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Reisi

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Everything posted by Reisi

  1. Well, that explains a lot of things. I thought only the P2 of Particle Flare's second hit got slightly worse. Seems like I was *really* wrong there. :V Agreeing on the PF ender, just wanted to maximize damage for some perspective. And good idea with 236A~D, might be worth it to go for j.D > 2C > 236A~D > stuff since 2C's repeat proration isn't as abysmal as that of her drives. Thanks for the feedback~ Will probably experiment with BBS instead, see where that'll go. Have some ideas floating around, will try them once I feel like testing stuff out again.
  2. Uuuugggghhhhh.... Wanted to see what I can get out of OS PF roll punish in the corner. Ended up with 5.650 damage, I hope it's simply my combo that sucks and can be extended? I've even tacked on a PF ender, but 5.6k for 100 Heat in the corner sounds really terrible. Here's the combo: 21421[4ABD](2/3/-) > [4] > 2D > 2C > 214A~D > 5CC > j.B > j.D > 6A > 5D > 66 > 5CC > j.B > j.D > 2362366D (2/3/3) Didn't check the heat gain, but due to the cooldown, I'd guess it's around 30 to 35-ish. At least I hope so. Might be because of the proration changes to PF, but this seems really low, even for CS:E Makoto standards. :/
  3. The problem I'm having is, if the Ragna knows his pokes well and, more importantly, Makoto's pokes well, and he starts switching up 5B and 5C, things can turn pretty ugly. It's already pretty hard for me to hit him out of 5B due to the proper spacing, but I don't see any way of beating 5C (except whiff-punishing it, I guess) reliably, if at all.
  4. I was bored, so I took some of the posted pictures and visualized my feelings. :V Also, shout-outs to Ragna for being the best zoner ever. 5B is ridiculous. Feels like playing against CS2 Makoto with Tager~
  5. Actually, I was. V: http://www.youtube.com/watch?v=cp1sqzoXW9Q#t=4m6s
  6. Makoto has practical 8k in the corner. Goro landed that pink throw combo in a match, so it's legit. :V
  7. Haven't been in Training Mode yet, but it seems Valk's sliding hitbox is as retarded as Jin's, so no 5D > 5B > 6A in the corner. :/
  8. It feels awkward, but they won't tech out of 2C until they hit the ground. Just delay it quite some time.
  9. Are you doing 5D > 662D > 2C > 236A~D? You need to be close enough for all the hits of the orb to connect. Alternatively, you could also do 662C. That is what was irritating me at first. If that's not it, you probably have to let them drop even further before the orb connects.
  10. 2C > 236A~D feels harder on small hitboxes, having problems with characters like Noel. :x In regards to her high/low mix-up: It's really bad. The only true mix-up we have is 5A/2A, since you can go into 2B or 6B and of course 214A~C~X. Just a little something: 5B goes into 2B, but not into 6B 2B goes into nothing (2C is too sloooow) 6A goes into 6B, but not into 2B (nor 2C) 5C© goes into 6B, but not into 2B (2C is still slow) 6BC goes into 2C (see above) Did I miss something? Not saying her overall mix-up is terrible, but going for throws feels so much more rewarding now. Get people afraid of that and make them eat either a TRM or frametrap your opponents if they get antsy and start pushing buttons. Also, in regards to her neutral game: Am I the only one getting outpoked by everything? Makoto's 5B feels so much worse right now. It might be related to her dash-nerf, but it feels like it's entire hitbox changed and not for the better. Probably have to employ more 6C for CS:E.
