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StarGazer

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Everything posted by StarGazer

  1. Just bring up as much food as you can, and you shall be the best squirrelmancer ever. No need for magic.
  2. NeoZeromus is awesome
  3. Its just a salt maker. Hitting anyone with j.2C will result in a rage burst 90% of the time, which is hilarious because its proration is worse than even 2A
  4. If you don't aim for j.2C ender, then you are not playing Makoto.
  5. http://www.dustloop.com/forums/showthread.php?15636-How-Real-Testosterone-Therapy-Can-have-Saved-Chris-s-Life-By-John-Ci&p=1448552#post1448552 http://www.dustloop.com/forums/showthread.php?15637-I-am-along-at-the-precipice-today-all-ending&p=1448554#post1448554 http://www.dustloop.com/forums/showthread.php?15638-JVZoo-Product-Feed5-Super-Hot-PLR-Products-Special-Offer-5-Top-qual&p=1448555#post1448555 http://www.dustloop.com/forums/showthread.php?15639-Choose-a-menu-that-suits-the-atmosphere-of-the-outdoor-party&p=1448556#post1448556 http://www.dustloop.com/forums/showthread.php?15640-Some-gold-jewelry-could-have-an-inadequate-clasp-so-as-to-keep-the-in&p=1448558#post1448558
  6. It beat throws actually, or else it wont be an OS. It lose to Yukikaze though but that needs 50% heat to start worrying about. The OS also works inside pressure, for example: "2A > 2A > 66 > 2A~1B > Baits the DP" or "2A > 5B > 6C > 214AC > 2A~1B > Baits the DP" Sometimes when Jin use his A Ice Car as a frame trap and it fails he will be in danger, so he will use DP akin to Ragna's Hells Fang > DP trap, thats were you can do the OS too. As far as Jin offense goes, he has a very good pressure but lacks a rewarding overhead in his high/low mix up, but still, his 6A can decay your HP slowly or destroy you on CH or worse, he will RC it for straight crouching confirms if he have heat. Overheads in pressure, naked overheads, or meaty overheads are all dangerous when once he hit the 50% heat mark. With the given information he will force you to respect him and that's when he go crazy with TRMs or cross ups. In neutral. Generally, Jin will space you in 5C/2D range and play keep away, once he lands a hit he can take the momentum or bait for something, he can break his spacing and jump on you to catch you by surprise. Stay on your toes, whiff punish is vital in this match up. Remember to be ready to chase him since he tend to back off a lot, react to his jump away, keep the ideal distance to anti air in mind, care from his rising ice sword, it may beat your are air to air attempts or worse it will beat your Anti air, try to cross under him then go for it instead more often, be aware of his j.236D and try to bait it. 3C is good to keep in mind in this match up. Remember to IB his 5C/2D/Ice swords. 3[C] does good in moving through the horizontal swords. Our top dashing speed is monstrous, you can catch him by it especially if he does a sloppy j.236B/C. BBS beats Ice sword on reaction for free. Though its gimmicky but parrying the Ice swords and 2D is awesome and looks cool, scored a couple of Fatal > 665CC > 5000 for free with it. Its not the hitbox, 3C have Upper body invu, so... anything without the feet attribute will miss it.
  7. Big thanks to all who contributed to the video thread <3 I can relate to that. In EX all match ups were like disadvantageous, plus we had a good amount of pretty bad match ups. But none of this in CP, so far only the top characters are giving us a trouble in CP which means we are on the right track . Ah! and no, low tier OS never worked for me 3; Trust me, i expected something like "oh look at that player rocking and staying loyal to Makoto" when i played EX, but if anything then i'm still getting disrespected by other players actually lol, but its nothing like the dark days of CS2...
  8. I'm back to my country Saudi Arabia, playing me would be a bad idea now, but I have a good connection with people from Europe in here.
  9. bg to DragonAmaterasu. gg to FanglordEX the second player to ever compliment my Makoto besides huey, it feels nice~ (´▽`) Weird, getting used to the netplay delay with the stick is totally diffrent than getting used to the delay with the pad.
  10. His Inferno Divider
  11. Weekly news cast http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=mk&pref=0 Goro tops Makoto ranking with 15 Dan and is currently ranked the 4# on all characters. The gap is ridiculous between Goro and the rest of the Makotos, he tops the best Makotos by 3 ranks which is quite high, my god, I told you guys Goro Makoto is phenomenon, he just don't get enough credit since he plays an unpopular character :8/:. Oh and he left his Nu at Dan 9, her statistics are pretty good but not as good as his Makoto, i think he even won a tourney with her. Also he did play Izayoi but dropped her pretty quick, right after 70 match. Hase is playing Makoto again (11 Dan), he had the best and most unique Slayer i ever saw back in GG, he looks quite strong and we actually saw him ocv'ing a team back in SOB, sick stuff i must watch him playing the better CP Makoto. In case anyone wondered how ridiculous his Slayer was then watch this I caught Dio having a 7 Dan Makoto, his Carl is currently the best with 14 Dan ranking and i don't think he will change to Makoto anytime soon, but if he ever did, it will be interesting to see the ABA rushdown on Makoto. The highest damage ever done by Makoto in a real match was 8259 by Kuroku (the Makoto combo videos god), i'm a big fan of him <3 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1357164137/335 Tier list S: Taokaka, Hazama, Hakumen, Jin, Litchi A+: Mu, Azrael, Valkenhayn, Relius A: Ragna, Carl, Arakune, Rachel, Tsubaki, Bang, Platinum, Nu B: The Others Notes: Carl and Arakune could climb up to S in any instance, their ranking is highly unstable. Also, having the rest of characters as B is harsh, the rest of characters are good enough to be A or at least B+, not B! The game looks balanced so far, although it changed a lot yet it didn't break its balance, good stuff asw. Also, Makoto looks promising actually, there is a high chance that we would leave the bottom anytime soon especially with Goro salt affecting the Japanese right now.
