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BlackKaizer

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Everything posted by BlackKaizer

  1. I'll gladly take her shooting stars wall stick property over a gimmicky tactic like that any day. Not sure about cosmic ray but from what what I've seen it wall bounces on counter hit, and for its invincibility.......I've seen it beat platinums counter attack, and CH her though I think that may have been more because of its hit box then actual invincibility, or super armor. Also I've never seen shooting star canceled into super either though from how many instances I've seen of players not using their supers even if it meant they would win the match then was surprisely high........
  2. If that was all they improved of her in CP she would have ended up as something less then decent as she is in extend. Supposedly easier combos Frame traps/pressure resets in cosmic ray/thunder blow Significantly improved pressure Improved corner carry Better Oki Higher damage output astral vision more viable now for approach,pressure, and mix up But despite all this even she may still end up bottom, though regardless win/losses will at the very least feel more legit.
  3. To be fair makoto was very close to balanced in extend, and had all the proper tools to make her such.....though its just that they all sucked. Now that thats no longer the case, and she has new ones also to add to her arsenal I believe, even with the rest of the cast buffs she'll be a tough contender from now on. Her pressure game is looking to be nothing sort of amazing, not rachels kind of amazing but hers is so far 2nd to non anyways.
  4. I think everybodys jumping the gun a bit..this game has only been out a few days, and everyone in the roster is being used more or not equally. Just because makoto is being used significantly more so then in the past does not mean she will be overused. Nor is it reason enough to wish she was more complex, and rely more on gimmicks, then actual viable options.......... Because for me personally if I dont have to worry about crossing my fingers to nail that 1 frame micro dash after/before 2D into 2C for her 4-5k combos, or opt for her measly 3k corner combo, and above all that, take into consideration broken character hit boxes like noel valk, jin, then I'll glady except this new makoto. Even if she is if she a bit on the easy side.
  5. Finally seen some Noel play today, and cant believe how hard makoto was screwed in the dash department, seriously noels is way to freaking fast, I almost couldn't believe, Im talking unlimited noel speeds in EX. Shes defiantly gonna be my most feared match up with makoto in CP
  6. Are you sure they, weren't massing?
  7. I swear comic ray has to be a few + on block, or at least enough for her to jab freely afterward, I haven't seen many opponents even attempt to punish afterward, and even then their usually punished from what I've seen at least. By the way has the overall HP of the cast increased?
  8. Is it just me, or do her combos seem easier in general from watching? As in no more ridiculously ambiguous timings in them?
  9. Thx also I hope makotos combos be universal this times, as in we'll no longer have to make specific combo alterations halfway depending on our opponents hitbox "cough valk/jin". Cus it was rather BS she was more susceptible to this then most others characters
  10. Was shooting star as unsafe as some said it was? I used it only sometimes in the corner, while my opponent is in a blockstring, and when I time it right, I'll be at a frame advantage, and can punish em with jabs.
  11. No....this game is still very much alive, as of now despite the release of many other fighters after its release like sf4, mvc3, mk9, SC, KoFs13, tekken, and skullgirls. Yet despite many of these epic titles(not all) its still managed to avoid fading into obscurity everytime before then, and im positive it will be the same even after P4A is out though it will be the ultimate test of this games longevity, if it can survive that storm...........
  12. Whats makotos best move for starting her orb oki? I've seen some use after 2D, and some cancel it from 5C, or from 2D~6B. Though Ive just been using it lately in corners after moves like J,5D to prevent forward techs, and build a bit of distance between me, and them. This for some reason makes them somewhat hesitant when it comes to DPing, and usually allows me to rush em for free, that or if im not quick enough they jump which I can sometimes react to as well.
  13. True but considering how many pages of pure, "from what I see here", or "from what he said" talk new comers of this board will have to shift through to finally get up to date on the discussion I think it will be much simpler to just start this tier topic anew after release.
  14. Will this thread get deleted once the game is released, and replaced with a new one once we actually get our hands on it?
  15. Hazama is up their with ragna, and lamba, as my no.1 most difficult opponents to face, playing a good balance of def, and atk is your best option, as going full offense in neutral will get you destroyed no matter how good you are. Approaching from the ground will give you more luck as good Haz, will DP you on reaction, ALMOST EVERYTIME you try, and A,dash. Good luck punishing from their. Even while grounded if he misses, vs makoto he's still pretty safe unless he uses it point blank, and even then your have to be quick, and adding to that you wont get much damage, or bait it with shooting star, which I recommend if their spamming it for mind games. Your main goal though is to knock him down, and or get him in guard stun by any means necessary, to start your pressure, and STAYING THEIR, Im knowledgeable enough on makoto options that I can open even skilled players up on block though regularly, Im not to good when it comes to def.......anyways this is where she turns the tied, so long as the haz doesn't have 50 heat he's free on wake up everytime......though I actually fought some haz with VERY quick fingers who could dp at light speed and hit me sometimes on wake up thats only if I was too slow, for whatever reason.
  16. Just wondering though but what are her option against him when he's waking up? I can stand just outside his range to avoid his but even if I rush in afterwards to pressure theirs a chance his normals could beat mine, or he could DP at that instance, and or grab me even, it feels like im at the greatest disadvantage against ragna when his waking up surprisingly.
  17. Quick question, I was wondering but can Makoto cross under?
  18. Sadly netplay is my only means of competition, so refining my gameplay against others offline is simply not possible, also I know what your talking about for dashing when they descend but thats exactly what I have trouble with, even after figuring out all that was necessary was a step, I have to do the full dash for noel which messes me up. Plus I have to alter the combo afterwards for valk, and jin,'sigh" what a hassle -__-
  19. The 66 has been an issue for me because I cant consistently dash after the 2D, I can perhaps nail it once every 10 tries but add netplay, and it becomes a hassle, which is why the combo I added had no such things as 66s, Im not looking to do her most damaging combos just ones I can land consistently in 2 bars every-time, against every character, and not have to worry about whether or not I need to dash into 5CC, or how long should I delay comet cannon after 2D. Or other thing characters likie ragna, or jin dont have to worry as much about, during combos, particularly when it comes to their opponents hitboxs.
  20. Just wanna ask what you guys opinion on this combo is ..... 5B, 5CC, 5D, 2D,5CC, jB, jD, 214A~D, 5CC, jCB, jB, j.623C~D I was looking for a universal combo that will work on everyone, deal good damage, and most of all be easy to preform, even in netplay with no bothersome ambiguous timings thrown in like the 2D after 5D, or 214AD......
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