Jump to content
Dustloop Forums

Alasthor

Members
  • Posts

    5
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 12/06/14 Gamechariot Kaqn (CE) Vs Goro (MK) love those two, in an epic match :)
  2. Go(d)ro still kick https://www.youtube.com/watch?feature=player_detailpage&v=Ft-1DahBEbg&list=UUyV9c57z3v5Ot5d4PklDxeA#t=916
  3. Like everybody i'm interested into buff/nerf, but beyond that, the idea beyond those. So if someone got some clue, i'm interested on answers (not forgetting it's locktest, grain of salt, etc... ) - Lv2 special moves CAN'T be special cancelled Well... Special cancel of special would have been... OP. Right? - 2D combos can't be done like before - 2D lv2 > 214C > j.B worked - 2D lv2 > 5B doesn't work hhmmm. can't be done like before, but working still? i'm annoyed that they want us to use 2D drive. What for? Even harder handle on makoto + less reward? Lower lvl of drive mean less dmg, what about proration? Are we suppose to use lvl2 for pressure only? - 5D has less untechable time mmmmhhhh 5D>run>orb oki still... Ok? - j.2C is cancelable now - j.2C > j.C connects alright on hit Well... Feels like a buff. j.2c P1 not that bad, but what about comboing after that? I don't see much of j.2C combo in videos. - 214B~D and 236A~D stagger on hit - 214A~D no follow up still - No follow up after 214B~D So... Cosmic Ray and Lightning Arrow stagger on hit. Great! But it's (still) does not change the fact that you can't do anything after anyway. So... Still useless move? - j.D now wallbounds? Not sure if can be followed up - j.D wallbounds even midscreen From my PoV a major nerf in midscreen. One of the good point I still see in Makoto is her capacity to launch someone from midscreen to corner. If you add a wallbounds, but no combo capacity behind, that just major nerf to me (major because... Well she don't have much aside that.^^) - 6C > 214A~C > 236D only works on corner well... - 214A doesn't go as far anymore Nerf... strange one. Why nerfing this again? -What we see: It seems like they changing stuff on Makoto like any character. Nerfing stuff that are very strange (I always felt strange with Makoto 2D>5B.), changing stuff here and there. Acting like she was like any character, needing some change, variations. Not really like she need any buff, or seeing her like a character needing some. -What we can hope: This is basically very first locktest. some change here may announce other changes. I mean that some things here are really, really odd to me if there is nothing else done with it: Asteroid Vision change can call a change on Cosmic Ray (still hope super armor/projectile invulnerability) The want of us using lvl2 drive, can call change in frame datalist. j.D wallbounds can call some change in other stuff. combo possible must be confirmed first. Cosmic Ray/Lighntning Arrow staggering for nothing but the animation? So it's a very very guess what game I make here. I may be right which mean that we'll have to rework our way of playing with Makoto. Or I may be complitly wrong which mean only another nerf/neutral change time like in 1.1 for Makoto, leading to think that dev still don't see any problem to Makoto or don't want to take some time for some change to her. First locktest of many AND most of characters seems to have been touch by the ban hammer (aside Hazama. 3 Ouroboros, damn it!), so i'm not to panicked. We can only speculate for now, time to wait and see.
  4. A simple change of command feel neutral to me. Depending on situations this is at best a quality of life improvement. But it does not feel bad/good at all. Same as above, wait & see, high hope as everybody have the same thing in mind: the sexy squirrel can only be buff from here... isn't it? EDIT: quick question: what are you waiting for Makoto on 2.0? Personal wish list: -Before adding move, giving some use to Lander Blow and Cosmic Ray. I don't see those used in combo, OD aside. At best the late feel like a way to make AV safe on guard (like Lightning Arrow feel like an aerial move safe on guard.) -Some combo route back, including LA. -May be a little boost to her damage or pressure. At least make her feel more rewarding for the trouble. She struggle a bit in zoning, got low neutral game, and once she put someone to corner, due to low range, she can't really keep a good pressure. And of course she feel average on the damage. So a bit of reward in form of damage or (more interesting and fun) pressure would be welcome for her. -I had this idea of making cosmic ray invincible to / absorbing one projectile... But this is lot of hope. Still definitely an idea I have since... Well, CP1.1 announce.
  5. I think Goro is back (or maybe annoyed by his koko?) http://www.youtube.com/watch?v=-h4qJd56kkg&list=UUyV9c57z3v5Ot5d4PklDxeA&index=4
×
×
  • Create New...