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Everything posted by Angry Guy of DE
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Pretty much Jin, Hazama, and Hakumen will go down the tier list to some degree. Jin lost some frame advantage on his j.C and j.2C on ground opponents which gave him almost airtight pressure against characters without a viable anti-air or invincible reversal. Hazama seems to lose damage from most confirms as the amount of reps from j.C will be reduced. Damage from Serpent's Infernal Ra- Jayoko Hotenjin will be lower as the combo time is lessened, Same with the command throw. Hakumen loses damage due to decreased Magatama gain in the air as well as the loss of unscaled OD combo from canceling air-throw on the first hit, good riddance. Outside of that characters that were solid will still be solid and those that were further down the list will stay where they are for the most part. Makoto will still stay a solid bottom tier, 10% acorn taunt or no.
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It should be common knowledge but Koko's hit-box on her slide forces the corner combo to be 2B to pick her up instead of 5B. 2B is slower, has less range, and does less damage (the range and speed is more annoying) so just take a few minutes to make sure you know to do that in this match-up. Until the upcoming patch be mindful of her back-dash. The amount of invincibility and distance it makes give her another meter-less option on wakeup. Where her teleport can be baited with staggered strings the back-dash can give her an escape as even catching her with a 5B or 6D will often put her airborne and her distance makes converting from it difficult.
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[CPEX] Relius Clover Gameplay Discussion
Angry Guy of DE replied to HARD_BREAD's topic in Relius Clover
Have you ever tested in the corner with combos that end with 3C using j.214B? I often forget that you can do that move by itself now. -
I think in the manga Kagura met Noel, Tsubaki, and Makoto while they were still students. He pretty much still had the swagger and went 0-3 then too. Everybody is trying to get Noel because of what she capable of being. Kagura likely is trying to just safeguard her. Not sure about the word "xeno", feels like the base meaning is foreign or something. As far as Makoto goes, most people in NOL couldn't see past her heritage of a beast-man. By appearances you would assume her to be tall, moderately toned muscle, and good dimensions overall for what Kagura scans during the intro with female characters. Unfortunately Makoto seems to be only focused on helping her friends (or protecting them from danger, which Kagura is profiled as) so she never shows any attraction or appreciation when given attention by any males (In before how she acts towards Carl). Since they know each other anyway Kagura just does it for fun anyway...and we don't ask what happens when the screen goes back to character select.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
There were no cameras but likely heavy sweating and breathing intensified when he saw that. One can only hope for hidden taunt cancels, because its plain Mori or whoever did this patch hates Makoto. -
[CPEX] Relius Clover Gameplay Discussion
Angry Guy of DE replied to HARD_BREAD's topic in Relius Clover
If those are his only changes then overall its not bad compared to some of the other changes popular characters so he'll stay strong. *Imagines picture of Relius giving himself sick high-fives with his robot arms* -
[CP] Makoto Nanaya Combo List Thread - v1.0
Angry Guy of DE replied to Bibiquadium's topic in Makoto Nanaya
I'd like someone to confirm this so I'm not going mad but the basic 5B starter midscreen on Makoto has an issue: 5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214A(A) > 5B > 6A > j.B > j.B > j.623C (D) The first 6A seems to whiff on Makoto due to her hitbox, even testing the starter 5B point blank. The combo does work but it requires a micro dash: 5B > 5CC > 2D(2) > 66 5B > 6A etc... Sorry if this was common knowledge but I was shocked when I did the mirror match and it kept dropping. -
*Makoto sitting in the corner* "No...its cool...Its cool Izayoi has a better punish super than me...and Noel would be sad only being able to do 4K meterless or 5K+ of CH 5C into Muzzle Flitter."
