OmniSScythe Posted March 5, 2014 Posted March 5, 2014 Hope they at least make Vcorn have positive proration.
HiagoX Posted March 5, 2014 Author Posted March 5, 2014 Hope they at least make Vcorn have positive proration. I'm more excited about the possibility of it being overhead hahaha.
Yazumatto Posted March 5, 2014 Posted March 5, 2014 That's some wishful thinking right there lol. Vcorn unblockables would be sweet.
OmniSScythe Posted March 5, 2014 Posted March 5, 2014 Before I forgot, wanted to mention that you can option select with 2A~2B > 236D~B did I even write that right? on Bullet and Koko's wake up and beat command throw/teleport attempts. Won't avoid their supers sadly but an option is an option. lol
milesw Posted March 5, 2014 Posted March 5, 2014 Before I forgot, wanted to mention that you can option select with 2A~2B > 236D~B explain pls
OmniSScythe Posted March 5, 2014 Posted March 5, 2014 explain pls You can plink a meaty 2A~2B so that 2B will autoconfirm on block/hit then immediately input 236D~B. If done right then on whiff 236D will dodge Bullet's command throw/ 5D Kokonoe's teleport and if 2A hits it'll chain into 2B > 5B.
Chaoschao222 Posted March 6, 2014 Posted March 6, 2014 >BBCP1.1 Acorn taunt is RNG with a 10% of happening. Aw
Yazumatto Posted March 6, 2014 Posted March 6, 2014 Mori is the type of nigga that laughs when someone at SCR gets hit with a Kokonoe combo into black hole unblockable. He cares not for you. That being said, at least I get to see Makoto adjust her thighhighs some more. ...for 10%, that nut better have godlike reverse proration and by that I mean 300%.
Angry Guy of DE Posted March 6, 2014 Posted March 6, 2014 Mori is the type that laughs when someone at SCR gets hit with a Kokonoe combo into black hole unblockable. . There were no cameras but likely heavy sweating and breathing intensified when he saw that. One can only hope for hidden taunt cancels, because its plain Mori or whoever did this patch hates Makoto.
Wild Candy Posted March 12, 2014 Posted March 12, 2014 Hey guys, how exactly should you approach characters with great long ranged games, like Hazama, Mu, Nu, etc. It feels like rushing them like I would any other character get's killed really fast.
Errol Posted March 12, 2014 Posted March 12, 2014 Hey guys, how exactly should you approach characters with great long ranged games, like Hazama, Mu, Nu, etc. It feels like rushing them like I would any other character get's killed really fast. My suggestion
Wild Candy Posted March 12, 2014 Posted March 12, 2014 Um... Errol... I'm already pissed off about people on lobbies telling me I should give up Makoto... I don't want to see this on her forum to... Let's leave it there...
HiagoX Posted March 12, 2014 Author Posted March 12, 2014 There's not much to it - play carefully and try not to panic. Once they whiff something with considerable recovery you get in and punish/pressure them. Don't forget to block. Ever.
Wild Candy Posted March 19, 2014 Posted March 19, 2014 Okay, that's actually useful advice. I noticed that some times I have some luck with Hazama or Rachel using Astroid Vision to force them to guess if I'm coming in from the air or the ground, but it's very easy to punish so it shouldn't be relied on. Test
HiagoX Posted March 19, 2014 Author Posted March 19, 2014 Patch is out and so far: Backdash - Total duration increased from 20f to 22f. Taunt - Whenever pressed there's a 10% chance Makoto will throw an acorn. Deals 100 damage. Not an overhead. Apparently has really bad P1 - around 60. 6B - Ground bounces on air hit. - Untechable time increased to 24f. - You can follow it up with 214A~C or "6B~C > j.B" j.B - Untechable time reduced by a few frames. - j.B > j.D gatling added. - Neither "j.B > j.D" nor "j.B > dj.D" work if late in the combo - not enough hitstun. - "j.B > jcOD" is still possible but harder to execute. 236236D - OD version's mininum damage has been reduced. In other words she has been nerfed and no one knows why or how it came to this. So far there are many new combo parts being mentioned but I'm not posting anything unless I'm sure it's relaible information. Peace.
Yazumatto Posted March 19, 2014 Posted March 19, 2014 So OD Particle Flare damage reduction... why? Is averaging 6k with PF ender considered too much damage now? There's also that supposed Crush Trigger nerf too.
StarGazer Posted March 20, 2014 Posted March 20, 2014 lol yup, i was surprised when i knew about the ninja nerf to OD PF, it went down from 1050 to 700 minimum damage i guess? I've read through a lot of tested combos, the damage looks slightly nerfed with the new routes? like 200 less damage for each confirm but then this is first day stuff so idk. Also, CT in corner combos just doesn't seem worth it anymore. Apparently Victory Acorn is useless...
HiagoX Posted March 20, 2014 Author Posted March 20, 2014 right now we either sacrifice oki for damage (back to bbex) or keep oki and lose damage
milesw Posted March 20, 2014 Posted March 20, 2014 Whyyyyyy nerf the PF?! Anyone want anything tested? Gonna hit up the arcade and see for myself
OmnixTSC Posted March 20, 2014 Posted March 20, 2014 Whyyyyyy nerf the PF?! Anyone want anything tested? Gonna hit up the arcade and see for myself Can you test anything that comes to mind with 6B? Oki, combos, whatever. We really need to start seeing what this all leads to. Other than that...ugh...there's nothing really...there? I guess? I don't know, I'm grasping at straws. Having two of the characters I play often in two different games get nerfed for no reason is kinda disheartening, so I'm at a loss at the moment.
OmniSScythe Posted March 20, 2014 Posted March 20, 2014 Test our survival rate will ya? It might not be /that/ bad if everyone else is more fightable.
HiagoX Posted March 20, 2014 Author Posted March 20, 2014 Whyyyyyy nerf the PF?! Anyone want anything tested? Gonna hit up the arcade and see for myself See if there's any use for acorn though people haven't found anything useful yet. Try these combos: 5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214B > j.B > j.D > 236A (corner) 5B > 6C > 214A~C > 236D > IAD j.B > j.D > 5B > 6A > 2D > (near corner so IAD reaches corner within the wallbound's untechable time - listed below are the finishers I'd like you to try out for me after 2D) > 2C > 214A~A > 6A > j.B > j.B > j.623C > 6B~C > j.B > dj.B > j.623C > 6B~C > 214A~C~A > 6B~C > 214A~CCCCC (maybe there's a change to infinite rush air hit)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now