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StarGazer

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Everything posted by StarGazer

  1. Not anymore
  2. So much misunderstanding, people should really pay more attention to terms and words. not very good =/= bad the worst character =/= very bad and can't win
  3. Forget about tiers for a sec and think about Makoto, she was designed as a close range character with a lot of tools and tricks to get in close and support her game. In CS1 her tools were pretty strong and she can win her matches by like only relying on them, in CS2 her tools got tuned down so she have to play using both fundamentals and her tools to win, in EX her tools got tuned down even more so they are useless now and all what she got is like pure fundamentals and so far from the changes i read in CP so far it looks like we gonna follow this same trend. Personally I find Makoto bad the way ASW is going with her in EX as these changes will make her more boring, less diverse than the rest of the cast, and have less character skill cap. You can't evaluate a character just by looking at the reward, plus this is only the maximum damage not the average damage, okay her damage is good but not GREAT. Only 2A hitbox nerf hurts, the rest is negligible. No she isn't, a character that have fair~somewhat disadvantageous match up with everyone and ugly match ups with some is not strong. Decent will describe her more precisely since she does everything good but she have nothing strong to make her shine like the rest of the characters.
  4. True, parry can be done during dashing so no need for 4A+B. Dunno about X360 but dash parry is easy on PS3 D-pad and square gate sticks for me. The bad part with dash parry is that its easy to safe jump in extend which makes you get punished for doing something cool :/ I'm afraid that CP Makoto will play like EX, too early to say that but yeah, thats what i can conclude from what i've read so far. RIP Makoto 2011
  5. It doesn't have any special noted effects, just do it the you are comfortable with the most. i do it as 66 > 4A+B > 6 because i'm a big dash canceling freak.
  6. Delay the orb for like as much as you can, to make things easier go for 5B 6A 2D > 2C 214AD > 5CC route instead.
  7. They didn't mess with her mobility in ex, its the same as cs2.
  8. IB'ing the first hit of Lambda's 3C creates a gap in which you can put a reversal, am pretty sure of this because i did IB > Parry a couple of times TK Marshmallow > j.B maybe 25F fast? problem is that she can do 4A+B > 2A or even 5A > 6B
  9. I don't think parry is anything special vs Litchi. I'd like to point that 2362366D PF can beat some of her set ups and reward you godly, and if she uses anything from half/full screen like daisharin or four winds then give her the BBS that she deserves. Overall a pretty messy and annoying match up in neutral, but you can go aggressively braindead and give her a hard time by switching air and ground approaches :p And do remember that IB can not only ruin her offense, but her neutral too.
  10. Sorry, damn notations always have a typo somewhere On GB combo topics i made this http://www.youtube.com/watch?v=gdiK25WgPAY Meterless 5K from overhead midscreen, cant wait to see what we can do with ODs
  11. The combo above is a 6B~C Starter combo not a throw starter. Most reliable throw combos are: -Midscreen: B+C > 214AA > 66A 2D > 662C > 214ACB > 5CC > j.B j.D > (Corner?) > 5D > 665CC > j.B 623CD -Corner: B+C > 214AD > 5CC > j.B j.D > 2D > 2C 236A > 66A5D > 665CC > j.B 623CD
  12. Try this 6BC > 5B 6A 2D > 2C 214AD > (66)5CC > jc j.B > jc j.D > 665CC > PF This variation have better reward than 5D > 2D > 2C 236AD combo and its only cons is that it doesn't work on Jin and Valk Having 214AC > D at the end of your combo is a bad idea since its hard to work in bad proration and its just not worth it. If your execution is good then try this after j.D as an ender: j.D > 665CC > j.B j.D > 2362366D (Dash PF)
