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HiagoX

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Everything posted by HiagoX

  1. That's probably because of your blockstrings. You need to be careful with what you're doing and how much you are doing it, otherwise people will just stop you due to all the holes in her blockstrings such as 5CC > 6B and Asteroid Vision/Lunatic Upper follow ups. On a side note, in Japan they don't really dp much out of blockstrings; they'd rather jab out of them, mostly.
  2. It's not exactly safe! I actually got punished for that sometimes. What do you mean?
  3. Forgive me, I just remembered it - yes you can, as long as it'a 2B. I had my memories messed up because I remembered doing RC 2D in a match so I could get more damage out of it. Sorry!
  4. Same follow-ups for all of them, except you can do 2D (1) after "5B > 6A" to get more damage. That also means you still can't follow-up air throw without using RC.
  5. I haven't tried using it that way so I wouldn't know. However, I've dodged bursts countless times with it. A lot of people would try to burst my 236D while getting combo'd at the corner because, if you time it right, your 236D will whiff and their burst won't hit you, giving them a free punish. But everyone ALWAYS messed that up and got hit by 236D after bursting because of the amount of active frames it has, which would lead to me getting even more damage than before. lmao
  6. It's "2B > 5B > 6A [> 2D (1) > 5B > 6A] > Aerial". You can also pick it up with 2A instead of 2B. I don't think so but it seemed like it has more freeze time than CSE's, which would be good considering how they nerfed that.
  7. His twitter account is @Aki_Daisuki
  8. Level 3 is + on block. You're welcome! I'm happy to be able of sharing information to you all.
  9. Quite a bit. I played every day for at least a couple hours. CT adds quite a bit of damage in the midscreen "5B > 5CC > 2D (2)" route and that's probably where you should be using it the most for damage, if ever. It's just that, for corner combos, it's not really worth wasting 25% Heat just so you can add a little more damage. You'd rather just finish the combo as usual and store up meter for Particle Flare if you want more damage in your corner combos. Using CT as a mix-up option during your okizeme is really great, though!
  10. A good and very practical punish would be delayed 5CC.
  11. - Still good. - It is, but not all that faster. - As far as jump trajectory goes, no. Dunno about gravity but couldn't feel anything notable. - Nope. - It felt the same as ever to me, but I can't be sure about it. - Still same as EX, I think. - Nope. - I'm not sure about that, to be honest. My bet would be, of course, nope. - Very satisfying. I think she's in a good place right now; other characters aren't lolll. You can? I totally forgot about that. In any case, you can do either right now pretty easily. If you're close to corner you might want to go for "6B > 5D" instead of Stargazer due to proration, though. Lightning Arrow was okay in EX. It's just that now it's back to being really good. As for naming characters, if naming one character is enough, Tsubaki is currently much worse than Makoto is.
  12. Her 2C is still fine right now. I can assure it. Overall she seems pretty weak though. Kind of sad.
  13. Good example of what I was talking about in my last post: http://www.youtube.com/watch?v=iudKDbFWA0U&feature=youtu.be&t=7m30s
  14. Alright, I'm in Washington DC right now and I'll need to wait for about 10 hours until I take my flight back to Brazil. I'm pretty bored right now so I'll go ahead and tell you guys more about CP and how Makoto stands right now from my POV. Some, if not most, of it has already become common knowledge between us by now but I'll mention everything jsut because I feel like it. System-wise changes -As of now, pushblock is much stronger so stupid blockstrings like "2A > 2B > 5CC" are a big fucking no-no. You need to be careful about your blockstrings or you may be too far away to continue pressuring or following your confirm up. - Her Overdrive is pretty darn good good and gives you big comeback opportunities, not to mention allowing silly combos like a corner-to-corner "2B > 5B > 6C > Lander Blow > 5D > 2D > j.D > Cosmic Ray > 623C~D > 2C > 214B~D > Particle Flare" for about 5,5k. - Crush Trigger is pretty useful as a mix-up option after placing your 236A okizeme. You can do stuff like "2A > CT" or "5B > CT" on block, which leads to big damage if they don't Barrier it; if they do you'll still be safe afterwards due to pushblock and blockstun. You can also use it for combos. - Hitstun reduction doesn't make much of a difference when it comes to combos or confirming stuff. As a matter of fact, her combos have become MUCH easier execution-wise. Moves a) Normals 6A: Floats less on CH, which means you won't be able to do "6A CH > 5B > 6A" unless your opponent gets hit pretty high in the air because 5B will chain from 6A instead of it being a new chain. Right now, you need to do either "6A CH > 5B > aerial" or "6A CH > 5B whiff > Dash 5A > 6A > aerial". 