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StarGazer

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Everything posted by StarGazer

  1. 46~D FC > 5B > 5CC > 6BC > 214A~C~A (yes, thanks to FC it will connect on the whole cast now) > 2D (or 5D near corner) > *insert a furry combo* Done it today on a Mu after parrying 6C
  2. the back throw > walk back combo difficulty depends on the opponent hitbox. you might want to do another combo if you find it too hard or if you were fighting someone with weird hitbox.
  3. the none japanese makotos who can do makoto full combos with 15% drop rate are like only 4 or 5 players, while every noel can confirm the same combo for every hit and its pretty easy to do not to mention for early to mid level players noel is SSSSSSSSS tier and she still the 2nd best character in high level matchs. makoto was hated long time ago but now the hate is unbearable after the new tier list ( ´ω`) all characters can be annoying depending on who is playing them so not all Mu players are hardcore campers but the only character that can never be annoying is makoto(if you are a high level japanese player then you will find makoto's lockdown game pretty annoying(´・ω・`)) as for plat i cant say anything until the loketests are finished but from what i can see now she is gonna be awesome (combos after CH cat bat should be added long time ago)
  4. double jump > AV C~D but if they nerfed our mixup, pressure, and damage but they buffed our mobility, then that means she is not makoto anymore right?... more like chipp zanuff now:?:
  5. hmmm i guess we will end as a low B tier, i dont have problem with this fact... actually i can now win and lose without any headaches oh god finally. however from reading the changes i dont like how it feels to play the new makoto. (especially with the lost of corona dive whiff)
  6. good everyone is having an argue about me P: i guess with D stun nerf we wont be having good orb okis now Lightning Arrows - Bound properties removed so does this mean we should use it as a finisher... i mean do they tech after they touch the ground now? and they say you cant do 2C after 5D in corner :O laaaaaaame... so now we will be using something like 5D > 2D > JD > 2366A > 214B~D
  7. good, i see (stargazer) got buffed :P ewww hope they give us something back as she looks extremly horrible now ~.~
  8. what about 3[C]... am pretty sure you can point out some of its uses or at least mention it. i find landing 6C 214A~C~D on lambda is hard (just a personal note). you can kara cancel her 5D to burst (5D~A+B+C)it will force you to move backward while doing it just like the throw cancel(i dont think there is a single use for this cancel) hell i even tried to be creative and tried this CC > 6BC > D~A+B+C but it didn't work :/, i want someone to check it out for me as i use PS3 Pad so it's hard for me to do such an input correctly, oh well we can still jc add rachel specific backthrow combo. j2c can pull some tricks with the fact the it stops the air momentum and it have its uses in AV also with that weird hitbox you can do some cross ups, it can be hell + on block and - on sometimes same thing goes for combos from it which i will try to write about it on the combo thread,so i hope it gets some love in the tutorial, oh forgot to mention that j2c is a fluffy move i think 214a/b/c is called asteroid vision not astral vision (just want to make things... official P: )
  9. it will combo on tager and hakumen only and they need to be crouching (iirc) so it will work if you hit them with 6B as 6B forces them to crouching. eg:2A > 5B > 5CC > 6B~C > 214A~C~A > 2D and there you go a corner carry combo. you can still get it to work on everyone if you do 214A~C(counter hit)~A (you can get a lot of counters with lunatic upper if used on a masher as a frame trap so look for it) it connects at bad Proration and Mars Chopper forces to crouch, so i guess you need just to release your charge once you hit the 3 ASAP. if you release 2D it at the start of LVL3 and you still get a blue beat then tell me how are you doing it exactly.
  10. played with a godly rachel that destroyed my makoto so easily (almost a perfect match) ~.~ although my valkenhayn is far worse than my makoto i easily won the match so am assuming this match up is not a problem. focus on 1-don't let her rush on you with that pumpkin. 2-manage your wolf meter carefully as you don't want to charge and let her do her buissnes. 3-her cat chair stays active for a long time so baiting it with W 7C and 4C is hard however she is viable to throws when she is in the start up frames... so some command throws is good to beat it even if she didn't use it plus you will get your wolf gauge back to full. 4-sturm if she used lobela to reset her pressure.