  13. Jin and Valk Combos - 2A > 5B > 5CC > 5D > 2D > 2C > 236AD > 665CC > jc j.B > jc j.D > 2B 5CC > jc j.B > 623CD. - 5CC > 5D > 214ACB > 5B 6A 2D > 2C > 214AD > 665CC > jc j.B > jc j.D > 2B 5CC > sjc j.CB > j.B > 623CD. you just can't use 5D > 5B 6A 2D combos vs them but other than that everything else is fine, picking them up with 2B > 5CC / 2B > 5B 6A is not a problem at our combo proration since the combo is already dead at this time. Parry doesn't apply a bonus proration but it just have a 150%P2 Which combo are using here? I know :DDDDDD
  14. -Go for 6C into PF 2hits for switching sides combo (you can make it 214ACD) -In corner you don't need to burn 50 heat, just do your normal corner combo then end it with PF. -In case you are forced to combo into 6C after 5B because the distance doesn't allow for 5C to combo and you are somewhat close to corner then go for 5B > 6C > 214ACD > RC > 6[6] > 2D > (whatever) -If same situation above occurred but you are hugging the corner then go for 5B > 6C > 214ACD > Delay > PF 2hits > 66 > 2D > j.D > 662C > 236AD > 6A > 5D for better reward. -Double super ender is not possible anymore -Corner BnB Combos theory goes like this: Get a Hit > go for 5CC into 5D > start the corner combo, in Air: Get a Hit > j.B into jump Cancel j.D > Start the corner combo. The Corner combo should have 5D + 2D + j.D + 236AD or 214AD or both in some cases. Makoto combos can be changed in a lot of ways but it still retains near the optimum damage, do the combo variation you find easier and try to mix variations up and go for resets and oki's between em. wish that was the case =/ they ruined her in EX Further Combo discussions should be taken to the combo thread
  15. 66C > 214B j.B > j.D for best carrying results Also this check this: http://www.youtube.com/watch?v=lEtl5N-J1-o
  16. Astrals still requires a burst icon right?
  17. Analyzing what is happening so far "・6C>ルナ>ラッシュ1段止めが大分楽になってたけど5Aでも拾えなく 6C> Lunatic Upper > Rush (stop after 1 hit) has become a lot more comfortable but can't pick up even with 5a" A lot of players don't know about this link in Extend. I guess it became very easy to do now thanks to the increased gravity but at the same time this will ruin our ability to combo after it. "・~5CC>OD>微ダ5CC入った、OD中5CC>2D、6A>JD確認 >5CC>OD>mini dash 5CC connected. During OD, 5CC>2D, 6A> JD as well" wow, seems like OD cancel will act just like the special cancel. if thats true then we can easily turn our confirms into OD combos and find neat link like 6C > OD > stuff. "・地上2D>2Cは不可、(5D等>)5B>6A>2D>2Cは可、5B>6A>2D>JDは 無理だった( OD中は可) grounded 2D > 2C doesn't work. 5D > 5B>6A>2D>2C is possible, 5B>6A>2D>JD isn't (but is during OD)" so 2D launch even lower, we cant do normal 2D > 2C midscreen stuff but if Infinite Rush > RC > 2C > 2D still works then we are ok. "5D>5B>6A>2D>2C" is our exact same corner BnB in Extend! "・ラグナにコンボ中のJD>5B>5CCが入らなかったので5CCの判定上に減ったかも?(補 正で入らなく なった可能性あり) Comboing Ragna, JD>5B>5CC didn't work. Did the hitbox get lowered? (also possible that it is due to proration)" ?!... i hope it didn't work because of the proration "・ダウン中のルナ>ゲイザーは入らなくなった While down, Lunatic upper> stargazer doesn't work" I guess he mean "while crouching > 214ACB doesn't work". Big nerf, we lost our ability to confirm crouch hits into better meterless. "・ジンヴァルには相変わらずスライドダウン中に5B5C入らない As usual, with Jin in his slide state near the corner, 5B5C doesn't work" And so valk will be "・ダウン中のルナ>ゲイザーは入らなくなった While down, Lunatic upper> stargazer doesn't work" Either lunatic upper launches them higher now or Stargazer have lost it's upward hitbox. Either way we lost the addition Stargazer in our combo which we gained in Extend to make up for the loss of Lightning arrow which meeeeeeans