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Posted

Found out what the issue might be. You can parry to space counter by doing 214D(keep holding D to charge space counter)... This will NOT work. You need to do the parry and as her animation starts to go back to normal this is when you press and start charging D. You know you did it correctly if space counter is a fatal counter.

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Posted

Can anyone help me figure out the timing for Space Counter 66 5B? It seems like you have to link a dash afterwards and stop it short with 5B but I can't get the timing down. Sometimes I get a perfect dash (as in Makoto ends up being right on top of the opponent before 5B) and sometimes I don't get a dash at all. Any visual clue I can use?

Also, is there a video that shows how Comet Canon is supposed to hit in the combo 2D(2) 214A ~ D? When I do it, sometimes the orb hits and gets knocked back then sometimes it actually again hits after it gets knocked back. Kinda hard trying to do the combo without knowing how its supposed to look.

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Posted

Found out what the issue might be. You can parry to space counter by doing 214D(keep holding D to charge space counter)... This will NOT work. You need to do the parry and as her animation starts to go back to normal this is when you press and start charging D. You know you did it correctly if space counter is a fatal counter.

 

Yup,  that was the problem. Thanks.

Posted

Can anyone help me figure out the timing for Space Counter 66 5B? It seems like you have to link a dash afterwards and stop it short with 5B but I can't get the timing down. Sometimes I get a perfect dash (as in Makoto ends up being right on top of the opponent before 5B) and sometimes I don't get a dash at all. Any visual clue I can use?

Also, is there a video that shows how Comet Canon is supposed to hit in the combo 2D(2) 214A ~ D? When I do it, sometimes the orb hits and gets knocked back then sometimes it actually again hits after it gets knocked back. Kinda hard trying to do the combo without knowing how its supposed to look.

Sent from my ASUS_Z00AD using Tapatalk

the visual cue i use when i do a 66 5B is looking at the back of makoto's feet. you know that dust that comes off the ground when you run? the dust still appears when you do 66 5B letting me know that i actually canceled the run into 5B plus you don't see her run animation at all.  also, makoto slides up alittle bit when you do it correctly too. 

 

for the 2D(2) 214~D part, you have to input this as fast as you can and the ball should hit them one time only. make sure you only use level 1 too.  i hate to admit it, but when i do this part, i sort of mash it out.  

Posted

Sorry, I should have worded that more clearly and proofread it. I was wondering if someone had a visual cue for when to actually input the dash. I know the dust cloud means there was a dash.

For the second part I actually meant the 2D(2) 236A ~ D but I think you understood it anyway. But yeah, I thought it was a level 3 charge after that? I guess I'll try it with a level 1 charge

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  • 2 weeks later...
Posted

i found some makoto JP notes for BBCF but i'm gonna go ahead and put this one up first for BBCPEX. i got some patch note changes and frame data changes from a JP player on twitter. 

 

the page is all in JP so i cut out most of the notes on there and only translated what i thought was really important for us to know (Its just Frame Data Changes). 

 

Buffs and Nerfs - https://www.evernote.com/shard/s261/sh/993ac180-fb7e-49ee-966d-27b39b4ce15a/b99d25aad781effe

 

Damage buff changes - https://www.evernote.com/shard/s261/sh/adf099ee-74a5-479f-bb0b-ffa7ade04dbd/d13d89d9d2605469

 

Crush Trigger

Its back to 1.0 version (minus the spinnning animation hiteffect)

 

・2A
硬直8→10
 
   2A  
- added 2 frames on Recovery
 
・地コロナ
無敵1-10→1-14
 
  Ground Version Corona Upper
- Invincible Frames extended. 1-10 -> 1-14
 
 
・ランダー1
発生30F→20F(硬直差は±0のまま)
・ランダー2
最速発生19F→17F(ルナからノーマルガードに連ガ)
硬直差-4→-2
・ランダー3
最速発生27F→25F
・ランダーG
発生19F→17F(ルナからノーマルガードに連ガ)
硬直差+9→+5
 