5B: No more jump cancel is kind of sad, but since that's a universal change it's fine. 6B: You can link "6B > 5D" again if your opponent is crouching. It's very useful for whenever "6B~5C" won't reach. j.B: Good and old CH untechable time is back! Not much to be said; it's become really good again. 3C: Still sucks big time. You get hit by most shit and won't be rewarded very well for its risk - gotta use it with caution. j.2C: No noticeable changes as far as I'm aware but it's still good against some stuff like Tsubaki's 2C. 5D: More untechable time, etc. Pretty good since it allows for 236A oki. b) Specials Lander Blow (214A~C~D): It's a pretty good tool to reset blockstrings. It'll give you enough advantage if you manage to hit a Level 3, but, much like other AV follow-ups, they can mash or reversal their way out of it. When this happens, Level 2 Lander Blow kicks in as a frame trap. All in all it's a good tool but you mustn't use it too much and/or make it too obvious. Cosmic Ray (214A~D): Used mostly for OD combos but can be used sometimes as a tool when in neutral. It goes pretty far, but you need to be careful about it since it takes a while to charge all the way to Level 3. Shooting Star (236D): Corner carrying! Allows for corner combos even when not close to corner. Stargazer (214A~C~B): Same as before, except you can always follow it up with 5CC instead of "2A > 5C". Eclipse Turn (214A~B): Feels the same as before; a gimmicky move which can get mashed out of. Asteroid Vision B and C (214B/214C): Old angles are back! It's back to being really good; B version is used mainly for Lightning Arrow while C version can be used for either Lightning Arrow or reseting blockstrings by doing "214C > j.CC > new string". Lightning Arrow (214B/C~D): As previously said, because of old trajectory angles being back, it's back to being a really good neutral tool. Lightning Arrow B becomes really useful in some matchups and leads to good damage on CH/frame advantage on block with enough for you to start a blockstring afterwards - even if they Barrier it. Corona Upper/Meteor Dive (623C~D): There's enough untechable time even if you hit a early Level 3 Meteor Dive for you to keep some advantage. Different SMP properties for ground and air versions are good for OD combos. Parry (46~D): Unfortunately, still feels the same as before; too high of a risk and too low of a reward. You could maybe get big damage out of it from a corner RC Parry to OD combo ending with PF. Gotta research this out once console version kicks in, shrug. ------------------------------------------------------------------------------------------------------------------------------------------- As far as matchups go, okay matchups feel easier right now because of how she's gotten better. On the other hand, terrible/annoying matchups such as Taokaka and Litchi have become MUCH worse due to them just being too strong right now lolll. Jin has also become a pretty stupid matchup to deal with. All in all, she's got some important stuff back such as 236A okizeme and old Lightning Arrow angles, higher damage output and a few new tools to play with such as her new specials and Crush Trigger, which leads me to being clueless as for why she's being rated bottom tier. I'd say it's probably because of how most characters are still strong (Hakumen) or have gotten even stronger than before (Taokaka) while Makoto, even with all the buffs, plays pretty much the same as Extend. As for why it's the same as Extend, you can all probably figure it out by yourselves: You still need a pretty fucking good neutral game; there's nothing you can really abuse and you don't get absurd rewards for any dumb shit. Having your okizeme back and higher damage output sure helps a fuckton, though. I don't really agree with her being placed bottom tier right now, but oh well. Feel free to ask any questions you may have!
  15. No, you can hit Arakune without microdashing.
  16. It used to be better back when you could 5D/2D after hitting Mars Chopper without needing a RC.
  17. I'll be writing a summary of my impressions soon enough; I'm leaving Japan in two days.
  18. In Japan right now! Had some fun playing at Sega Akihabara tonight. Shooting Star command change confused me a fuckton; new combos are fun and easy to execute; still need a 1P cabinet to practice all the new stuff.
  19. I'm pretty sure Makoto isn't as weak as B tier right now. In fact, I'd say she's really strong right now.
  20. Guys, let's not get carried away. This is a Gameplay Discussion, after all. On a different subject, though... I'm going to Japan next week! Hopefully I'll be able to meet Goro and have him body me real hard.
  21. jBBS tier lists should be taken with a grain of salt.
  22. You can low profile Jin's 623C with 3C if timed right. Either way, you're off better just using 2A option select or safe jumping.
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