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Without some level of heat-up or holding until the target is red Bullet's 2D and 6D are unsafe on block. No heat-up level has both 5D, 2D, and 6D are -10 on block. Unlike 5D red lock (which is +2) 2D and 6D are still -8 on block. With one level of heat-up you'll get the 50/50 mixup that blocked will leave you at neutral. 5D still leaves you at +4 which lets you continue pressure with a cushion to get frame traps. Now popping OD to make use of constant 50/50's into massive damage is hilarious because you won't lose your heat-up if they manage to block it. Long story short Its an unsafe 50/50 without heat-up and with at least one level of heat-up most Bullet players prefer the option to use 5D because A) Its plus on block so pressure can continue. B) Can catch jumpers and backdashers. Especially with the second reason as every D that hits Bullet can get the safe jump j.C to continue pressure.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
*reads patch notes* ...6B bounce on air hits might help corner orb oki but I'll want to see how high the dude bounces / distance bounces and whether 6B > C follow-up > 2D (2) or level 3 can connect. j.B hitstun nerf...is that so you can't link j.B into falling j.B or is this going to murder some of her combos? How far into hitstun can she do j.B jc (OD) Corona upper before its not a true combo? Gatling j.B into j.D wasn't needed, j.B into j.D(3) was only moderately difficult if you were pushing hitstun to its limit. ...Acorn taunt? only if it can be used in combos...forget it that's just plain nuts. -
[CP] Makoto Nanaya Combo List Thread - v1.0
Angry Guy of DE replied to Bibiquadium's topic in Makoto Nanaya
Probably considered nit-picky but 2C FC starter notation seems to have an error: •FC 2C CT 214~C~"delayed"B 5CC 2D(3) 6A 2D(2) 5B 6D j.JB j.CC DP 6D is supposed to be 6A near the end of the combo. -
Characters like Tsubaki and Makoto don't need "WTF type tech", they need to have more viable moves that aren't unsafe or gimmicky in design. Makoto has moves like Cosmic Ray and Lander Blow that would be "safe" ways to end pressure aren't used because they either have poor range or can be mashed out making it not really useful as a move to use. These moves generally are only used in OD combos, not even normal bnb's, because they are practically worthless in the neutral. These moves just need to be adjusted so they are efficient at what they were designed to do.
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If Plat could just naturally use all of her item moves with inputs she could be obnoxious or border on over powered. Her items can help improve some of her aspects in zoning / mixups / combo continuation but only a certain number of times depending on the item. If just some of her moves were a little better like her command grab to not be gimmicky and be a legitimate mix-up it would help her pressure with having to rely on a situational item. Her 6B seems lacking in some degree compared to other overheads, I know it is positive on block but either the range or speed of it hinders its use in pressure strings. I don't know any named Platinum players off the top of my head but watching good Platinum gameplay is exciting and often unique with use of items.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
To Be Makoto is to know the struggle, especially in a world where Ragna has a legit mix-up with airdash Inferno Divider and we hope that our reversal can hit the guy right next to us. It really is a ghetto upper-cut compared to Inferno Divider. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
Corona Upper having a lower forward hit-box. There's no reason for a character to be right next to you and by just crouching will low profile her frame 1 invul. reversal. Also giving 6B some type of a vacuum pull effect on hit so 6B~C follow-up doesn't whiff because of how much shorter it is compared to 6B's range. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Angry Guy of DE replied to HiagoX's topic in Makoto Nanaya
Funny / Borderline Pointless 100% Life OD from throws. Effectively any throw done around start of round position can put them into the corner, OD Lander Blow really sends the opponent flying into the corner with a wall splat and with 50 Heat is almost 4K un-burstable damage from a throw mid-screen. 6BC > OD cancel > 214 A~D > 66 (To run to the corner)~6C > 236236D~D~D (OD Version) 4BC > 2B > 6A > j.B > jc OD > j.623C~D > 214A~D > 236236D~D~D (OD Version) Meterless enders can just have 5D for the hard knockdown into orb oki. Not really efficient use of OD but if used early in a round it is feasible to get OD back when you have meter to use Particle Flare super. -
As far as I can tell yes. The further you are from the corner when attempting 6C > 214A~C > 236D the harder landing a level 3 charge will be. Probably for the sake of consistency its better to opt for just level 2 when pushing into the corner, you'll still get wall splat but lose some damage. I don't remember if 236D will trigger SMP if you use level 2 and level 3 in the same combo, I think it does trigger it since it is a special move and not just a normal like 2D. Out of curiosity, what other combos have you found to be difficult to do consistently against Kokonoe?
