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Dark Ranger88

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Everything posted by Dark Ranger88

  1. Yes because Growler does 2k damage, gives Azrael free meter, and leaves the opponent in a recovery state right next to him Plus I'm saying they should increase the reward for a successful counter (comboable and more damage), in exchange for making them harder to scumbag...errr I mean land. Could you explain this? I'd like to understand how CP changed the way he plays defense.
  2. Because doing the obvious thing and making 5D = Mid counter, 6D = High counter, and 2D = Low counter would make too much sense. Just be glad this isn't Extend, where 6D was active on the first frame and caught highs and mids. In his CP state, Hakumen can't counter highs on his wakeup without 50% heat for Yukikaze. Seriously, meaty highs blow most Hakumen players up because they have the disgusting tendency to mash on wakeup (2D/throw/jump/Hotaru/Derp x N). -------------------------------------------------- One of my biggest pet peeves is the way most people play defense with Hakumen. He's supposed to be a wise, calm, and stoic defensive character, but having a frame 1 counter that catches 90% of all moves in the game (2D) just makes most Hakumen players mash like idiots on wakeup. There is a huge disconnect between the way Hakumen is characterized in the story and the way humans play him IRL. It makes me angry whenever I catch a Haku with a wakeup high because he was trying to mash something. Like....is blocking not even an option? Making 2D catch lows, 5D catch mids, 6D catch highs, giving them all at least one frame of startup vulnerability, and letting Hakumen do solid combos afterwards would change this. A Hakumen's thought process should be this: "I intelligently read your blockstring and selected the proper counter to escape the gap in your pressure," instead of this: "Yo I was toats mashing 2D and I caught yo ass lololol!"
  3. Not a pet peeve, but....I love it when people argue in what is basically the salt thread (this thread). Am I the only one who thinks that's funny?
  4. Makoto mirrors are the purest mirrors. She can't zone, poke from across the screen, do unreactable mixup, or even wakeup DP against herself. You have to play hella honest to win in Makoto v Makoto.
  5. https://www.youtube.com/watch?v=sc812E3yy5M The voices at the beginning and end of the video are not me. They are my brothers, who I told to keep quiet
  6. Pet Peeve: When people do things that accidentally get them out of your pressure, because they got lucky ass fuck Example: I do 2A > 6B (overhead). They see Makoto stand up and think a throw is coming, They end up throwing me out of my overhead. ...and not so much a pet peeve, but I just don't understand people who jump on wakeup. I just don't get why people try to do that when any attack will put you into a combo. Plus I don't usually do raw wakeup throws anyways. The only time people successfully get out using wakeup jump is when I mistime my meaty because of online. And lag has already been listed as a pet peeve about a million times lol.
  7. Knock someone down > See them mashing a reversal out of the corner of your eye > Block said reversal Do you also do the patented CP Tager Purple Airthrow > Purple Air Driver (Or if they tech it: Purple Air Throw [teched] > Air Driver reset)? I don't really care about that at all. I actually want my replays to be all over the place.
  8. I think that people get assholish and trolly because they think YOU are disrespecting them for even trying a purple throw. It could actually be insulting to their skill for you to have thought, "Yeah I'll try a purple throw on this guy. He won't be good enough to tech it." And their taunting and stuff afterward could be their way of saying, "I'm insulted that you thought that shit would work on me :p" ---------------------- Another possibility is that they are trying to guilt you into abandoning purple throws, to help you get better.
  9. Here's some stupid stuff you can do vs Mu: 1.) You can parry her match-start 5C (a popular choice for Mu lol). If you successfully parry the 5C, don't press anything and let the autopilot 6C whiff through your parry's invulnerability. After the 6C whiffs you can Lvl 3 Space counter or Dash 5B for a free combo. 2.) Parry/Clash with her 6C: After you block Mu's 5C (or get normal hit while standing lol), you can punish Mus who like to go straight into 6C. Parrying after the 5C will catch 6C and you can space counter (note: I haven't tested all of her options). You can also DP, which will clash with the 6C. You can immediately cancel into a followup attack, or you can let the DP's momentum take you into the air, whiff a j.A/j.B then land on Mu with a j.C.