  11. traitor... your gameplay is illegal P: pssst am not Amarican
  12. whenever i get pinned i use CA her DP doesn't have ID range :/ but still at the right time for dp i throw it once in a while and RC if blocked
  13. 6C CH combo is awesome it nails you a 5k damage with 55 heat after the 2366A in any ender the following 5CC part seems to be not working on makoto or is it really hard to land on her squirrely hitbox?
  14. "2A > 5B > 6A > PF1(2) 2(2/3) > 2D > 2C > 214B~D > 2C > delay 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > j.B > j.623C~D(2)" i think this 6A should be 6C if you need anything or any idea or combo i can help with this work
  15. after you knock someone down lock him with lasers then while he is locked fully charge you SoD to take out two primers and its safe on block
  16. so what about 6b Ch > 662A? i see it as a smexy link when am midscreen... other than that i guess a straight SoD near corner is far more better
  17. thanks a bunch i was missing around in the training and i found out that after a 6B CH i can tip dash into 5A or 2A i found it intresting since i get a lot of CH with 6B also it easy to confirm the 6B since it comes out slow iv been finishing my combos with 3C 5[D] cross up IAD j.C to switch sides habacan doesn't seem that hard... i hardly miss any in extreme lag Mu12 mobilty is super fast i keep taokakaing all the match and rush in with j.b and 2b and cross under them all the day jin and hazama match up is stupid with there solid safe options and range its by far the hardest match ups. while i was scared from makoto it turned out to be extremely easy match she hardly touched me while i keep up on smacking her and locking her all the match for perfects, however although noel plays like makoto she raped me why?... idk:sweatdrop: as for bang he is scary until he lose his nails (just make sure he is not in FRKZ after the nails hits the zero) still his nails are useless if you are pressuring him thats all what i have from this long juicy day:toot:
  18. =those are the characters you can hit them with 236A without the need to wavedash 2366A after j.D in the corner= -Rachel -Bang -Hakumen -Tsubaki -Hazama -Tager -Litchi -Taokaka -Noel -Mu12 -Valkenhayn *not sure about lambda hard to test her but from what i see you need to wavedash =characters you must wavedash them 2366A= -Ragna -Jin -Carl -Arakune -Lambda -Platinum -Makoto sorry if i missed something:D
  19. i will unbox my mu12 today and hit the training with her because i took some serious psychological damage from haters for playing makoto she doesn't look hard but am afraid of the combos it seems i must change them depending on the starter and proration but her game looks fun any tip on combos will be appreciated before starting
  20. pick noel she is exactly as good as makoto with less hate and tire whining ...but she is flaty if you don't love makoto then leave her ppl will flame the hell out of you for picking her oh wth come lets bro fist
  21. i dont see whats wrong with what you wrote up here... nice write up crosell:eng101: (am scrub so yeah i cant see anything ) gonna point out a couple of points to finish this match up -try to parry carefully(as he always stops you with lows or very long range mid attacks,still works as good AA and catch his demonic 2A pokes) -remember his throws have a nice range -use the haku specific combo (after a 6B~C > 214A~C~A > 2D/5D) -use more throws to counter his Drive mashing -5A hits him even if he crouch -avoid using 236A in all the match -in generally J2C is a move you dont want to use in this match (still you can pop it when he dont expect it to bait his D and so :p) gonna test parrying tsubaki at its max range to see if i can catch him when he corner you with this singed out
  22. what does OTG means? is it only me or whenever i parry hakumen i end up in trouble because the parry catch doesn't reach him and his sword is not a part of his hitbox also shooting star after a 2C from midscreen seems weird and hardly hit him
  23. hey lord knight assuming you know how to play with the whole cast which one would you take to counter hakumen? since makoto can't use her oki why is she good against hakumen?
  24. its seems i can take the momentum easily but once i lost it things go nasty so i dp my way out like a boss :p keeping her uncomfortable on the ground and doing fast horizontal lasers is serving me right until now
  25. is it normal that i practice makoto and play with her for like 100 hours while the rest of my characters are like 20 hours and they still better than my makoto :/ what? am i bad by nature in makoto? does it take more time to be broken? oh btw guys unless it wasn't tager the game is very balanced and hardly any tire list exist imo but i do see match ups are annoying more than tire lists :p
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