Jump to content
Dustloop Forums

StarGazer

Members
  • Posts

    877
  • Joined

  • Last visited

Everything posted by StarGazer

  1. source: http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/ Comments: -6B change is vague, we don't know how the bounce is gonna be. Will it be good enough to connect 236A/CT after? or at least 5D/2D/214AA>2A? or will it be limited only to 6B5C? Is it gonna be air techable? I kinda feel that the whole point of this change is to remove 6B > 236A oki, hope im mistaken. -CT > OD won't work anymore? Either way its definitely a nerf, but barely noticeable. -j.B untechable time is nerfed, apperantly the nerf is so bad that j.B > jc j.D doesn't work anymore so they compassionate it by making j.B able to gatling into j.D. I hope j.B CH untech time is about the same tho
  2. Air Corona upper has invu now, which means people can burst on it and make you whiff. Grounded dp was almost never used in our combos except now with 6C DP ender
  3. I Dunno too, say if Goro or Matsu would leave Makoto and switch to Bullet, I think they can reach 17 Dan and higher level with her too. Maybe Makoto attracts more players with her super kawaii desu status which makes it easier for her to have top players. Sorta like how Platinum has a lot of top players despite how bad she is. Also, Tsubaki had almost no players above 14 Dan, suddenly Konan senpai hits 17 Dan in a blink because he is just really good.
  4. It is. Makoto is suck tier. You are doing good because Makoto learning curve is almost none existing and not because she is good. You can sub Bullet and do almost the same or better.
  5. You can whiff punish every Jin normal, is it 6:4 for Makoto yet?
  6. This match up is for Makoto? srsly?!
  7. I will make a full guide similar to the one i made in EX, except that it will be x10 times shorter and better.
  8. http://youtu.be/tK3MC8GXl_U
  9. I don't want to write for a character that no one plays.
  10. If the black hole is on your face when you finish from the parry then it wont work as the black hole has waaaaay to much active frames, if not then it might work. Someone give me an example for a kokonoe 22B set up
  11. Meanwhile, all who i play against is either an Izayoi or Terumi.
  12. Pink stands for the highest?
  13. Long write up time, i will try to sum up the changes i felt from EX to CP Neutral: - The dash changes increased our dash acceleration at the cost of Initial dash speed while we still retain our high max dash speed (Tsubaki style dash). Charging in duo to that seems to be stronger, doing the dash in > IAD-back; back and forth to build up your speed in neutral seems to be working good for Matsu lol. Playing a solid mid-close range game is still strong despite the Initial dash nerf, true i whiffed a shit ton amount of 665B whiff punishes because im not used to the new Initial dash, but it's still there. Tip dashes moves you less now than the old one which can give you more control on your positioning, but overall its a nerf. -I dont know why or how, but the new jump trajectory feels great. 665j.CC op -New 6A is also amazing, you can anti air a lot of things now more comfortably -214B sends you now further by default as if you were doing 66214B in BBEX, you can still add dash momentum to it to make it go even further. Also the ascending and descending angle is sharper now, less susceptible to be beaten by random 5B's lol. 214C remains unchanged. -Cosmic Ray hitbox looks great, it beats a lot zoning attempts when its spaced right, good on block unless it was IB'ed, the pushback from it is also big especially with barrier, you can't follow it up sometimes. Low levels of this move are good for mid range though they have - adv which makes it ugh. -3C no longer goes through projectiles -If there is any hitbox buffs then i don't feel it yet Offense: -The reduced hitstop on block IS EPIC, 2A pressure and generally everything in your pressure is harder to react to now, i feel that this is such a great buff tho its global. -Increased pushback + barrier + less initial dash speed = its harder to stay close in now, 2AAA 2B almost never works. -5B is no longer jump-cancelable on block now, you can still use 214C to reset or even just jump normally, preferably after 2A or 2B. -CT is a great addition to our dry mix up game, its even good on block so you can reset after it. You can