  Lander Blow Lv 1 - Very Useful now in blockstrings 
- Startup time decreased by 10 frames 
- Frame Advantage is still ±0 (i tested this in training mode. they CANNOT MASH OUT 214A ~ C > Lander Blow Lv 1 but chars like Ragna can still DP out) 
 
  Lander Blow Lv 2 
-Startup time decreased by 2 frames 
-Frame Advantage is now -4 --> -2 
 
  Lander Blow Lv 3 
-Startup time decreased by 2 frames
 
  Lander Blow Lv G
-Startup time decreased by 2 frames 
-Frame Advantage is now +9→+5  *cries*
 
 
 
・レイ全Lv
コンボ時間F→N
・レイ3
硬直差±0→+1
・レイG
空中ヒット時スライドダウンに(追撃可能)
硬直差+5→+4
 
・Cosmic Ray All Lv
Combo Time is F→N
 

・Cosmic Ray Lv3
Frame Advantage increased. Its now ±0→+1

 

・Cosmic Ray LvG
Frame Advantage decreased. Its now +5→+4
  
Posted

Dang. Really good info here. I haven't seen any footage of her yet. Mostly the new characters, Bang, Azrael, Ragna, Amane, and a few others.

 

Do we know anything about the new move? Is it an unblockable? Can we combo off of it?

Posted

I really want to know if 2c is faster, or just hits the opponent higher, OR if I was delirious from the heat and lack of sleep and imagined the whole thing. All that says is no fatal counter. I didn't even know it had fatal counter!

Posted

Dang. Really good info here. I haven't seen any footage of her yet. Mostly the new characters, Bang, Azrael, Ragna, Amane, and a few others.

 

Do we know anything about the new move? Is it an unblockable? Can we combo off of it?

haven't seen anything about it being an unblockable. some say it is because of the trailer but idk it didn't look like it to me. i'm also trying to see if the JP players have some type of lingo that means "unblockable". Yes you can combo off of it but the combo time is small. aerial finish is recommended. 

 

 

 

I really want to know if 2c is faster, or just hits the opponent higher, OR if I was delirious from the heat and lack of sleep and imagined the whole thing. All that says is no fatal counter. I didn't even know it had fatal counter!

i fatal counter'd somebody one day on accident with 2C. thats how i found out that it had fatal counter. No Frame Data changes on 2C. the only thing they did was delete fatal counter on 2C and adjusted the height your opponent goes up on hit. the adjusted height change is a hidden change i think because in the previous versions i was able to do 2C > Big Bang Smash > PF in OD mode. while in this version, i can't do it at all. 

Posted

MAKOTO

Exceed Accel: Cygnus Combination

Sirius Jolt (41236C)

Infinite Rush (Press C during A Asteroid Vision [button can be mashed])

- Mars Chopper (A during Infinite Rush)

- Star Gazer (B during Infinite Rush)

- Lander Blow (D during Infinite Rush [Chargeable])

Shooting Star (236B [Can be used after Infinite Rush or Asteroid Vision]) [used to be 236D and was chargeable]

* Lunatic Upper removed

Some copy-paste from the BBCF thread. Surprised no one posted this here. Then again, we shouldn't make too much noise or they'll take our stuff away for another three years. There are some serious changes which makes sense since everything is getting overhauled. If Infinite Rush functions the same, the follow-up game could be fun. Am I gonna Mars Chopper early, Star Gazer late, etc?

Hiago mentioned on twitter that Sirius Jolt is unblockable but slow and that Makoto no longer has SMP on her drives. No idea what this means since they can change it whenever they want but the last time that was a thing, Makoto was 800-yen tier. Not gonna lie, it was pretty cool.

