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StarGazer

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About StarGazer

  • Birthday 10/20/1992

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  1. best makoto referencer 10/10

  2. Goro footage after 2:49:00 http://www.twitch.tv/central804/b/577333666
  3. They removed Makoto orb oki completely too if that's gonna make you feel better... ;-;
  4. Lunatic Upper combos to Mars Chopper! and it knockdowns now even the stand up opponents! Weird, the knockdown change can be a buff or nerf, also having Mars chopper to combo after 214AC could mean that it is faster now (no more getting mashed out of it). j.2C change is finally here, it looks like Makoto now ends up her j.2C active frames with a mini bounce once it tags an opponent as if it was hells fang, according to players it should combo to j.CC after. This change could fix some troubles like how Tager punishes you for landing a j.2C hit EVEN IF IT WAS A CH j.2C duo to his huge hitbox (Makoto literally punishes you for outplaying your opponent) and maybe doing a j.2C so close from ground is no longer punishable after this change. But then j.2C cross up might suffer.
  5. Just what i thought, they killed Space parry one of Makoto most interesting moves, it wouldn't hurt to keep the old parry and add the new one but i guess its too much for asw. New drive change is definitely cool though i personally love to have more 'impact' rather than stable damage.
  6. Since CS2 till this day every change was moving toward bad/boring. Still high hopes for loketest.
  7. If Makoto is a bad match up for Izayoi then more strength to you guys
  8. After all these years of parry practice they change it into a normal input? Why do they want to kill every single niche thing in Makoto? I... I.... im... I... what?! Current parry is so awesome i just discovered recently that you can use it as a break which allows you to open some new cross unders like the first set up in this video http://www.youtube.com/watch?v=ehZkQAJww5M
  9. JBBS posts are flooding with "Makoto is trash, buff her already", its like you can go and search the tier list thread for the word Makoto and you'll find 200 result while Ragna name is only being mentioned for once or twice. Its somewhat the opposite here in dustloop but lel whatever. With that being said there is a high chance now that Makoto will receive good changes because CP2 changes is gonna be big unlike CP1.1. Makoto current status is pretty sad, she offers little to no niche to the cast, awfully boring, frustrating to play, pretty weak, obviously outpowered by characters of her same class. I guess this is the result of her being ignored all these games starting to stack now. Barely No one takes the game seriously plays her now, she is a bad character that you don't want to have in your game so i'm almost sure ASW have something for her, CP1.1 changes was placeholder so they can look into her better in the next game (either that or thats what ppl get for calling a bad character "she is still good"). This might work, especially for BBCSE. (The tables and format are ruined after the dustloop update but the content are still ok) http://www.dustloop.com/forums/index.php?/topic/4320-cse-makoto-nanaya-guide/
  10. Makoto dash speed is just like Noel and Tsubaki. Her 5A is about as universal as all other 5As and her 2A is only one frame faster than the average 2A, but then that one frame speed comes at the cost of having less range and worse hitbox. I wouldn't call it superfast since there are many characters with similar jab too. Her parry isnt a key tool in the match up. I mean, a move that you can only see it being used once every ten rounds wont make the match up advantageous for Makoto, her defensive options are the worse in game, its only second to Bullets dp. Her offense overall is good especially vs characters like Relius, but yeah all characters are just as threatning as her in that department and even far more better. The match up was even in EX but now its in Relius favor because he hits better. No changes to neutral or pressure.
  11. Yeah it would be awesome if we had a group on skype or something >_>
  12. The least of things you should focus on while playing Makoto are combos Anyway on topic of OD, here is a list of OD openers that i use in match (the most viable way to use OD): - 5B 6C > 214AC236D > OD > Far from corner = 214AD / Near corner = 5D / Hugging the corner = 623CD (might make the 236D a lvl2 for ease of execution) - After 2D: 5B > 5CC > 2D lvl2 > 5B 6A 2D > OD > 623CD or 5B 6C > 214AC236D > 6A 2D > OD > 623CD - After j.B: Any anti air > j.B jc OD or 214ACB > 5B 6A > j.B jc OD etc... - At the end of corner combo > 6A > OD cancel > PF (6C > OD cancel > 2362366D works) - 5B 6C > OD cancel (at full HP) > 662D > 662C 214BD > 6C 214AC236D >... (converts a 5B 6C > 214ACA confirm into 4K with only OD at full HP) - After 5D in corner ofc > OD > 214AC236D... stuff I only go for OD when i have heat since majority of the OD dmg comes from the power in OD PF or double OD enders (lethal match enders), either that or when i can completely change the confirm like turning a normal anti air into air combo for 1800 into a full corner carry that ends up in 4K dmg and oki, i'd say worth. Can we have someone to fill a list with the most opt confirm for each starter? like best 2A confirm, 5B, 6C in corner, 6B, throw etc... And here are some stuff to think about: http://www.youtube.com/watch?v=Tmx_Y3ZhZO4 http://www.youtube.com/watch?v=3dFNgjFMYj4
  13. Skype Thats Extend, i think it still works here tho its extremly tight and not DP safe. The only true oki should be j.D 5D, the orb set up after it leave you with a lot of advantage.
  14. j.B doesn't launch as high now so j.B j.D is not thaaaat hard to line up. I think Makoto orb oki is a must, Makoto pressure doesn't scale in corner like other characters because of her ass neutral, orb oki fix that. But the option to go for damage enders now is more tempting especially with some effy starters. If thats the case then im thinking about TK DP enders since meteor dive now for no reason has a shitty untechable time.
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