  10. If you play Makoto, you're going to get pinned down a lot. Her neutral just isn't as good as most of the cast. The best thing to do would be to work on your defense. Learn how to block mixup (tech throws) and anticipate holes in your opponent's blockstrings (so you can DP them). Once you DP a person once or twice, they will start baiting your DP and let you out for free. However.... When playing online, sometimes you're just not going to be able to block certain stuff. Your inputs can be delayed and get you hit by all sorts of random stuff. In that case, you should use the system mechanics that are set in place to help you defensively. They are very easy to use and can get your opponent off of you or even swing momentum in your favor Try these: 1.) Burst - If you know your defense is going to be a problem, use burst instead of saving it for overdrive. Actually, using your burst early on can even let you get two in the same round sometimes. Plus people rarely expect an early burst from a rushdown character like Makoto. Interrupting your opponent's momentum two times in a round (where you would have eaten combos) can easily swing things in your favor. 2.) Counter Assault (Block an attack, then press 6+A+B) - This is an invincible attack that can be done during blockstun that will knock your opponent away (similar to a burst), but it costs 50 heat. A simple way to use counter assault is: After you tech try to block the opponent's first attack > then immediately do 6+A+B. Trying to counter assault in the middle of someone's blockstring can sometimes activate your 6B if you accidentally input it during a gap in the opponent's pressure (and get you counter hit lol). 3.) DP + Rapid Cancel - Another relatively safe way to reverse momentum is to spend 50 heat to rapid cancel a DP. You can do this on wakeup or during an anticipated gap in your opponent's pressure. The good thing about this option is that even if they baited your DP by blocking, you still gain momentum and can start your own offense. And if you happened to hit them with DP, Makoto can use the Rapid Cancel to do a corner swap combo, putting THEM in the corner. ------------------------ So, I say if you're playing online and you KNOW your biggest weakness is defense, you should utilize resources to bolster that part of your game. Save heat and save Overdrive just in case you get pinned down. But be aware, your offense will suffer because of it. Burning heat and Burst to get out of pressure instead of escaping meterlessly means you won't be able to do things like: Rapid for pressure/mixup/combos/baits, use DDs to finish off a round, or use OD to cancel out your opponent's burst. And one more thing...all of the options listed above can be baited. They can block your Burst/Counter Assault, then make you eat a combo. They can even make your DP whiff so that you can't rapid it. You should use these options...but don't get TOO routine/predictable with them. The good thing about Makoto is that she does good meterless damage if you're not going for orb oki, so you can burn resources on the defensive and still have a decent offense. Good luck.
  11. Uhhh I know this is uber late, but is it still possible to get in on the BlazBlue tournament? I had some stuff clear up last minute, so now I can actually come lol. I know the first post says you have to vote on them or something, and I didn't.....<_<... >_> ehehehe. Anyways I can bring a PS3 with BBCP 1.1, AquaPazza + Dream Match, and Vanilla Arcana Heart 3. (Just to note: My PS3 is ghetto and can't play discs, only games I've downloaded.)
  12. Why don't they have the ability to rewind replays? I know replays are basically a match between CPUs using your memorized inputs, but it can't be THAT hard to implement a rewind feature. That would greatly help me analyze my replays because I wouldn't have to wait for the replay to finish and start it again to analyze a specific part of a match.
  13. You forgot me already D: The only Makoto isn't memorable? D: Yo, even though it lagged hella hard on that DD...I still got all level 3 punches lololololol I'm pretty sure all this connection stuff is on my end because the company is intermittently throttling my connection or something. It will seem fine for a little bit, but then it will lag horribly or disconnect randomly. It should be fixed at the start of next month, but......who knows what will happen. I have two little brothers who do nothing but stream videos from two different devices (they also fall asleep and leave it on automatic playlists). Because they do that it puts us over our data limit or something. Normally my connection is great to people on the East Coast/Midwest, It's just going through a rough patch right now T_T.