Posted

MAKOTO

Exceed Accel: Cygnus Combination

Sirius Jolt (41236C)

Infinite Rush (Press C during A Asteroid Vision [button can be mashed])

- Mars Chopper (A during Infinite Rush)

- Star Gazer (B during Infinite Rush)

- Lander Blow (D during Infinite Rush [Chargeable])

Shooting Star (236B [Can be used after Infinite Rush or Asteroid Vision]) [used to be 236D and was chargeable]

* Lunatic Upper removed

Some copy-paste from the BBCF thread. Surprised no one posted this here. Then again, we shouldn't make too much noise or they'll take our stuff away for another three years. There are some serious changes which makes sense since everything is getting overhauled. If Infinite Rush functions the same, the follow-up game could be fun. Am I gonna Mars Chopper early, Star Gazer late, etc?

Hiago mentioned on twitter that Sirius Jolt is unblockable but slow and that Makoto no longer has SMP on her drives. No idea what this means since they can change it whenever they want but the last time that was a thing, Makoto was 800-yen tier. Not gonna lie, it was pretty cool.

 

So Shooting Star was moved to 236B and its not chargeable anymore, also lunatic upper has been removed. i don't get where they're going with this. A asteroid vision straight into infinite rush sounds weird too. Sirius Jolt doesn't sound reliable despite it being unblockable.... 

Posted

IF shooting star is always a lvl3 now and works just like CPEX lvl3 then it got a really good buff. Especially if charge time was removed.

Also, thank god they are finally making her mixup even better. Those options after infinite rush are going to make ppl mad. Lol

I'm still waiting till the actual release before I jump on the hype train. But changes seem good on paper.

Posted

I'm like 99% sure I did lunatic upper at the loc test, nothing makes sense anymore.

 

Also, I still inexplicably haven't quit trying to play Makoto which is really stupid of me because I'm garbage with her. What do you do on wakeup if not in the corner, because every match feels like a coin flip. Do I pursuer, and risk getting hit by DP, or do I give up pressure completely which is obviously never the right option. I may need to just accept that I need to play someone more zone-y, because every time I have the tides turned because of a random ass guess DP I want to chuck my stick through my window.

Posted

Don't feel too bad about having struggles with her, Makoto is easy combo wise but very hard at the same time.

Are you baiting DPs? That alone will make ppl respect your pressure more. Is there a common part in your pressure you keep getting hit with a DP? They could be reading you. And people love to DP when they panic. Try to look for those signs.

Sometimes it really is a guessing game but the stuff above should help lower that some.

Try watching your own replays too. It's funny how much you learn about your game play. Also, watch players such as Goro is good learning material too.

Posted

Yes oki is a coin flip a lot of the times when it comes to Reversals. When you feel like your opponent is not going to DP, you start pressure or try to mix them up. When you think your opponent is going to DP you act as if you are going to pressure them, then at the last second you start blocking or IAD backwards. If you don't act as if you're going to rush your opponent down, they probably won't DP. People usually only do a reversal when they see that you are running towards them or standing really close. So you do always want to pursue your opponent; it's just that sometimes you want to pursue and then block at the very last second.

 

There are a few tricks you can do to help against DPs though...

 

You can use point-blank 3C as a hard call-out to virtually any Reversal in the game (besides 720 lol). It goes under every DP and almost every Distortion and Astral. The moves will whiff, so they can't even Rapid Cancel if they have meter (which is really huge against Ragnas that like to DP > rapid as soon as they get 50 heat).

 

There's also a ghetto safejump you can do. Jump+Barrier > falldown j.C. Run up in your opponent's face. As soon as they recover jump straight up and hold barrier. If they DP'd you will barrier block it in the air. If they didn't DP then you can fall down with j.C and do mixup.

 

--------------------

 

And everyone's DP isn't really a problem though. Only Ragna, Kagura, Tsubaki, and Mu should be able to disrespect you constantly. Other people need heat/resources for good reversals or you can low profile/option select their DPs

 

Jin's C-DP, Bullet, Platinum, and Litchi's (difficult) DPs all lose to the [1]A~B option select. (When they tech do a meaty 2A and quickly hit 2B. If they blocked your 2A, you will chain into 2B. If your 2A whiffs through their invulnerability frames then you start blocking in time to block the DP)

 

Bang and Hakumen's reversals lose to meaty overheads and meaty throws.