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So long as you have good ground fundamentals and footwork you can bait out moves and punish her accordingly. Micro-dashing 5A, 5B, and 2B are vital as you need as much reach as you can get when she is poking with 5B and 2B.
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How to describe this match-up...not great in any degree. The hit-box on her 5C is disjointed and has a higher vertical hit-box than what you would expect it to have. Her J.C hits overhead, also has a disjointed hit-box making 6A unreliable, and stops her momentum when its used and continues her trajectory after words. Her 6A is better in most degrees, hitting behind her and retaining head invul. while its being charged. Combos on Kokonoe will be tighter because she has a smaller hit-box than most of the cast making some combos that stress the limit of hit-stun enable her to flip out or make level 3 charge D moves more exact. In OD combos Kokonoe has to be lower on extended combos that go wall splat into 236236D super because of her smaller hitbox. Everybody knows the teleport can be mashed out of strings that aren't air-tight, often times resulting in a punish with a move with severe recovery on whiff. Baiting the teleport should be done by staggering quick normal that only result in 3 situations: If she mashed teleport you will recover before her and be able to counter-hit her on recovery. If she attempted anything else (excluding supers / burst / guard cancel blowback) she will be counter-hit on startup. If she just blocks you continue pressure. Be mindful of space when using 5C > C follow-up when a graviton is out because even when it is fading away it still pulls you towards it making it a real risk of whiffing the follow-up.
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I think its possible to reach around 4K meterless with a basic starter in the corner if you opt to maximize damage and give up orb oki...its rather difficult and it pushes hitstun as far as it goes. Its best to hold onto burst until you he uses up a weakpoint in combo as most combo can end with another weakpoint applied. Its similar to Bullet in that regard where the next combo is going to really hurt in comparison, although Azrael's is far more scary. OD should only be used for guaranteed kill as you are only aiming to maximize damage from combos and doing 1.5~2K more is not worth not having a burst when he does a 4-5K weakness combo.
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I will agree that its not her worst, but its one of those match-ups where you can't use the orb oki. Micro-dash 2A and 5B can help make up the range against Azrael, I'll have to test IB'ing strings that attempt to do D moves and determine if 5A, Parry, or Corona Upper can be used to CH them and get a combo. Growler field is highly unsafe on block and is a full combo punish so the wake-up options he has is back dash or GF. Provided if the wiki's data is accurate...Most of Azrael's normals (A and B at least) are not all that slow in comparison. Makoto's startup vs Azrael's with some normals: 5A: 5 / 6 2A: 6 / 9 5B : 6 / 9 2B : 9 / 12 At Neutral Makoto can beat out Azrael with her normals, but be mindful of your reach and also after normals that leave him at frame advantage: 5B > B : +5 (Also a frame trap if delayed) 2A : +2 (Hits low) 6C : +2 (Push back can leave you in 5C range) Gustaf Buster : +1 Playing very smart and simply out-fundamentaling the opponent is key to winning.
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You'll learn in this matchup that you won't have as much meter that you'd like because of how Terumi's D moves don't give you any Heat when you are getting combo'd. IB'ing and hitting him will be the main building of meter for you so the better you are at maintaining pressure the better off you'll be in meter. Up close Terumi can try to frame trap with 2A (+1 on block) and 5B (+2 on block) and can end strings with 5D as the push back back gives him space and effectively puts it back to neutral. His mixups are rather weak with no standing overheads (outside of stomp super) but his pressure with J.2D (Is an overhead) can frame trap you as it gives some frame advantage depending on how close to the ground he is. Its a 5-5 matchup since without meter Terumi's damage and reversal options are rather weak and having to spend meter on wakeup reversals can be baited and punished. Never underestimate Yolo supers from Terumi though, as any combo into 6D > 236D will net him enough meter to do a super.
