Jump to content
Dustloop Forums

MarkusArx

Members
  • Posts

    141
  • Joined

  • Last visited

Everything posted by MarkusArx

  1. StarGazer: Thanks. ^^ Also nearly anytime you can do 214A~C~D > 5CC, you can replace 5CC with 5A > 6A, to make the link easier. I believe it's universal, too.
  2. Jin's retarded hitbox is the culprit. I tried it and I just can't get it to work. You can, however, do a Level 2 Charge and pick it up with 5A > 6A instead. =3 Wasn't sure if anyone commented on it. I don't remember seeing it, but yeah. >_> Sorry if someone got to this already.
  3. Edited my combo post. Jin has such a bastardized hitbox, it's ridiculous, by the way. -_-''
  4. 214A~C is only -4 on block. You can end pressure relatively safe on it. With its A and B follow ups, you can create a varied amount of pressure, from a 50/50 mix-up to frame traps. It's entirely unsafe to use the B version though, unless you have meter to cancel it. The D follow up will also be able to bait the jabs too, allowing for a wall bounce combo. You can also do 214C~D to also get a Fatal off of Lightning Arrow for free damage. (With 214A~C~A, you'll need meter to combo it, btw.) 214A~A can also give you throw combos, since you'll have trained him to block your mix-up and traps instead of mashing so more damage there as well. Always remember that your 5CC and 6B~C are frame traps in and of themselves too. They are both also -3 so you can mostly end strings with them too to attempt a reset at pressure with j.CC. While it's true the 214A~A/B can be mashed out of, you train them not to by doing your frame traps and what not so you can go for stuff like that and get free cross ups. Also, be aware of all of your Gatlings. Many people don't know that 6A can go into 6B, so many won't see the overhead coming if you use it. Same mentality as why people forget about Hazama's 5B > 6A. And do try and mix these up a lot. If you start to get predictable, you could eat some Instant Blocks and take punishes you don't want.
  5. She can still do them off of 6C. Bibiquadium and StarGazer both have some pretty good PF combos, but I can't remember where the hell they're at in the General thread. Due to personal issues with consistency on my part with them, I don't use it often. http://www.youtube.com/watch?v=JoJnwcrEXoY That video there has some PF stuff in it, to at least give you an idea of what to do after connecting with the second hit.
  6. In response to Appletrack and Raidhyn, here's my Personal BnB usage. I'll leave notes in Mako-chan orange font for clarity. General Midscreen: (DMG: Varies. No less than 1600 and Max is ~2.4K) 2A/2B > 5B > 5CC > 214A~CCCC 1: Hitting off a raw 5B gets ~1800. 2: If you're close enough, you can tack in 5B > 6A > 5B before 5CC to make the damage maxed out. I think if you do this with a 2A before, it ends up being ~2000. NOTE; this cannot be done if you did a 2B before 6A. Midscreen Overhead: (DMG: ~2700) 6B~C > 214A~C~B > 2A > 5C > 2D(1) > 5B > 6C > 214B > j.A > j.B > j.D > 214A~C~A. 1: This can be done from a little bit away from the starting position for your opponent for the 214 A~C~A ender. If you're further from that, you can go into Corona Ender instead. 2: If you do anything before the 6B-C, this combo will not work with 2D(1). take it out and just do 2A > 5C > Corona Ender. Midscreen CH5B/5C Confirm. (DMG: ~3.8K without Super.) CH5B/5C > 2C > 2D > 214A~C~B > 5B/5C 6C > 214B > j.A > j.B > j.D > 5D > 66 > 5CC > Corona ender. MAJOR NOTE: If I recall correctly, anything you attempt to do on smaller characters like Noel/Carl will MISS after the 5D because they'll tech out before you get to them leaving you wide open. I'll retest it later, because I forgot about this combo. >_> You can also do this combo straight from 2C without CH. "Strong" Corner Confirm: (DMG: Ranges from 5.1-5.5 depending on starter.) 5B/6B/5CC > 5D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 5CC > j.B > j.D > 66 > 5CC > PF. 1: Combo is probably your best option off of one of these confirms. It's simple, easy to utilize and can also be done from j.CC, in which case you do a 5B > 5CC after. (j.CC > 5CC nets most DMG.) 2: In case you're having trouble linking the 5CC after the 214A~D, you can do 5A > 6A instead. You sacrifice a little damage, but it makes the combo even easier. 3: Without meter, after the j.D, do basic Corona Ender. "Weak" Corner confirm: (DMG: ~4.4) 2B > 5B > 5CC > 5D > *2D > 2C* > 236A~D > 66 > 5CC > j.B > j.D > 66 > 5CC > PF 1: For the parts I have asterisked, you need to do a Microdash to make this universal. some characters will fall out due to their smaller hitbox. As long as you get the dash before you hit one of these moves, it'll work on everyone. Feel free to not use it on character such as Bang, Haku, Tager, Ragna, but yeah. 2: For doing the dash after a 5D, input 662D right as her foot is touching the ground and you'll get it as long as you don't overcharge 2D, For doing a dash after 2D, input 662C right at the peak of their launch from your hit. This has to be done pretty quickly and personally, doing it after 5D is easier. 