 

2B beats Makoto's DP, Noel's 4D, and Carl's Vivace.

Posted

I've been trying to bait them, ug. Maybe I need to watch more videos, but that's my least favorite part of playing this game. Another thing I hate is that quick stand that nobody ever used to use, but now people use and I'm not used to it. Some characters (Hazamax10000000) don't even look like they're up when they use it, so I take too long to hit a button.

 

I didn't know about that option select or the utility of 3c though, I'll have to try those out. I kind of hate option selects, but in a situation like this I'll deal.

 

The real trigger for me here was losing to a Ragna player irl. You can never friggin' tell if a Ragna player is good or not because they all use the exact same combos 100% of the time. It just seemed like every DP was super lucky, and every combo I started would drop. He must've been secretly good, but it didn't feel like it. If his spacings were accidental he's the luckiest jerk who ever lived. I finally got a combo that pushed him toward the corner after he got like 5 rounds straight on me, he was falling from 2D, and I tried to do 5D (even though I know it wasn't optimal, it definitely SHOULD have worked) for the orb oki, and somehow I timed it slightly too slow and he turned it around on me, and I just wanted to rip that arcade machine to shreds, which is obviously unacceptable. I just got up and walked off as he started his combo, because Japanese players never ever ever drop their combos ever under any circumstances. 

 

Also, I was only playing the game to take a break because of how super hot it was, and I didn't think anybody would challenge me. Bleh.

Posted

i could've been dreaming but does anyone remember makoto having a darkish black and blue color? (not the zombie one) 

You're probably thinking of the Gold and White Palette

  • 3 weeks later...
  • 1 month later...
Posted (edited)

Played around with her on the loctest on saturday.

Heres some notable things:

Break shot is fast as hell now(all levels) it will definitely catch a lot of stuff including some whiffs full screen.

2c is indeed faster.

6BC>2C is a thing

in the corner i tried out ....2C>236A~D(lv3)>5B>6A>2D>2C>Lv cosmic ray >5Cc>aircombo

sirius jolt start up is pretty slow but has some really nice range for an unblockable. I followed it up with 5b>6a>2d>2c>214a~a>air combo

5b>6c is gone but you still do 5b>5c>6c

lunatic upper goes straight into 2 hits of rush and it can be followed up with stargazer, lander blow and mars chopper eg. 214c>b is 2 hits of rush ending with stargazer. I cant remember what the maximum amounts of hit would be for when you can still go for an ender but i assume now we can do infinite rush into a knockdown rather than losing the oki after mashing c

cant follow up with stargazer anymore

236D goes straight into lv3 which means no more delays.

didnt get to experiment with her so much because of how rushed it all felt but yeah this is what i remember. 

The jbbs should have provided more new notes by now.

Edited by milesw
Posted (edited)

Goro is 18th dan again and holds #8. It's been a while since he's been that high but I haven't been checking. Also, he's using the tag "goromakoto" which is cool.

http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank

http://sp.bbcp.ac/member_profile_view.php?user_id=2735

 

The recent BBCF changes sound like net neutral changes at worst, which is good. That said, Hiago said that no one played her at the loc tests so... :/

Screenshot (1).png

EDIT: screenshot for posterity. He's 6th now. I wish I caught one when he was 2nd. :/

Edited by Yazumatto
Posted (edited)

i reaaally wana see if they did anything to her other normals besides her 2c, frame data wise.  buffed frame advantages on some of them would be nice....... *sobs*. also whats up with "cant follow up with stargazer anymore" ??? you mean you can't combo into or from it anymore? 

 

Edited by Shado_Onikkisu
Posted

i reaaally wana see if they did anything to her other normals besides her 2c, frame data wise.  buffed frame advantages on some of them would be nice....... *sobs*. also whats up with "cant follow up with stargazer anymore" ??? you mean you can't combo into or from it anymore? 

 

I couldn't seem to combo from it.

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