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I personally don't like this matchup because attempting to do oki is very difficult because of his growler field and how good his backdash is. Azrael has more range on the ground and things like 5B >B leave him at frame advantage which can get you bullied in the corner. At midrange Gustaf Buster (236A) aka The swipe will be used as it is safe on block (+ frames even?) and on counter hit can be followed up. Azrael's 6C which is the jump kick is +2 on block, similar to Bullet's 6C Azrael will go over lows but isn't as easy to 6A because of the horizontal reach on it. In the air Azrael's j.B can cross up and his j.2C (The dive kick looking move) can catch you if you attempt to 6A too soon. Another thing to note is that the j.2C's hitbox is very weird and you can get crossed up and anti-airing it is very difficult as a result. In terms of damage Azrael can equal you and exceed with any weakness applied. If you haven't played against Azrael much you need to low how to block his D moves as all of them are either overheads or lows: 5D : A double handed strike down. This hits overhead and with a weakness you will be put into a crumple state which allows a combo follow-up. 2D : A low boot to the shins. This is a low and with a weakness causes a hard knockdown which again allows a combo follow-up. 6D : A huge heel drop. This hits overhead and done along with 3D as a high / low mixup. Again with weakness causes ground bounce for combo follow-up. 3D : A Boot crushing stomp. This hits low and looks similar to 6D to startup. With weakness causes ground bounce. Azrael's that try to use any D moves in a string will give up pressure as the moves are -2 for 6D and 3D and -4 for 5D and 2D. Backdash after a blocked D move is something to expect with a Gustaf buster to get back in and start pressure. This matchup is difficult from my experience and is 4-6 at best because orb oki is not viable in this matchup.
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Doing some quick tests with Bullet doing 5C >6C (Both done quickly and staggered) with IB'ing and not IB'ing might be of some interest: IB'ing 5C can allow you Corona Upper her when she does 6C. IB'ing 5C can also allow you to 6A her when she does 6C and potentially get a better punish than just Corona Upper. Parry potentially could work as well but personally its the worst option in most cases as making an error will get you FC'd by her 6C. No other meterless moves are able to beat out 6C done from 5C. Corona upper having invul frames 1-10 with 6A having head invul. frames 5-14 (Data from Wiki) So long as you are able to IB 5C, Bullet's 6C can be punished easily.
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This match-up in my opinion is even in the sense that both characters can potentially steam roll the other once they get to start their offense. Both of you have pretty good anti airs (6A for you and 6B for Bullet) but its not like you really rely on doing things like IAD to approach. On the ground you have the advantage in movement with dashes but her 5B and 2B will cause you problems. 5C > 6C for Bullet is a frame trap and I'll have to test if you can even attempt to Corona Upper it. Micro dash 2A, 2B, 5B, and 6C can be used on the ground (6C can then be canceled into asteroid vision, DO NOT WHIFF 6C). The ground game will be more difficult when she gets lock on levels that increase her dash speed and distance, if she gets levels you need to keep her under pressure or deal with her pressure until she opts to burn the lock on to maintain pressure. If Bullet tries to space you with 5B Makoto's 3C can be used to get under it and be able to start your own pressure. Her only meterless reversal is the 623B attack throw that has invincibility but limited range. Luckily it rarely converts to any damage but like any dp be aware of it and try to bait it out and combo her into the corner. Unfortunately your reversal, Corona Upper, is borderline useless in this matchup as Bullet's 2B will low profile it easily (Bullet strings may follow 2B > 5B > 5C) and with 2B being a low parry is not an option either. Without lockon Bullet strings after 5C will generally follow 2C (Low, 2 Hits, can frame trap from 5C) or 6C (Foot invul frames (?) Fatal Counter, and jump cancelable on block). With lock on Bullet can continue pressure and attempt overhead 6A, lows, or throw. All three can convert into a lock on level. Bullet will spend meter primarily on RC'ing combos to go right to level 2 lock on, this unfortunately gives Bullet incredible range on her D lock on so don't get twitchy with buttons as the next time you get hit when Bullet has level 2 lock on is going to HURT. Outside of that burst damage you can do more off basic confirms (~3K midscreen and ~3.5K in the corner with orb oki) and easily 5K with overdrive and 50 Heat. Get the hit, put them in the corner, and keep them there is key to this match up.