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Dark Ranger88

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Everything posted by Dark Ranger88

  1. Yeah I've noticed that 5CC whiffs a lot more than it used to, especially in the corner. I remember this being a problem with Kagura in vanilla CP. But yeah you're right. Things can drop randomly here and there if you don't have your timing down exactly right. Shooting star especially seems to not want to hit opponents if they are too far off the ground. I remember in 1.1 you could do Throw > 236D lvl 3 instantly and it would hit everyone except for Hakumen, Mu, and Kokonoe I think. Now it whiffs on just about everyone. J.D will still whiff if you don't do it early to mid combo. And the j.C > j.B > jc > j.C > j.B > DP ender will still whiff if the combo is too long. One good thing though is that if you mistime the 2D lvl 2 on midscreen BnB, the autopilot Comet Cannon > Break Shot lvl 1 will push the opponent away safely (and a lot of the times they get counter hit by it).
  2. You must HATE Argent Zero then.
  3. I love what they've done with Makoto. People die now.
  4. Okay one thing that helps is to fire the Comet Cannon lvl1 right away. So like on 5B > 5CC > 2Dlvl2 > 236A~Dlvl1 > 66 > 5B. You want to do the bolded part as quickly as possible and immediately after the 2D. This leaves them up slightly higher, lets Makoto recover more quickly, and makes the 5B easier to connect. If they drop into the orb and bounce for a couple of hits, then you're doing it wrong. Edit: Also I'd just like to point out - People die in like 3 combos now! 5B midscreen BnB with corner carry = ~3,000 6B/2B/Throw corner mixup = ~3,500 6B/2B/Throw corner mixup with Particle Flare = ~4,500 Total damage = 11,000 Praise Arcsys!
  5. Isn't that supposed to be a good matchup for Hazama? Edit: I have everyone's ability to hit from further away than Makoto can
  6. ...If you guys stopped at 5 wins each then it wasn't an FT10. Doesn't that stand for "First to ten?" As in, the first person to get ten wins is the victor. The real question is...who got to five wins first?
  7. Hmm I've got a question. Does anyone know the total startup/active/recovery time of the new parry? Like could it be used against projectiles now to give less blockstun than blocking the projectile normally would give? (Hopefully against Rachel becuase fuck her like srsly). And I also wonder how the guardpoint frames differ from the 6 "catch" frames we have now. It LOOKS to have a pretty quick recovery (which allows that restand oki), but that would be a big fat guess based on some match videos I've watched and nothing concrete at all.
  8. GGs to HeartlessPrinny, Rauzil, and others
  9. Yeah GGs. I've gotta step my stuff up lol. I wish that Albion guy wouldn't have left the room. I wanted more matches with him.
  10. I probably should have stated my tone. People switching to their main to fight me doesn't make me mad or anything; I actually think it's pretty cool. The video was supposed to represent my opponent going all out in order to fight (so switching to their main instead of using shitty subs). Plus why would I link such a cool clip for something I hated?
  11. Edit: Well this isn't really a pet peeve. Just more of an observation of netplay. You enter a room where another pink has been bodying newbies with a sub. When it becomes your turn he switches to his main. https://www.youtube.com/watch?v=d4rZBfMOw_A
  12. Some people think the clip from the new CPEX intro is 214A~C~A. But we Makoto players know it's really 3[C] > 6A > 6B.
  13. Shouldn't you have to release A+B before you jump? IIRC (not at a console now) doesn't holding barrier not allow you to jump. So 1A+B > 4A+B > 7A+B would not trigger a jump if you were holding A+B throughout the duration of the inputs.
  14. I used to be a Tsubaki player too, but then I went nuts Wait Errol, didn't you play Makoto at one point? I remember your avatar I think.
  15. No one understands SWD's hip, west-coast hyphy slang. They make new shit up all the time. Next thing you know Kokonoe's going to be "Popping the kettle" or "Tripping the lulu." And about this whole "better" argument, let's stop arguing semantics FFS.
  16. Dude I know that exact feeling. I think it just comes with playing a character that can't control neutral well, you are always playing someone else's game. You have to figure out what to do to beat their good options because you don't have any good options yourself. I've played these new characters a good amount of times, so I'd be willing to give you my basic structure when fighting them (Since our characters are kinda similar). Just like shoot me a PM with questions or something. Just be warned, I don't have everything figured out.
  17. GGs Henjin, Errol, and randos. Oh and sorry for not accepting your other invites. You just always seem to message me when I'm in a decent room getting some good fights in...or pissed and in training mode.
  18. Not to turn this into the Jin discussion forum, but 6C would be the "safest" move to use before 6B because it has the most blockstun (20 frames). Meaning there is only a 4 frame gap before 6B hits you. In this case only AAs that get head invuln on frame 5 and reversals would be able to beat Jin's 6B. Unless you instant block his 6C that is.
  19. Yeah I can't 2A Jin's 6B as Makoto because her 2A just whiffs completely. Gotta 5A or 6A....or already be mashing DP hehehehe
  20. Yeah like Errol said 6B is 25 frames. And if you say you can simply AA if on reaction, then that means almost every character in the game can 5A on reaction as well (since, at that range, a move going active on frame 5 and a move gaining invuln on frame 5 are pretty much the same thing). But are you sure you are really reacting to it and not just reading the Jin player? Because to react to that with a 5A or 6A (anti air), you have to press your button on the 19th frame of 6B's startup. And 19 frames is actually very difficult to react to. Like can you consistently block Jin's 19 frame 6A on reaction?
  21. Why don't you just forward jump and block if you burst bait with a JCable normal? (Like 6A > RC > 5C > 91) If they burst it stops your momentum and drops you right in front of them, and if they don't burst you can fall down on them with j.2C for more pressure or a crossup if you were really close to them. Backwards jump gives them too much space, especially if they burst a tad late. And if your character is slow you won't be able to start a punishing enough combo usually, because you are too far away. People also love to burst after you bait their reversals. So something like *Make DP whiff* > Dash 5C > 91 Also some people (usually zoners) will burst the instant you touch them. If you read them correctly though, you can turn what would have been a 1k combo into a 3k one, plus momentum.
  22. Ooooh. Can you do Makoto next? I'm a fan of the "Run up get done up" strategy. But most of the times against good Rachels when I try to "Run up" I get "Done up." Then I stop playing for a month
  23. You guys got it all wrong. I don't care if my mixup gets blocked, or if I win, or if I lose. I just want to style on niggas, at least once.
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