that our damage is now very limited in midscreen and need to be a bit close to corner for any big combo to start. Note: Stargazer might still be combo'ed into if we had a fatass opponent and a Fatal starter which might be used to raise our damage output vs some characters (mostly bad match ups) or boost the damage of our fatal combos. "・1回コロナCHした時になんか前より浮きが高かったような気がしたからもしかしたらまた拾え る様になって るかも? One time I got a CH Corona Upper, the floating seemed higher, maybe it's once again possible to pick up afterwards?" Maybe the counter hit DP he had was an anti air. If not then maybe they made DP CH launches opponent in a way that makes it combo'able when close to corner. Corona Upper is bad but i dont think they will give it a higher reward for this because the ability to combo after it in midscreen because that will be too much especially because we are meant to be an aggressive character. "・メテオダイブはコンボ締めには以前より1、2テンポ早く出さないと受身取られる Meteor dive as an ender needs to put in 1 or 2 beats earlier or they'll tech." In the Makoto vs Platinum video you can see Makoto finishes her combo with a Meteor Dive Lvl3 so its still possible even though it looks hell strict now. I guess the tester fall in SMP penalty or his combo proration was near dead. Anyway, it seems that the untechable time is reduced, so, no dive whiffs "・空投げは2B追撃余裕でした Air throw can easily be followed up with 2b." *YES* even if it doesn't lead to a lot damage it still better than what it was at, combo after it = more carry and more heat gain now. "ランダーLv3はガードさせて微有利取れてると思います。 Lander lvl 3 leaves at a slight advantage if blocked I believe 何度か相手の方にガード後に一緒にジャンプしてもらったんですが、こちらのほうが先に飛べてま した。 Numerous times, we both jumped afterwards, and I got into the air first. 対戦中もランダーガードさせた後のこちらの技はCHしかありませんでした。 During matches, after having lander blocked, my moves afterwards were all CHs." So, Lander Blow is gonna be a pressure reset tool. i don't think it will change our pressure much because we could always do nothing after Lunatic upper and go for reset once they over-respect our FT. "コズミックレイは他の方も書いてる通りの突進技で、ガード微不利程度で離れるので反撃を受けず 優秀でした。 Cosmic ray as others have written is a rush move. Slightly negative on block and leaves a bit away, cannot be punished. Excellent." Nice, finally more options in Neutral. I hope it have a great hitbox (priority) to break anything in our way like Hell's Fang. Having this tool might encourage us for going into Asteroid Vision if its good. Also, it might become devastating with the OD on, think about it... "A+Bのクラッシュトリガーは振り下ろすようなモーション?(よく見えませんでした) A+B crush trigger seems to have a swinging down motion (don't remember well)" Cool, the new CT feature might benefit us more than the others since we tend to sustain a long pressure strings vs reversal-less characters. Also, our mix up game is all based on 6B and throws, having another option is a nice addition to us. (I've read somewhere that Makoto's CT Motion will look like Bang's 5C). "ただやはり暴れ潰しに乏しい・・・。アンケートに書くならこの辺かも。 But not enough ways to stop mashing. This might be the spot to write about in the survey." CT's are gonna be slow (between 20~30 Frame). It wont help us vs Mashing neither Lander Blow. Will i guess we must play high level japanese pressure again. "・J2Cは相変わらずガードさせて不利 J2C is still negative on block." noooooooooooo "・ランダーとコズミックはコンボに組み込めそうにない。ODならワンチャンあるかも?レベルか と Lander and cosmic don't seem to be able to be used in combos. With OD maybe there is a chance." I bet Lander Blow will be used in OD combos for improved damage, and Cosmic Ray will make use of faster lvl3 charges in neutral. Sorry for long post I don't want to sound ungrateful but... i personally don't like where Makoto is going tbh. Seems like ASW is ripping us from our unique tools (AV/Comet/3C/j.2C/Parry...) to force us into relying more on basics. On viablity topic. Makoto looks good so far with everyone above her getting nerfed.