create a great pressure game on your opponent with this if he was barrier happy. -Throw range is almost none existing. Must. Hug. Also the recovery seems faster? -214ACA is slower now, it can be mashed out of without IB? -214ACD is strong against characters with no reversal as they have to eat its advantage or risk eating a frame trap. -214AC recovery feels longer, the frame data says its the same tho. I guess ASW won't give us 214ACD pressure without taking 214ACA and 214AC > 2A from us. -Also what with 214AA and 214AB? they feel a tad bit slower too. -214AD as a pressure reset is possible, tho i prefer to just 214AA almost always -ORB OKI IS BACK, you can pin all characters in corner really hard now, Azrael and Hakumen say no to that but you can always plant your orb a little bit away from them or just go for extra damage instead of oki enders. Defense is pretty much the same Makoto OD is really strong, it is short but once you activate it everything gets buffed dramatically. All your G drives becomes suitable for use on neutral (236AD x N), 214AD and 214ACD ensures lockdown which is ridiculous on offense, DP and Parry becomes comboable meterless, and anyhit will link into 2D to start a full combo. The anti burst mechanic is also useful since our combos are pretty easy to burst our of (not any more with 236D and air DP invu lol) Overall CP Makoto is much stronger than EX (EX was a awful, tier lists that ranked her as C tier do make more sense now lol) and is actually way much easier to play now. Neutral is tad bit better now, it is still not Makoto best traits tho, she is either on par or suffering in it. Her offense is strong, like all rushdown characters she is always ready to convert anyhit into a solid momentum without the need for summons or resources, for a character of such class, i think she is very strong in there. The reward feels more consistent here. It can't spike to high numbers like before, but for most of time the average is really good, good confirms nets about 3000-3800, while A starters are limited to 2000 and below. So far, bad match ups feels like this to me: Tao > Mu, Litchi >>> Hazama > Hakumen >> Carl, Relius Bullet: Match up seems even, both character are ok on neutral and go scary once they start their momentum. Amane: I only fought decent Amane players, its not really hard to get on to him so far, could be our first good match up in 2 years? lol. Need more match up exp Azrael: His neutral is actually pretty good, could be 4.5. Need more match up exp Terumi: So far it looks fair to me Kagura: Aside of his bad neutral, he is insanely strong at everything else. Sadly we can't make use of his slow neutral, feels about 4.5 Kokonoe: Neutral isn't that bad, RTSD, don't leave her a chance to breath. If she touches you it could be pretty much your gameover as you cant escape her UB. I still don't like how they are changing Makoto. #ripmakoto2010-2011 #whensBBCP2
  14. Or after the 2D lvl3 > 2C. You can either 214Bj.CB > j.B j.D to push further to your back side, or 214AA 5CC > to deny the side switch.
  15. If you delay the 6A in 5B 6A 2D lvl3 you can launch them forward, you might need to do it from afar tho. Also, it seems to be character specific dependant? idk yet, will test it soon.
  16. Anyone know what does the small colored squares near our names are supposed to mean?
  17. 6C > 214AC236D acts weird on Kagura's hitbox. I'd say delay the 214AC a bit for it to work correctly. While we are at Kagura's topic, 5A fuzzy does work on him.
  18. You can TK a dp by inputting a 405 degree motion, moving clockwise from 6 and ending at 3, so it should be like this 6321478963C.
  19. 5B > 5CC > 2D lvl2 > 5B 6A 2D lvl3 doesn't work on Carl and Makoto, and hits Bullet in a funny way ( might drop with bad scale, should work fine tho) Suggested fix = 5B > 5CC > 2D lvl2 > 665CC 2D lvl3 vs Makoto, its better to use 665B 6A instead of 665CC Since 5CC 2D lvl3 requires a strict timing
  20. Wait I'm kinda lost here, let me get this. The HK PSN store will be having BBCP on 419HK$ by tomorrow right?
  21. Fastest site to order a jp psn card from = ?
  22. you beat me to it :<
  23. But that's true for every character in every game.
  24. Do rememeber that not all what's in the mook is right too. In transition between CS2 to EX, 3[C] was invu till the end of the recovery in the mook.
×
×
  • Create New...