  12. Dunno, that doesn't look possible or the Mu player could react to such thing, just don't let her get away if she have health advantage.
  13. I don't think Makoto or any character in Blazblue have a combos/confirms that are difficult to the extend that they ruin your focus on other aspects of the game, neither they take a lot of time to learn, i mean, even Carl took me only three days to nail down all his stuff. Anyway, our neutral game have a very deep growth potential in the same time its really easy to play even from the first time, i'm emphasizing on this point particularly because Makoto neutral is about pin point spacing, whiffing and punishing, these stuff are not noticeable or appreciated by the normal player. Here are some examples i took up from the Goro video http://www.youtube.com/watch?v=FVjxwxqKHv4 @0:25 Great Anti Air @0:29 Godlike whiff punish, he even halted his advance without using a guard cancel @1:06 Epic, he probably delayed his pressure to bait the CA or used 2A~1B OS to continue the pressure or bait the CA if the 2A whiffs @1:20 He got out of the wolf cannon range and once valk whiffed it he prepared to chase/punish his dash cancel @1:26 Once his 2A whiffed he reacted with a jump barrier to chase down Valk if he jumps out, and he was right, so he confirmed and continued what he was doing and managed to score a j.C @1:30 Gagaga expects Goro to rush in after backing off so he throws in a preemptive fast w.A to stop him, Goro holds his ground and bait it, once it whiffs he confirmed into a punish right on the tip of the 2B, if he was late a 1 frame he would have missed, well played. But valk hitbox changes when you hit him, that's why he whiffed the 5B follow up lol @5:40 Amazing spacing, avoiding the j.2C, and then into a 5C punish with a j.CC I guess that enough to prove my point, Makoto Neutral does not have the greatest depth, its just people looks down on it too much and doesn't appreciate it. Also, her offense gets more scary the better you can confirm guards and the better you get at reading your opponent habits. Its safe to say that we have plenty off stuff to play with instead off spending a lot of time in training room learning combos in CP. If you are speaking of CP, its because in most cases Makoto can just launch the opponent all way to corner for a very good reward and a solid orb oki. Personally, i think Makoto resets are good and have a lot of variety, you just don't watch real Makoto players in EX since they are near extinct. Edit: Anyone noticed how the tip dash nerf is damaging our pressure? http://youtu.be/FVjxwxqKHv4?t=2m23s Also, what the heck is happening here? http://youtu.be/FVjxwxqKHv4?t=6m12s
  14. Oh, Foreverwandering have a DL account?
  15. Its an issue when the comboability of the said combo is pretty high that it kills the other confirms: Crouch confirm? go 6C > SS Counter Hit?? 6C > SS Normal midscreen hit? 6C > SS Near corner? 6C > SS Not a big problem ehh? but add to it that the combo itself is pretty dull/braindead/non-special. SS > pick up > j.D > 5D > done. not very damaging yet takes a lot of time to happen. To my preference, i'd like Makoto to shit down a salt factory damage at the cost of a much lower abare. and have its own sense or execution requirement like (SS > 446A or j.B j.D > 2366A), drive charging gets boring after 2 days and shouldn't be counted as such thing
  16. Just a Robo ky god http://www.youtube.com/watch?v=B0YMla3rd8c
  17. Goro made me speechless, best BB player in history, hands down, haters gonna hate, case closed. *biased* No no no, if anything then i'm pissed by her new combos, any confirm in midscreen launches all the way to corner into the same easy boring long combo every freakin time!!!! Seriously this is the worst combo build we ever got in a game so far, yuck, I dare even to say her combos is the worst in whole CP. OD combos are sick yeah yeah sure, but out of that her combo part is semi nonexistent. I hope time make fun of me and tells the opposite, but so far this is how i see it.
  18. http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=mk&pref=0 Guess who is the 1# Makoto player in ranking? Yes, its Goro (unless someone else changed his ID to Goro lewl) Discuss in videos things here on this thread, the video thread should be left for posting videos only. Out of BBCP topic, i finally made it to 8K before 2013 Played all my matches with Makoto no matter how casual it was, i only play other characters either to teach friends or to show them how amazing and diverse BB characters can be.
  19. Stargazer is still useful as a mix up or as a crouch confirm. So in the videos Ryota and Matsu are using 2C > 214B j.C j.B > land > j.B j.D and i freakin love it, good idea to bypass double jump limitation on AV B/C. On another note: Makoto execution looks hilariously easy in CP, and with the new Lander Blow/Cosmic Ray her pressure looks easy too.
  20. I don't mind watching any match as long as both players are of high level despite the outcome of winning or losing. This thread should be conserved for video posting only. Discussions can be taken into the general thread
  21. This is a straightforward Shooting Star not a Cosmic Ray, or were you referring to it in the first place? Using Cosmic Ray in OD combos over Shooting Star?!? why not both! If you were talking about usage in neutral then each move has its own use, no need to take one over the other.
  22. http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=mk&pref=0 Top Makoto players Ranking, wish they used straight names so i can recognize them. Oh well, at least i know that Kuroko is in 6th place and that Matsu on the top.
  23. You cant jump after Astroid Vision B/C, eg: 214B > j.A whiff > Jump, and 214B > j.B > jump > j.D are no longer possible anymore.
  24. If by others you mean Jiyuna then yes, Ragna players say the same thing in every game anyway.
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