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Posted

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.

Posted

so. combo thread when? i'd make it myself but i dont know anything about this version of makoto.

Posted

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.   :sweatdrop:  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

Posted

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!)

Posted

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

Posted

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

Posted

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

Posted

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.

Posted

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

Posted

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!

Posted

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...

Posted

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.

Posted

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.

Posted

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...

Posted

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). 

Posted

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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