milesw Posted April 24, 2015 Posted April 24, 2015 Yeah, theres a skype group of 15 people. add me: mairusu1
swordsman09 Posted April 24, 2015 Posted April 24, 2015 Any of you guys get EX yet? Anything you'd like to say about the new Makoto?
Ragnarok_F4 Posted April 24, 2015 Posted April 24, 2015 Any of you guys get EX yet? Anything you'd like to say about the new Makoto? She's definitely stronger: more damage, safer options, better midscreen game. Obviously, her gameplan doesn't change much, but overall she's better. Some of the old routes are no longer there and needs to be adjusted, but she's really interesting and fun. She has a lot of options now.
narga21 Posted April 24, 2015 Posted April 24, 2015 so. combo thread when? i'd make it myself but i dont know anything about this version of makoto.
OmniSScythe Posted April 24, 2015 Posted April 24, 2015 so. combo thread when? i'd make it myself but i dont know anything about this version of makoto. I just mention a few post above I got this. Though I must admit I should of done so before release so my apologies. That said if anyone needs something to carry them onward for the mean time I highly recommend challenge mode and this cmv.
Shado_Onikkisu Posted April 24, 2015 Posted April 24, 2015 i still got my Combo sheet kuroku posted back when he tested her out and released that combo video. shall i link it here?
Shado_Onikkisu Posted April 24, 2015 Posted April 24, 2015 https://www.evernote.com/shard/s215/sh/68dad9f8-8479-4613-9f07-ea49af178f4e/f3b863a1772f5910e1999fd7247b2b4f -
OmniSScythe Posted April 24, 2015 Posted April 24, 2015 I'm about 60% done, really at this point I'm just testing known combos, making enhances, creating new ones (some of which that is hard yet fancy and optimum!)
StrikerChampion Posted April 26, 2015 Posted April 26, 2015 I'm about 60% done, really at this point I'm just testing known combos, making enhances, creating new ones (some of which that is hard yet fancy and optimum!) Optimum combos!!!! the combo lab is going strong
Shado_Onikkisu Posted April 26, 2015 Posted April 26, 2015 Just letting yall know that 5B > 6C > Lunatic appa > Shooting Star Is still a thing mid screen.
TaigaKnee Posted April 26, 2015 Posted April 26, 2015 Finally got challenge 20, albeit with a stupid roundabout set up, but done nonetheless. My stupid solution. Set up: 2D[2] >> 214A~A > 214D~delayed D[3] to let Azrael recover so you get the fatal Space Counter. Combo: Fatal Space Counter > CT > Overdrive > 2D[G] > OD Big Bang Smash > 5D[G] >> 214B~D[G] > 214A~D[G] > 236D[G] > 623D[G] > tk j.623D[G] > OD Particle Flare The not stupid Sample Play Solution Set up: Overdrive > 214D~delayed D[G] for the fatal. Combo: Fatal Space Counter > CT > 2D[G] > OD Big Bang Smash > 214A~D[G] > 236D[G] > 623D[G] > tk j.623D[G] > 5D[G] >> 214B~D[G] > OD Particle Flare
RockinGamma Posted April 26, 2015 Posted April 26, 2015 Any tips on doing 236a 5d 66 5b ? I keep missing it. or doing 6b. Its pretty much the first combo. I also dont know if that is optimal. https://youtu.be/2fdoh-LiNKc
Shado_Onikkisu Posted April 26, 2015 Posted April 26, 2015 you mean 5C? he only did 5B once before he went into the juggle part of the combo...
RockinGamma Posted April 26, 2015 Posted April 26, 2015 idk The combo i talking about starts at 18 seconds im having trouble dashing after punching the comet canon. i either dont dash or do 6b
Shado_Onikkisu Posted April 27, 2015 Posted April 27, 2015 ok i'm doing some more testing with parry and it looks like she lost the ability to parry projectiles. back in 1.1, i could parry jin's ice projectlies all day, now i just get counter hit'd. also you can still do space counter after parry even if the opponent isn't close enough but their attack still hit you....(guard point special effect appears on makoto) idk The combo i talking about starts at 18 seconds im having trouble dashing after punching the comet canon. i either dont dash or do 6b its a microdash. you gotta make sure that after you do the 66 input, your stick or whatever you use goes to neutral and then input 5B. keep practicing with it until you get the feel.
