StarGazer Posted November 23, 2012 Posted November 23, 2012 (edited) Hey there! It seems like her OD won't be crappy as I thought, actually it looks pretty good (for everyone). I have been watching some videos and I saw that now you can start some corner combos from farther away (outside OD), is it just me or the untechable time of 5D(Lv3) increased? It did, you can easily go and pick up with 2C after 5D compared to 1F tight Micro dash2C in EX. This counts as a HUGE buff for Makoto abare since now you don't need to be hugging the corner in oreder to turn your hits into a corner combo. With that being said there is a problem with j.D. It untechable time looks shorter + either it became slower or j.B untechable time got reduced because from what i observe once your proration is mid~low% it becomes impossible to do j.D in your corner combo! Edited November 23, 2012 by StarGazer
Ragnarok_F4 Posted November 23, 2012 Posted November 23, 2012 It did, you can easily go and pick up with 2C after 5D compared to 1F tight Micro dash2C in EX. This counts as a HUGE buff for Makoto abare since now you don't need to be hugging the corner in oreder to turn your hits into a corner combo. With that being said there is a problem with j.D. It untechable time looks shorter + either it became slower or j.B untechable time got reduced because from what i observe once your proration is mid~low% it becomes impossible to do j.D in your corner combo! Yeah I saw that too! Actually, I don't think j.D > 2C won't be posible in some combos now with so little time.
StarGazer Posted November 23, 2012 Posted November 23, 2012 If its true then a corner combo starting by 2A wont lead to j.D which means our damage from 2A starter is less than even EX Nothing assured till now.
Bibiquadium Posted November 23, 2012 Posted November 23, 2012 Depends your combo path, if you can put the 5D 66 2C 214A~D 5CC j.CC 623C~D (I presume you get better oki with its new properties?) as far as possible, reaching like 3.5k should be a piece of cake with a 2A 5CC starter.
Mightfo Posted November 23, 2012 Posted November 23, 2012 (edited) Eclipse turn is definitely faster. It is like 20f total, including the startup run of 214a and the entire crossover. Edited November 23, 2012 by Mightfo
StarGazer Posted November 23, 2012 Posted November 23, 2012 lol we can use it now in neutral to beat stuff
Mightfo Posted November 23, 2012 Posted November 23, 2012 lol we can use it now in neutral to beat stuff Yeah, i was thinking that, since occasionally i get lucky in bbcse with eclipse turn dodging something.(or sometimes just barely not dodging something, lol) Doing 214a->break->throw seems faster as well. It is a bit hard to tell though, you might just be able to cancel break into throw or something. But overall it seems like you can cancel into break earlier in the run(around frame 9 like the other cancels out of 214a as opposed to frame 13) and break itself seems shorter, but again, maybe it has a throw cancel like some other moves.
StarGazer Posted November 23, 2012 Posted November 23, 2012 Thats pretty much what i do in BBCS:EX, its like the only to have fun. This is by far one of the best changes i heard in CP, pure fun. Can't wait to have the full Frame Data mock.
Mightfo Posted November 23, 2012 Posted November 23, 2012 Hmm, disregard the break->throw thing, this video has more frame rate issues than a normal video does. Eclipse turn is definitely multiple frames faster, though.