3: Of course, default to Corona ender without meter. And for style to bring it all home: Full Screen Corner Carry. (Something like ~4.4K) 5B > 5CC/6B~C > 214A~CCCCC > RC > 66 > 2C > 2D > 214A~C~B > 5B/5C > 6C > 214B > j.A > j.B > j.D (665D 214A~C~A). Alright, so first off, smaller character will fall out of the 214A~C~A at the end. Ending on 5D isn't so bad, since it gives you a little time to do whatever for oki. This combo isn't necessarily needed, but it's nice to know the option. SUPER SPECIAL JIN TIME NOTE: This asshole apparently has the worst hitbox in the game. Because anytime you try to do 2D(1) > 5B > 6C > 214B > j.A > j.B, he'll drop out at the j.A. To remedy this, you can replace the 5B with 5C and it'll work just the same. =3 I'd like to note, that on the the ones that end with 214A~C~B, I may not have optimized damage for them yet, but I think that's about all you can do. I'll also double check these and edit appropriately when I get to my PS3, since everyone else is asleep over here at the moment. I'll also put probably put in some other things as well later, such as anti-air, throws, etc.
  7. Squirrels gotta watch out for each other. /sunglasses equip. xp
  8. I think the one you're missing may be from Ragna's bad ending? Where the black beast takes over his body or some shit like that. For some reason, it's not actually in the ''True Ending'' path for some reason, but yeah. If it's the one I'm thinking of, should be Ragna's.
  9. Gotta unlock them in the gallery. I think they're 500 Points a character. EDIT: Voices are 1000, I think? EDIT 2: You should be able to find the samples of all the new ones on Youtube.com, just by searching for them. I think Jourdal uploaded all of them.
  10. Can't say I've had that problem, outside of one time when I managed to get the first two hits on a Hazama without a microdash, and the third hit whiffed. I assume you always go for the dash, so I don't know why it'd whiff. I play Lambda very frequently and haven't seen it happen. =/ About the only thing I can say about the Lambda match is: patience, really. Makoto simply dies if she's too aggressive in her neutral. It's best to try and move around without air dash and Asteroid Vision. so you don't get caught by 2D or 6D. They'll try to tech roll a bit too, since Lambda doesn't have a legit wake up option until she has meter, so try to catch it with your 2B. Also, free damage if you read Lambda's Command dash correctly, too. You can poke her out of the A and C versions pretty easy.
  11. I guess my speech is just naturally negative? Fuck, I don't know. I'll take my chances not getting rushed in while setting up to use it to get 3C'd out of. In the end, choosing to use it all ends up to playstyle. You are probably comfortable with the bet of the percentage they won't rush in while you're setting it up. I, on the other hand am more comfortable with a stoic and patient approach, which I've probably obtained from constantly being rushed down by the other people I play against (among them, a Mu-12). They're not gonna literally spend all of the match throwing their projectiles and I'll either get myself in there patiently and go in with my own pressure, or have them come in and act accordingly with my generic anti-air and swiss army 2A. While she's a rushdown character, you sometimes have to take it a little slow. I've hardly ever played the Carl match-up, so I'll definitely admit my knowledge is a bit weakened in that aspect. And I left Fireball Oki to be implied, seeing as we just got down with CS2. Her main frame traps C~C and 6B~C can only be cancelled into Asteroid Vision (With the inclusion of 2C for the former) and her D attacks. Given these options, the opponent could easily Mash out if you choose to use A ver. do DP/Super if character and meter permits, or watch as you awkwardly send yourself straight up to a peusdo safe position. The only reason these will work is if you mix it up very well unless the opponent has very good reactions. And I've never once mentioned her damage is subpar. I prefer it how it is now. EDITING: Self merging is cool.
