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Everything posted by Exciel
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If that's the only PF nerf then it's almost like a buff ww. At the moment Makoto still looks very strong to me with only really adjustments to combo structure necessary. If all throws are indeed universally special cancel then that should be a good buff for corner carrying for Makoto with the combo nerfs she's got.
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Quickly running over, here are a few more stuff. 2A was actually 5 frame start up in CS, now it is 6 frames in CS2 so it's slower. Particle Flare's max minimum damage went up from 1320 to now 1520. 623C~D's downer also had a change in charge time, now faster. 214A~D now wallbounds in corner only, doesn't cancel into 5D/2D anymore and has much less recovery. If you want to add info about her astral, according to frame data it went from 5+0 on all levels to 5+10 / 5+0 / 5+2 for levels 1/2/3 respectively and this is sort of system change but it can no longer be jump cancel canceled into (like the old parry cancel). And lastly as far as I know 5D is also actually the same on block as it was in CS. I'd be glad to help with whatever anything that's needed on this project, just let me know.
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Can use C&C on my Makoto, have only been using her towards the end of CS. PSN: MM805 Xbox GT: CX805 Socal!
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A couple simple ones. SF style OS footsie OS: 5B2C. If playing footsies and get CH 5B you'll cancel into 2C and can go for combo. If 5B whiffs, nothing comes out. Can substitute 2C for 6C if necessary too. Auto 6C hitconfirm OS: 5C6C. In the situation where a ...6C 214B etc. combo is necessary, when throwing out a 5CC instead input 5C6C. On block 5CC comes out, on hit 5C 6C comes out. example: an opponent is over anticipating overhead and not blocking low, 2AA 5B 2B (hits) 5C6C 214B etc. j.C -> j.B/j.CC OS: j.CB~C. I don't really have a use for this but it does exist. When throwing out j.C randomly, follow up with B~C. On hit/block you cancel into the better j.B but on whiff it cancels to j.CC. Ghetto air tech shenanigans? OS Tager Backstep PF punish: Dash in 5A 26265B~D. Does work on other characters but for what it's worth, should probably be only tried on a backdash happy Tager. Even then beware of IB 720. If he gets hit/blocks 5A then 5B will come out. If he backstepped, PF will come out and you can pretty much always get the punish if it's level 2 or the quickest level 3 possible. 3S style Parry OS: 46~BC. The old 3rd Strike parry tech OS. Pretty straightforward, can catch wake up dp's and tech throws for free. 5A Throw Trap OS: 5A B~C/C~B. This one's godlike. Other characters can do it too so long as you have a 5A that whiffs crouch so it also doesn't work against Hakumen or Tager. If 5A hits/blocked, 5A cancels into 5B or 5C depending on your input. If 5A whiffs (because your opponent is crouching), will instead kara throw. This beats stuff like wake up jump, wake up throw, wake up OS tech, wake up cat chair, etc. But of course loses to wake up dp qq And there's always the old Jayoku OS style PF OS. Should be well known by now but in any case, 214214ABD in corner after a correctly timed coroner upper or another downer. If they tech roll behind you, PF comes out, if they tech any other way, you barrier. This is also sort of an OS too. After a good timed corona upper, 2B2626D really fast. If they didn't tech then 2B should hit and cancel into PF but if they do tech then 2B whiffs if you did it fast enough.
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This is the first match up in CS2 where I've run into trouble. Namely Noel's 2D and 4D, I know they aren't perfect moves but they are some very irritating hurdles for Makoto to deal with in this match. Tips/how are you guys fairing in this match up?
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I use the 2-hit BBS > PF 100 meter ender (about 2.5k guaranteed) and it doesn't reverse sides and is really easy to do surprisingly. Just after 2366A~D hold back and walk back for a bit and 6A BBS before they hit the ground. Both hits of BBS should hit and you'll have enough time to hit with PF. If the 6A was too low or if there's already too much hitstun proration then make sure the first hit of PF is level 2. Edit: Oh wait, already replied to
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http://www.youtube.com/watch?feature=player_detailpage&v=f8Q15QMTmyQ#t=415s The double BBS to PF combo. Uh uh damaaaaageee Edit: http://www.youtube.com/watch?feature=player_detailpage&v=f8Q15QMTmyQ#t=634s Woah, what is Carl doing here? Looks like he summons Nirvana to absorb a hit and gets hit by orb at low height purposely to screw with orb oki.
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Anyone got fatal combos? Back in CS1 you could go forever and a day but there's too much repeat proration on things (236A~D) now so I don't know what'd be the best say corner fatal 2C. Example konbo: 2C (FC)>214B~D (L3)>2C>2D (L3)>2C>214A~D (L3)>446A>5D (L3)>2C>2D (L1)>5CC>j.B>dj j.D (L3)>2366A~D>whatever should already be 6k... though maybe the Fatal isn't even necessary for this combo. I'm pretty sure there's some better Tsujikawa exclusive combo out there, incorporating Particle Flare might be a good idea too. In class and can't test out stuff now though :E
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Follow up with 6A>5D(L3)>etc. in corner for brain dead 4~5k with oki. Otherwise you get pretty decent amount of +frames if they tech miscreen and can always go for a derp 3-way with dash under 2A or whatever you want to be creative with. Oh wow that's pretty awesome. 214C by itself is like completely useless for me now but I'll have to experiment with this.
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Blegh, seems parry requires a 46 input in quick succession now so you can't buffer 4 while guarding and dash parry for free. tl;dr parrying requires a little bit of actual skill now. Random buff: 5D/2D/j.D all recover way quicker if you hold the button and never release. I bet once in a blue moon you can use this for a hilarious throw set up. What I do is immediately hold 2 after j.D (L3) and buffer the 236 right before she lands. When she lands press and hold 6~A~D so that she dashes as soon as possible when landing and goes into 236A as soon as possible after the dash. Some tweaking and timing is required but that's the gist of it.
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
Exciel replied to furix's topic in Misc Fighter Central
I am so happy from this. -
We all dream about F/UC2 with more Zero Servants and Extra Caster.
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I love Cthylla. Yarugayoi! Kurugayoi! Celia's ah-hah missiles are hype too.
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I stole this from jbbs a while back. I know this is Dustloop but don't turn this thread stupid because a tier list is posted plz S - Gilgamesh, Lancer A+ - Zero Lancer A - Rider A - Saber, Rin B+ - Saber Alter, Berserker, Kotomine B - Caster, Assasssin, Shirou, Archer B - Sakura, Luvia, Leysritt C - Bazett
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Short air combos now exist, awesome. Characters with better anti-air options and reward buffed. Edit: http://www.youtube.com/watch?v=AqR2jmFMAp4&hd=1 Haha wow found this rather quick. Taking advantage of the new juggle properties gives Lucy another loop and possible infinite. Don't get anti-aired in corner against Lucy. Edit 2: Oh, 3C works into this too. Your old 3C loop starters work here.
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[CS2] Platinum the Trinity Actual Discussion Thread The First
Exciel replied to Circuitous's topic in Archive
Anyone know if Hakumen can counter the bubble? Bubble oki is pretty legit and if Hakumen can't use his drive on it than it'd be better than Makoto orb oki. Platinum I feel will get only stronger on the character ranks from here. I think her fuzzy guard (at least I think this is a legit fuzzy guard) was only recently discovered and put into use and it's pretty brutal. http://www.youtube.com/watch?v=zK9IWd2g9DI :30 shows a decent combo off of it. -
Woops, there we go. Really hope for a PS3 port as well.
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http://www.siliconera.com/2011/04/19/ougon-musou-kyoku-x-finds-gold-on-xbox-360/ brb qq