  11. Personally, I prefer combos sorted by position, rather than by starter, going from weakest starter BnBs towards more damaging options or certain conditions that have to be met. So rather something like this: Midscreen: -2A > 5B > (6A > 5B) > 5CC > [5D/214A~C~CCCC] *standing opponent* -6B© > 214A~C~B > 2A > [5B > 6A/5CC] > j.B > [j.D/j.CB > j.623C~D] *crouching opponent; use 5B > 6A on character A, character B, ...* (general notes like these could also be posted at the beginning instead for each combo, I guess) -j.B+C > RC > 2D > 2C > 214A~C~B > 2A > [5B > 6A/5CC] > j.B > j.D *airgrab; 50 meter* Corner: -2A > 5B > 5CC > 5D > 2D > 2C > 236A~D > 5CC > j.B > j.D > 5CC > TK 623C~D(2) -2A > 5B > 5CC > 5D > 214A~C~B > 5CC > j.B > j.D > 2C > 214A~D *if too far from corner to go into 2D* -5C CH > 2D > 2C > 236A~D > 6A > 5D > 214A~C~B > 5CC > j.B > j.D > 5CC > TK 623C~D(2) And so on and so forth (some of these probably aren't optimal, but you get the idea). But, that's just a scrub's personal preference, so go with whichever notation method people find more appealing (and actually helps new people out the most, that's the main goal). :3 Also, thanks to StarGazer for actually getting this started so I can butt in~
  12. Well, the problem is, if you tech immediately, you're stuck in the air for a while and since barrier is a bit more important in CS:E than it was before, I just wanted to know whether there'd be a way to avoid that situation. I'm used to Rachel mix-up by now (doesn't mean I don't get blown up by it xD), so I'd rather be on the ground and take the mix-up than drain my barrier gauge.
  13. Talking about match-ups, can someone test whether this stuff is guaranteed oki or if we have options to get out of that or at least shorten the mix-up Rachel gets off of this: http://www.youtube.com/watch?v=9Pg9-IbBZkw Notation: 6A > 5B > j.C > 2D > jc > j.2C > j.214A > 2D > 5B > sj.B > j.A > j.B > j.C > jc > j.2C > j.214B Still haven't gotten the game yet to test options. :/ Supposedly, anything but immediate emergency tech will get caught by George. I don't like the idea of wasting barrier when blocking mid-air, just to eat the mix-up once I touch the ground. Any help would be appreciated.
  14. Prosit Neujahr! Even if the timezones might be different, I wish everyone a Happy New Year!
  15. Try to confirm 214A~C and then start mashing C. If you miss it, you can stop and stay safe at least, or even go into mix-up with ~A or ~B. At least, that's what I did when I started playing Makoto. Although I have no idea if 214A~C's hitstun in CS:E will be enough to confirm properly.
  16. Still waiting on the copy, but it arrived in Germany already. A friend of mine will get it next week and then send it over, so it'll probably be here early 2012, hopefully earlier. I've been itching for some new stuff to figure out! D:
  17. I have only seen 214AD work with 5A afterwards, but it was mostly used for some additional damage after a corner carry combo early on. Maybe hitting them higher will give you the time to connect something more useful a lá 5CC, like doing 2C > 214A~C~D, but that might kill the proration or knock them up too high?
  18. Thanks for the quick response. I think Hakumen might be another one of those characters. His hitbox while airborne seems to be a bit wonky around his legs. At least 2C > 214AD had to be done pretty fast in order to hit him before he could tech, that will most likely affect the 214A~C~B pick-up on airborne opponents as well.
  19. Since DP > 5A doesn't work in CS:E anymore, I suppose the timing for DP > PF got even tighter than it was in CS2, yes? (Might've also been my bad execution for all I know.)
  20. I don't even want to know how long it'll take Zen United (or Arc System Works Europe now, still same company :V) to localise this version. But, since I want to play the story and understand it while supporting ASW, I guess I'll buy it in a few months/years and play the Japanese copy for now. Whenever that one arrives.
  21. Apparently, "in shipping process" means "We haven't done anything regarding your order yet.", so it'll be some more days, I guess. It's on its way now though. Anyone else already got his/her copy? Also, Jin is now only A-tier? What a bummer. xP
  22. http://inbirth.info/topic0013.html More Avatars, this time in Christmas look, including the newly revealed characters.
  23. And we still aren't thought of as annoying as Noel players. 8D Also, my copy of CS:E is already on it's way and will arrive with the Bonus CD. *dances*
  24. Oh, Hazama... Someone showed me that video before, but I never noticed that he builds the necessary heat for the ender mid-combo, basically giving him 6k off a confirm with 50% heat in the corner...with a bad starter. Well, Makoto players aren't allowed to complain about damage yet, I guess.
  25. Yeah, I'll try to figure out whatever I can, even if it's just a little. But I'm pretty sure others will have loads of ideas I could test out. =) Japan has already shown some nice new stuff and if Omni can come up with new combo material within a day of playing CS:E, I'm sure there'll be some more stuff following. Wait, it's December already. The game will release in a week. Totally didn't notice...woohoo!
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