with OD. It's not like I care so... whatever.
Errol Posted August 22, 2013 Posted August 22, 2013 I am too. i haven't tried those, but i do know if you parry hakumen's 5b you won't catch him unless he does something else.
Teutonicknight Posted August 22, 2013 Posted August 22, 2013 (edited) Since lvl 3s come out automatically in OD, say you do parry them, will the lvl3 5D be fast enough to make it comboable? That would be sweet. edit: Makoto has a 10k combo now? That'd be sweet to try out, but with all those resources, dang, it'd be situational. Edited August 22, 2013 by Teutonicknight
Yazumatto Posted August 22, 2013 Posted August 22, 2013 If you parry someone in OD, you can combo after the follow-up without meter. Granted, you have to be on the defensive while in OD so...
Teutonicknight Posted August 22, 2013 Posted August 22, 2013 Either way, it's another thing in her arsenal, just in case you somehow screw up in OD.
Kenrou.Horo Posted September 1, 2013 Posted September 1, 2013 From what we know, how are Makoto's combos in CP? Are they more lenient? Do we still need to microdash for some characters? And is 5CC>214A~C less ridiculous? :V
Teutonicknight Posted September 1, 2013 Posted September 1, 2013 Errol knows since he has hands-on experience with them. From what he told me, combos are a good deal more simpler and easier to time, as well as a bit shorter. I think it applies to everyone. Makoto's BnB 5CC>214>C>etc is much easier to get the timing down from what I hear, along with a lot of her more strict combos. And yes, micro-dashing is still a good thing to learn, especially with Makoto.
Errol Posted September 1, 2013 Posted September 1, 2013 there's some new difficult stuff, the new thing being 2d2 combos, which are about a 2 or 3 frame window on standing.
Teutonicknight Posted September 1, 2013 Posted September 1, 2013 2d2 combos were always kind of tricky. Are there more things you can do with it now since it was sort of situational in Ex? Heck, even in CS2 it was situational in some ways.
Errol Posted September 1, 2013 Posted September 1, 2013 there aren't any 2d2 combos in any game prior to CP that I know of except as a starter. Makoto's bnb midscreen in CP is 5cc> 2d2> 5b>6a>2d3>2c>..
Errol Posted September 2, 2013 Posted September 2, 2013 they're not too bad. but you see people mess them up every now and then now. similar to getting the feel for her normal drives. but a bit tighter.
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