  12. If you can read 'butthurt' from any of my statements, you're clearly reading into things that aren't there. Which is generally why I don't talk to anyone because it seems nowadays when someone has a /SLIGHT/ complaint, there is always someone there to immediately jump on it and make it into a bigger deal than what it should be. Despite my 'whining' I've clearly already accepted the fact that nothing I say will matter due to the fact I have no chance that anything I say will make it to a developer. Back to the original program; Comet Cannon is easily the worst projectile in the game. Did you know you can barely react with it to, say Lambda's Spike Chaser (No charge) without getting hit? You literally have to do it as soon as you see Lambda reach down and even then, it'll only trade with it, time and inputs I'd much rather use doing a Super jump over it to try and clear some distance. Optic Barrel, Hazama 5D, Lambda's array of zoning tools and even Litchi's staff are better zoning options than Comet. And I even forgot about Jin's array of Ice Swords. Rachels Lobelia's can hit you out of it as well due to their arching trajectory. If someone gets hit with it, they probably deserve the 5.4k that can follow. Makoto's Projectile has always been used as a combo extender rather than it's original fireball tendencies ever since CS1. And I'm still not understanding how you even can think Makoto is at all broken at this point due to sloppy pressure, questionable advances, and very close-range normals/specials. I'd also like to add that even though I'm negative about certain things, every move has it's uses. It's just that I don't really like some of them.
  13. Is that one to tell me Comet Cannon can wall bounce on CH too? Other than that, are you insisting she still gets broke-ass damagez off of it? Yeah, the combo does 5.4 off of a move that usually never even connects and with Meter. It's not necessarily practical, because everyone in the cast can see it coming thanks to her practically emailing them the time her plane's taking off, but it can still be used, like the Lightning Arrow starters. We can literally spend all day going back and forth between the risk/reward of using Makoto's specials. Which, I have this feeling I'm gonna end up doing somehow.
  14. 2C proration pretty much killed the combos anyhow. With the changes in Trajectory, it becomes a corner only option, with the changes to 2D, I don't think you can do it with that either. Wall bounces removed from 214A~D and Comet Cannon/Break Shot remove it as being a combo ender even. Oh well, I'll just deal with it. And don't get me wrong, I love how the new combos look and whatnot, I'd just like to have a use for a special she has outside of some gimmicks she can do with it.
  15. I understand that it works on Counter, but I'm no comfortable with throwing out Asteroid Vision for something like that. Like Eshi said, it's not too worth getting anti-aired for it. Maybe when I get more used to the new trajectory and learn to use it more to my advantage on closing distance, then I'll probably do it, but I highly doubt it. My favorite combo starter was CH 5B > 2C > 214B~D. =/
  16. Having a decent time with it. Felt the changes immediately in some casuals with my roommate's Lambda. Basically, I feel like you just have to be really smart when playing with her and mind your spacing correctly (inb4 stuff has already been said). But yeah. I still love playing Makoto, she's even more fun than she has ever been, but I seriously don't like not having Lightning Arrow mid-combo anymore. When you think about the how the move looks, how couldn't it? Oh well. /shrug.
  17. I have to wait until tomorrow to do anything. Q_Q Luckily, my work schedule next week allows me all the time I'll need to get ready for Tulsa. >w>
  18. Don't worry, just a simple attempt of poking fun at Makoto's outfit.
  19. ...Modesty? I've been lurking here too much, though then again, I certainly don't have the necessary tools or input to be majorly useful to the Makoto boards at the moment. I'm still however thinking of continuing to play her as a main for tournaments and stuff. I like uphill battles from time to time. If worse comes to worse however, I'll probably sub Hazama. ¯\_(ツ)_/¯
  20. I'll always love her. Waifu for Laifu times, yo.
  21. Yeah, it's just a matter of time before someone cracks her open. The nerfs are terrible, but are kinda needed. The only thing I'm kinda 'wtf' about is the 5CC > 6B gatling still. Making 6B slower should've been the only nerf it got. >.>
  22. More information on the next tournament at Next Level Games in town, to anyone interested. For October 22nd, here is our list of games: Main Games($10): SSF4:AE MVC3 BBCS2 MK9 (If we get enough people) Mid Tier Games($5): Puzzle Fighter II HD Remix Arcana Hearts 3 Street Fighter 3: Third Strike Online Random ($1 reg): Whatever the game store owner picks out, so we won't know until we start.
  23. Tier means nothing to me, anyway. What matters is your own decisions and instincts in a match. Xp
  24. I'm liking how she looks too. I mean, I'm pretty happy with her being nerfed a bit. Her damage was a little ludicrous in the last version. And her new combo structure looks like it's gonna be pretty fun.
  25. Also, I've found 236236A~D works also. It's what I've been doing until recently.
×
×
  • Create New...