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StarGazer

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Everything posted by StarGazer

  1. 2A: Felt this change since the first day 5B: Intresting, didn't notice that 6B: Knew about this while i was trying... something 3C: She have invulnerability during this animation anyway 6C: I barely used it in CS2 :/ j.A: Noticed it j.CC: Could explain why am i trading a bit more now with 5B's j.2C: :V Edit: The palette used in the hitbox viewer looks nice
  2. Aside j.C Buff, is there any change in Ragna hit/hurtboxes? Really? :/
  3. Faith in B-Day illustrations restored!
  4. vs Valkenhayn =Neutral= -His 5B/5C/2A are strong in keeping you away, try to make it whiff > Rush him, you wont get a 100% punish but you will break his zonning and running away game. j.CC over his 5C despite or Dash > Barrier Cancel > IB > Rush him if he runs jumps away -He have a strong backdash, get ready to anticipate it and chase him. -His j.C is scary but he is using his limbs to do it so it do have a hurtbox on all its extend, 6A it, you will be in advantage on trade. If his jump is too obvious try to take air to air with him but be careful from his mashy j.A/j.B when you do so. -During his Wolf form he cant guard, but his mobility is at peak. The wolf back dash and C Dashes can bait stuff like your 6A for example. His options are pretty wide when he combines his wolf and human form. -Wolf Cannons are best handled with IB, you wont score 100% punish with IB, but that will help you on taking the momentum over him and but him in tight positions. Also you can beat his Cannons with 6A, do that if you can. =Offense= -He can use 6A Head+Body guard point as a reversal to beat you out in small gaps as well as sometimes he can use it to beat your Jump ins and rush ins, It still can be beaten out without baiting by low hits (2B) and throws. -He tries to backdash and jump out of your pressure whenever he can, tight FT's will punish him for trying that. Always be ready for chasing him when he runs away. -50% Heat ====> 632146D or Counter Assault, Remember that. =Defense= -His overhead during human form is somewhat slow and you can react to it thankfully, but it can break primer + give him Frame advatnage if its blocked. IB > Jump out/665A etc... You can react to it with Corona Upper/Parry especially when he is use it as meaty. -His Instant overhead is a big trouble honestly, watch out from 5B as he tends to use it after it or as meaty j.C. Anticipate it and guard it/DP your way out. -Wolf j.A/5A is a very fast High/Low Mix up, add to that his command grab, you will have a hard time under his pressure, try to get out asap. Anything for Makoto
  5. I dont know who is the artist, but its a fan art so no, no higher resolution version is available Blasphemy! Tao is nothing compared to Makoto's divine cuteness Same reason why 3C airborne hit is techable, That will ruin her combo structure and give us something broken
  6. Any Real Makoto player will agree on what Omni just said, no need to add anything. Sorry for being inactive, i have 2nd mid term exams right now and finals the week right after it!!!! ZZZzzz...
  7. Makoto vs Tager http://www.youtube.com/watch?v=gEOIZ9zHWvs&t=5m25s Mu is bad and annoying match up but not thaaaat much, Tager vs Makoto is more dumb in my opinion because in this match up no matter how good you are there is this huge percent that Tager will destroy you, and i am not talking just about 720
  8. @Ragnarok_F4: Links i found for BBS -2D > 5B 6A > BBS -PF > BBS (if the corner is at your back, Cross Under > BBS, Pretty flexible) -j.B CH > BBS -5D > 5B 6A 2D > 6321466D (Dash BBS) > 5CC or PF (BBS in Corner (´∀`)) Some Combos on these links: -3C/5C CH/5B CH > 2C > 2D > 5B 6A > BBS > 665D > 214ACB > 5CC > j.B > jc j.D > Ender (This Link is very viable and not just for show off) -5B > 5CC > 5D > 5B 6A 2D > BBS > PF > j.D > 2C 214AD > Orb Oki (Or you can do 3 Hits PF for a good match ender combo, not viable combo just for show off) -j.B CH > 66 BBS > 665D > 662D > 2C 236AD > 5CC > j.B > jc j.D > Ender -5B > 6C > 214ACD > PF > BBS > 5D > 662D > 2C > 236AD > 5CC > j.B > jc j.D > Ender You should see my awesome RC > Parry xD
  9. Might help on Makoto vs Mu Match up (Makoto vs Mu 4.0 : 6.0) http://www.youtube.com/watch?v=28rzUxSA1JE Look at the video comments xD The Makoto hate syndrome is wearing off :3
  10. Don't do 6C > 214AC Immediately, if it is a counter hit try to delay it the 214AC so you can combo into 214ACB and if he is high you can do 214BCB > j.D / 214AA 5B 6A 2D etc...