  18. Thank you very much Errol. I posted what you wrote in the "BBCP System Changes/Movelist Translations and Loketest Information" hope you don't mind Here are the other two posts 大阪タイトーはかなり混んでて2時間待ちだった。 さすがに1プレイしかやる気が起きなかった(つд;) 分かった事少ないけど書くと ・2D1を当てた後に2D3当てたときも、相変わらず同技補正が適用される。 ・AアステDは意外と発生が遅め。横に判定は尖っている、中距離よりやや遠めじゃないと使いに くいかも。 以下は既出だけど情報固める意味で ・5Dは確かに受身不能時間が長くなっている。 ・空投げから2Bで拾える ・画面端スライドダウンにルナゲイ入らない。ルナの浮きが高くなっており、相手のかなり下をスカってました 。  コンボパーツとしてはゲイザーは使えなくなりました。 ・ラッシュrc>ダッシュ2C2D~は相変わらず当たる。中央でゲージ吐くならこれかな? ・エリアル>コロナ>LV2ダイブrc>紫投げ の補正切り連携は今回もできた。 調べられなかった事 ・2Cに同技補正があるのかどうか。 相手の人に受身取らないように頼んで調べようと思ったけどできんかった><; 2C>ブレーキ>2C>ブレーキ>2C>スター 2C>ブレーキ>6C>ブレーキ>6C>スター 辺りのダメージ比較をすれば分かると思うので時間のある人お願いします。 今日ロケテ行って来ました。既出もあるでしょうが書いていきます ・J2Cは相変わらずガードさせて不利 ・各種アステロイド派生の弾無敵無し。新技のコズミックも無敵なし ・ランダーとコズミックはコンボに組み込めそうにない。ODならワンチャンあるかも?レベルか と ・テイガーがCTをコンボに取り入れていたので、6ACH>CTと繋いでみたが、次に繋がりそ うはなかった ・端のスライドダウンに5Bや5CCが入らないとのジンヴァルでしたが、5Dスライドダウンの場合のみ密着 まで走ると繋がりました ・ルナ>ゲイザーのルナを直ガしても投げで割れないとのこと(相手の方の報告より) 最後の項目は事実なら相当うれしいんですが、しっかり調べる前に時間になってしまい・・・ という感じでした 今回はEXに何か一つ足したような調整を受けているイメージでした。個人的にかなりよかったと 思います。 fix'd. She wasn't any of those, you should know that more than anyone else :3
  19. Can someone translate this please From Makoto's jbbs posts Sorry, way to much stuff xD Edit: Translation for the first two posts above by Errol
  20. New JBBS posts just came in, I will ask for someone else to translate the posts, we cant put all the load on HiagoX. :'(
  21. Need a translater for these jbbs posts http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1330224487/956 And the one i posted before http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1330224487/966 BONUS! A Clear image for Makoto's new intro From Famitsu New color palettes look cool so far
  22. I heard that finishing a round with your OD on makes you start the next round with 33% of your burst gauge. The deactivation thing sounds weird, i dont think you can do such a thing. edit: big thanks to all who help on translating and recording CP stuff, i really mean it
  23. Her speed looks the same for me, this is probably the effect of the monitor/recording About her Astroid Vision, its hard to see if A version is faster and i cant see B/C Vision quite clear. Looks like her coat will be black with a bit of orange
  24. Anyone know if Overdrives can be canceled into like special moves? All the Tager players i know have army of subs or a secondary main... thats not dedication also, lol at Platinum's 6B wallbound xD
  25. Makoto new color palette looks sweet, her intro where she take off her NOL coat got changed also <3 I am the worst person ever for forgetting this
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