milesw Posted November 23, 2012 Posted November 23, 2012 (edited) You saw this? http://www.youtube.com/watch?v=0ou5JlWGURo Its comboability is incredibly wide, Basically anyhit can go into OD combo. its achievable in air (based on Bullet combos) and since we have the Makoto broken j.B we can easily confirm any air hit into j.B > OD > DP > roll onnnnnn Yeah I saw that. I just thought there was something I was unaware of. love that cosmic ray and lander blow. Finally... reliable frame advantage! Edited November 23, 2012 by milesw
Exciel Posted November 24, 2012 Posted November 24, 2012 Hey this character looks good which means I probably won't ditch her ʅ(・‿・`)ʃ Compilation of unorganized shit I've been observing from matches and streams so I could be wrong on stuff. 5B - Recovery might be quicker again but this is purely based on sight. 3C - Also looks faster to me in total. Invincibility windows and properties may have been altered as well, was actually able to duck under Amane's 5B. 2D - Seems impossible to follow up level 3 with 2C unless it's against a high airborne opponent, due to increased gravity? j.B - CH still long untechable time. 623C/j.623C (Corona) - Probably have SMP but they aren't shared between ground/air versions. Either that or only the air version has SMP. Also j.623C might have invincibility now as I saw an opponent burst as Makoto was ending a combo and it went through corona. Actually sort of an indirect nerf to bursts as a result of being quicker since I've seen this happen unintentionally against Hakumen and Carl's slides as well. 236D (Star) - Level 3 connects from 6C which is really nice. Wallsticks in corner even on level 2. 214A (A Vision) - I swear to god I saw Ragna or someone 5B and it went through Makoto but I might just be tripping. If it does have some sort of strike invincibility that'd be hilarious. 214A~B (Eclipse) - Faster? What people seem to be saying. 214A~C (Lunatic) - I believe this has SMP for whatever reason. I wasn't really expecting it but I saw Makoto do an RC combo with it and the second time he did it the opponent flashed blue, I THINK. 214B/C~D (Arrow) - Still sucks. Was beat by Bullet's 5A, which looks like a good anti-air in general anyway. 214A~D (Cosmic) - Travels really far distance quickly. Might be fun against keepaway characters. On block seems to be safe enough and pushes the opponent a considerable distance even. 214A~C~D (Lander) - The timing for level 3 in particular looks kind of tight and it seems hard to place it in combos. 46 (Parry) - It's still there. That's about it OD - Obviously Makoto's drives become level G allowing for silly combos. Otherwise level G moves may have better frame data than level 3s. Level G 5D spam is legit. If you do Particle Flare just before OD ends all 3 hits will still count as OD version (which also means you don't have to time anything!)
Blubba_Pinecone Posted November 24, 2012 Posted November 24, 2012 All this move talk is getting me more and more hyped... especially when I watch some of her gameplay and see how amazing some of the combos look. Also, wanted to mention that since I work the whole weekend (by whole I mean, 1100 Saturday morning - 0200 Sunday morning, followed by 1100-19/2100 Sunday), I won't be able to update the video thread until Sunday evening at the earliest, just fyi.
Bibiquadium Posted November 24, 2012 Posted November 24, 2012 Her corner carry is above godlike in this version, 6C 214A~D wall combo, from midscreen.
zdravc Posted November 24, 2012 Posted November 24, 2012 Looks good so far, I'm hype for CP Makoto! So what about j.2C and parry, are they any different?
BlackKaizer Posted November 24, 2012 Posted November 24, 2012 I swear comic ray has to be a few + on block, or at least enough for her to jab freely afterward, I haven't seen many opponents even attempt to punish afterward, and even then their usually punished from what I've seen at least. By the way has the overall HP of the cast increased?
Eshi Posted November 24, 2012 Posted November 24, 2012 I swear comic ray has to be a few + on block, or at least enough for her to jab freely afterward, I haven't seen many opponents even attempt to punish afterward, and even then their usually punished from what I've seen at least. By the way has the overall HP of the cast increased?yes, i remember reading that everyone got about 500ish more HP in this game.
Bibiquadium Posted November 24, 2012 Posted November 24, 2012 I've seen people IB'ing and still getting CH'd.
BlackKaizer Posted November 24, 2012 Posted November 24, 2012 I've seen people IB'ing and still getting CH'd. Are you sure they, weren't massing?
Bibiquadium Posted November 24, 2012 Posted November 24, 2012 Their body flashed from the IB so they had to block at some point
milesw Posted November 24, 2012 Posted November 24, 2012 Yeah i assume they all think its unsafe and get punished the first time. Only thing i saw was a hakumen parry the following 2A. Cant wait to abuse it
MoneyD90 Posted November 24, 2012 Posted November 24, 2012 Goro ditching Makoto. FYI I remember him trying to do that when Extend first came out too, so I bet he will be back. Plus with her type of "I'm in your shit game play" and the way Goro plays I can't see him really liking anyone else as much.
HiagoX Posted November 24, 2012 Author Posted November 24, 2012 Apparently he's kind of tired of Makoto and wants to try out v-13 once she's avaliable. He hasn't confirmed anything about dropping her, though.
Ragnarok_F4 Posted November 24, 2012 Posted November 24, 2012 I like more Ryota's Makoto, but anyway I never saw to much Makoto users in japan even in CS1/CS2. Her corner carry is above godlike in this version, 6C 214A~D wall combo, from midscreen. But a lot of characters are also starting come pretty far away. I saw today the Kohatsu Friday Tournament and that Tao is pushing people to the corner from really far away. But I have to say 6C > 214A~D doing wall stick is awesome.
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