  11. Ohhhh, yes it will give you more frame +advantage in that case but the problem is that we dont have a good set up for meaty oki like CS2 lightning arrow
  12. No problem in this oki is it good, but not assured to work 100% (not a forced Oki) you must alter between your oki choices so they cant get out easily. Problem is that 236A is piss easy to be IB, and on IB it become +0
  13. Do 5D > 663D > 2C, its easier like this ^ You me? I dont think Makoto was hammered by a (huge nerf), or else she would be in the unplayable D~C Tier zone now :/ Lets not turn into what the kids just did in CS2, whining about how game broken Makoto was and how Ragna/Bang/Hakumen were unplayable while actually Makoto was just S and they were A. Also, she doesn't have a super bad match up like Tager vs Hazama which makes her a viable choice in tournaments.
  14. Yes, however, this is just an idea, not all BBS combo should be started with 2C Fatal
  15. He will get out for free if he air teched forward
  16. This used to happen a lot in CS2 but i've never faced it in CSEX, which combo are you talking about? Flashy old stuff http://www.youtube.com/watch?v=n0qpovwxKjg Will look for new combos soon Playing Makoto makes you look great already
  17. There is a way to combo after BBS even if you are hugging the corner, but the reward of it is not great so i didn't bother with it too much, if you insist i can make some BBS combos just for you.
  18. The input problem is in 214A[C] Aside from getting 214A as fast you can, you need to do Lunatic upper 214A[C] as fast as you are allowed after asteroid vision. Common mistake is mashing CCCCCC after 214A, your hand isn't a machine gun, you gotta learn and master the timing of 214A[C]. if you want to practice, try this: 5CC > 214A > C, rinse and repeat until you nail it.
  19. 1) You can either go for j.D or get 6A > 2D, for example: - Someone tries to get out of orb oki 236A > 2A 5B 6A 2D > 2C 214AD > 5CC > j.B jc j.D > 5D > Ender - Someone tries to jump out j.A j.A j.B > jc j.D > 2D > 2C 236AD > 6A 5D > Ender 2) 5CC and 6A gives you enough untechable time to connect your 5D, there are rare situations like j.B CH > Land > 5D or 214BD > RC > j.B > land > 5D 5CC is very strict when it comes to hitboxes and proration scale Example: -6A Anti air CH > 665CC 5D -5CC > Gazer > 2A 5B 2D level1 > 5CC 5D -6A Anti air CH > 66A 5D
  20. http://www.youtube.com/watch?v=1mMcg1epSRI Ryota at his best... I might change my whole gamestyle to something like Ryota after watching this
  21. This thread is pretty old, anyone up to make a new one?
  22. But on the other hand 2C > 2D is easier, here some 3C Combos before someone ask for it =Midscreen= -3C > [2C > 2D/2C > 2D] > 214ACB > 5CC > j.B > jc > j.D (Corner?) > 5D > Ender =Corner (Not sure if its the best till now, this is just my personal combo in battle)= -3C > 2D > 2C > 236AD > 6A > 5D > 214ACB > 5CC > j.B > jc > j.D > ender
  23. =Midscreen= -214BD/CD FC > 2C > 2D > 214ACB > 5C6C > 214B > j.B > jc > j.D > (Corner?) > 5D > Ender =Corner= -214BD/CD FC > 236AD > 6A > 5D > 5B 6A 2D > 2C > 214AD > 5CC > j.B > jc > j.D > Ender =My own special combo (Midscreen)= -214BD/CD > 214ACB > 5CC > 2D > 2C > 214ACB > 5CC > j.CB > j.CC > 623CD
  24. Sorry, this is just me whining about fighting Ragna all the time On another note, i just brought my first Arcade Stick is it normal to have horrible drop down in my perfomance when i first try it?
  25. After the second hit of Particle Flare you have to Dash under your opponent so you must pay attention to where is your opponent, eg: after Makoto recovers from the second hit of Particle Flare, if your opponent is on the right side of Makoto then you have to input 66 to the right to dash under him and create the needed distance for 2D to hit correctly, if your opponent crossed you to the left side and you input'ed 66 to the right, Makoto will do back dash instead of dashing which will result in failure. ... Its really hard to explain this combo, hope you get it right
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