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HiagoX

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Everything posted by HiagoX

  1. We definitely won't need a combo thread for a good while. Optimal combos still need to be found and it's not like we can play the game, at any rate.
  2. Her damage isn't all that different. It's just that she's forced to end all of her combos with dp now; she always had 4k+ combos like that. It did increase a bit, though.
  3. Comet oki probably won't be a thing anymore. They nerfed the number of hits, if I'm not mistaken. That and 5D doesn't have enough untechable time either. 236D > 6A still works. No.
  4. Thanks Chaoschao and Bibi for providing me pictures!! - Don't start combo threads until there's at least a week worth of videos. It's not like optimal combos will be found out right away.
  5. http://www.dustloop.com/forums/index.php?/topic/9583-cp2-makoto-nanaya-changelog-thread/ Please use this thread to discuss changes. http://www.dustloop.com/forums/index.php?/topic/9595-cp2-makoto-nanaya-general-discussion-thread-%EF%BD%8E%EF%BD%8F%EF%BD%97%E3%80%80%EF%BD%89%EF%BD%8E%E3%80%80%EF%BD%86%EF%BD%95%EF%BD%8C%EF%BD%8C%EF%BD%97%EF%BD%89%EF%BD%84%EF%BD%94%EF%BD%88/ And this one to discuss CP2 Makoto in general.
  6. This is info I've gathered through twitter mostly. Might be wrong. Buffs: - 5B has been buffed (unconfirmed). - 5CC floats differently on air hit so "5B > 5CC" air hit should work alright without compromising combos. - 2C no longer has SMP. - 6B > 6A gatling added. - 6C is now drive cancelable. - j.2C now can be followed up with any aerial move on either hit or block. - Level 2 and G drive moves are now special cancelable on hit. That includes 5D, 2D and j.D. - A "Just Damage" feature has been added to her Drive. To put it simply, if you release the D button with the right timing (as soon as the drive meter is completely full), you get bonus damage out of it. Example: 5CC > 5Dlv3 (1408 damage) and 5CC > 5Dlvjust (1459 damage) - It's easier to get all hits of 214A~CCCCC on air hit. - 214B air trajectory has changed. - 214B/C~D now can be followed up on normal hit. if done close enough to the ground you can follow it up meterless (using a RC makes it easier). - 214A has slower initial speed and accelerates over time. - 214A~C~A is faster; maybe faster than 6B (unconfirmed); knockdowns on hit; can be followed up with RC. - Space Counter command changed from 46 to 214D. Now a strike move with guard point throughout most of its duration - does not deal fixed damage; proration is much worse than before; can be followed up on normal hit withouit spending meter (might not be a buff) - 214A~D now can be used in combos on air hit. - 236236D now staggers differently on first hit (might not be a buff). - 632146D has faster startup; longer reach (level 3 goes corner-to-corner); recovery/hitstun good enough to do "632146D > 236236D" as a finisher without needing OD. Nerfs: - 6C has less untechable time. - Level 2 drive moves share SMP with Level 1 and 3. - 5D has less untechable time (can't even 5D > 2D) - 2D Lv2 has less untechable time. - j.D now wallbounds regardless of position (less corner carry) - 236D's wallstick is shorter (difficult to OD > 623C~D afterwards) What has changed so far? - Makoto lost ALL of her combo routes from CP1. The special cancelable level 2 drive moves are there to, most likely, compensate that with new combo routes. As of yet we don't know if that makes it better or worse. - The parry change seems good at first, but some people have been saying it might be worse than the old parry. - So far her changes look alright and maybe she'll be a better character, but there's no saying as to how better or worse she'll be - the game has changed too much for us to tell.
  7. that looks like a pretty cute looking guy, maybe
  8. You still need to press D again, but yes.
  9. Buffs - All Level 2 Drives now are special cancelable. ? - Space Counter: Input changed from 46 to 214D and is now a strike move with guard point.
  10. hi Have you checked out this thread? It's outdated but it explains combo theory and starters in detail! As for your basic combos, try these: anything into 5CC > 214AC~CCCCC (midscreen) 6B~C > 214A~C~B > 5CC > 2D (level 1) > 5B > 6A > j.B > dj.B > j.623C (crouch only) Throw > 214A~A > dash 5B > 6A > j.B > dj.B > j.623C (midscreen throw combo) 5B > 6C > 214A~C > 236D > 6A > 2D > 6B~C > 5D > 236A for okizeme (corner) Throw > 236D > 6B~C > 5D > 236A for okizeme (corner throw combo) As for your last question, it should take a while. You'll probably get frustrated at first because Makoto is not only a weak character right now, but she has a very basic design while other characters in this game can do so much and surprise you with how bizarre their designs might feel. Play frequently enough, don't get upset and you'll be fine!
  11. 3C actually has more uses than j.2C.
  12. He's not really maining Kokonoe (yet) but apparently he has been playing around with her a bit.
  13. 2D (2) > dash 5A > 6A works fine for Carl
  14. what are you guys talking about
  15. Ok bbs confirmed my combo works in 1.1. 5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214B > j.B > j.D > 5D around 3500 damage.
  16. Thanks. I'm actually more curious about the 2C > 214B > j.B > j.D combo part so if you could mess around with it, please. Judging by what I've been reading from japanese players and you, j.B > j.D will probably not be a thing in most combos anymore. "5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214A~A > 6A > 6B~C > 5D > 5CC > j.B > dj.C > dj.B > j.623C" is the most optimal combo I've seen so far. Deals 4200 damage, gives you 30 heat and you're back to being able to choose between moderately good damage and oki or great meterless damage.
  17. 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)
  18. right now we either sacrifice oki for damage (back to bbex) or keep oki and lose damage
  19. 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.
  20. 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.
  21. I'm more excited about the possibility of it being overhead hahaha.
  22. Backdash iwll most likely stay the same. They are all being adjusted so that they can be closer to what Makoto's backdash is... alright. I doubt Makoto's changes will make much of a difference, but she'll probably be a better character due to nerfs left and right directed at the stronger characters. We can all hope, though.
  23. It hasn't as far as info goes? But that's not really an issue; you can already combo off 214B in CP.
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