RockinGamma Posted April 27, 2015 Posted April 27, 2015 its a microdash. you gotta make sure that after you do the 66 input, your stick or whatever you use goes to neutral and then input 5B. keep practicing with it until you get the feel. it feels impossible
Dark Ranger88 Posted April 27, 2015 Posted April 27, 2015 Okay one thing that helps is to fire the Comet Cannon lvl1 right away. So like on 5B > 5CC > 2Dlvl2 > 236A~Dlvl1 > 66 > 5B. You want to do the bolded part as quickly as possible and immediately after the 2D. This leaves them up slightly higher, lets Makoto recover more quickly, and makes the 5B easier to connect. If they drop into the orb and bounce for a couple of hits, then you're doing it wrong. Edit: Also I'd just like to point out - People die in like 3 combos now! 5B midscreen BnB with corner carry = ~3,000 6B/2B/Throw corner mixup = ~3,500 6B/2B/Throw corner mixup with Particle Flare = ~4,500 Total damage = 11,000 Praise Arcsys!
Zoular Posted April 28, 2015 Posted April 28, 2015 Combo #12 Should note first corona upper D[3] as a whiff, good find
Shado_Onikkisu Posted April 28, 2015 Posted April 28, 2015 it really Edit: Also I'd just like to point out - People die in like 3 combos now! 5B midscreen BnB with corner carry = ~3,000 6B/2B/Throw corner mixup = ~3,500 6B/2B/Throw corner mixup with Particle Flare = ~4,500 Total damage = 11,000 Praise Arcsys! it really does feel like you can kill them in like 3 or 4 combos now. now i'm just trying to understand parry oki. like, the pros and cons of it...
OmniSScythe Posted April 28, 2015 Posted April 28, 2015 Combo 12 is far from a Neta combo. If done well enough you can link 5C instead and possible lead to 3k damage with corner knockdown. One of the many combos I'm still testing out for the guide.
OmniSScythe Posted April 28, 2015 Posted April 28, 2015 Pros: Restands is dirty as hell Can't be reversal well/at all, barrier dp OS /might/ be a thing but it's possible that a misinput will lead to a fatal. Once they're conditioned you can start doing throw/low/high instead of spending 50 meter. Cons: 0/50 Meter Nuts will still mash despite the chance of getting fatal'd if you go for the fake out route.
Shado_Onikkisu Posted April 29, 2015 Posted April 29, 2015 Well at least I'll have something in my pockets when I wana take the round/match. ( ͡° ͜ʖ ͡°) It feels like you need combo execution, hit confirms and confirm awareness this time around for makoto. The combos feel alittle harder to do now too. Ex. Lander blow combo midscreen...
Dark Ranger88 Posted April 29, 2015 Posted April 29, 2015 Well at least I'll have something in my pockets when I wana take the round/match. ( ͡° ͜ʖ ͡°) It feels like you need combo execution, hit confirms and confirm awareness this time around for makoto. The combos feel alittle harder to do now too. Ex. Lander blow combo midscreen... Yeah I've noticed that 5CC whiffs a lot more than it used to, especially in the corner. I remember this being a problem with Kagura in vanilla CP. But yeah you're right. Things can drop randomly here and there if you don't have your timing down exactly right. Shooting star especially seems to not want to hit opponents if they are too far off the ground. I remember in 1.1 you could do Throw > 236D lvl 3 instantly and it would hit everyone except for Hakumen, Mu, and Kokonoe I think. Now it whiffs on just about everyone. J.D will still whiff if you don't do it early to mid combo. And the j.C > j.B > jc > j.C > j.B > DP ender will still whiff if the combo is too long. One good thing though is that if you mistime the 2D lvl 2 on midscreen BnB, the autopilot Comet Cannon > Break Shot lvl 1 will push the opponent away safely (and a lot of the times they get counter hit by it).
Shado_Onikkisu Posted April 29, 2015 Posted April 29, 2015 Yeah I've noticed that 5CC whiffs a lot more than it used to, especially in the corner. I remember this being a problem with Kagura in vanilla CP. But yeah you're right. Things can drop randomly here and there if you don't have your timing down exactly right. Shooting star especially seems to not want to hit opponents if they are too far off the ground. I remember in 1.1 you could do Throw > 236D lvl 3 instantly and it would hit everyone except for Hakumen, Mu, and Kokonoe I think. Now it whiffs on just about everyone. J.D will still whiff if you don't do it early to mid combo. And the j.C > j.B > jc > j.C > j.B > DP ender will still whiff if the combo is too long. One good thing though is that if you mistime the 2D lvl 2 on midscreen BnB, the autopilot Comet Cannon > Break Shot lvl 1 will push the opponent away safely (and a lot of the times they get counter hit by it). about Shooting Star, i might be seeing this things but doesn't shooting star on lvl 3 seem kinda "faster" now? maybe they just adjusted some hitboxes or something because like you said, it whiffs on everybody. i'm having to delay shooting star now as if i was fighting hakumen, Mu, Bang or Koko.
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