  14. GGs TD. I'll try not to choke so much next time we fight
  15. Lime and Errol confirmed for Tien and Yamcha mAc Chaos confirmed for Piccolo GGs Abelcru. I need to seriously work on my vs Terumi neutral smh. 5D 2D and j.D eat Makoto alive. I also need to find a way to consistently punish people who late tech/quick tech/roll like scumbags When does Makoto get Chie oki T_T Also I got my 3rd Makoto hatemail ever, from a Tager player in Ranked. Apparently jumping over Sparkbolt and taunting far out of Tager's reach pisses them off :3
  16. Mu's gameplan Do they respect your pokes? No: 5C ALL DAY EVERY DAY Yes: LAAAAAZZERRRRZZZZZ
  17. Awww snap! Do we need a publicly streamed FT10 to settle this salt? *Looks at locations: N. Carolina & S. Korea* ...n-never mind. (GGs to that Noel who wanted to fondle my tail, but never could)
  18. Another little thing about the timing of the 2nd hit of OD PF. To get it right I use the little sphere that appears around Makoto's fist. A split second after the sphere completely disappears into Makoto's fist is when I usually release the button. Lol I kinda realized that if you use the meter for Particle Flare it might be hard to get the timing down, since the thing is stuck at G the whole time. Oh and I finally got through the hellish process off getting Skype installed B) My skype is: dark_rangerex
  19. Myself, for not going to more real life events.
  20. I have a question about Dan/Level I guess. Anyways I was playing ranked the other day. I was at level 15 and I fought a level 13. After the match I ranked up to level 16, BUT I thought you couldn't rank up unless you fought someone of the exact same Dan as you. Am I just stupid and not a powerful enough weeaboo to understand the concept of Dan?
  21. Trying to get Skype installed on Ubuntu, but it's not fun T_T. Anyways I've got a note OD Particle Flare that you guys may or may not already know. Anyways when you connect with the first hit of OD PF, sometimes the second hit (the flurry of HnK punches) will miss if the opponent is too high and close to Makoto when you land punch #1. To avoid this all you have to do is delay the second hit of PF, the opponent will fall away from Makoto and into the flurry of punches. The timing for this is rather easy once you get it down (just imagine getting a level 2 punch when the gauge is on its way back down). I don't remember who...but I saw a fellow Makoto whiff this once.....Ragna 5B'd her in the back and she lost. It was heartbreaking T_T
  22. There's a Makoto forum too. And we're currently running low on players lol. If you have any questions about playing as Makoto, I'll do my best to try and answer them here (or you can post in the Makoto General discussion board to get feedback from every Dustloop Makoto). Also, do you play online at all? If so, what's your PSN?
  23. I long for the day when Makoto gets an unblockable pawnch where the lvl3 timing is a 1 or 2 frame window.
  24. I don't know why you guys are going so hard for combos, when neutral game is the crux of a good Makoto. Squeezing 8 more damage out of a combo doesn't matter if Mu is just going to CH 5C you to death or Rachel is going to zone you out all game. As long as you're doing decent damage while pushing to the corner/getting into oki + pressure, your combos are fine. I would much rather us share small neutral tidbits (e.g. "If that bitch Bang starts throwing D Nails everywhere, IB DP his ass so he thinks twice before chucking more nails at you.") than to just compare combo notes. I kinda wish there was a sudden death mode/minigame where you and your opponent have 1HP and you both try to score the first hit in different scenarios (Match start position, Full Screen, Player one almost trapped in the corner, player 2 almost trapped in the corner, High above your opponent, your opponent high above you, after ground and air throw techs, right in front of your opponent with even frame advantage, etc). That way people could practice neutral and abare instead of learning intermittently during the few moments in a match where neutral is played.
  25. Hmm I'll do my best considering I used to be decent with Tsubaki. Offense: This one is a tossup in my opinion. Makoto does decent and stable damage from anywhere on the screen, but doesn't have any really juicy starters/situations besides low health OD. Tsubaki, on the other hand, has damage ranging from "meh" to "Hakumen" depending on where she is on the screen, how much meter/stocks she has, starter, + OD. As far as pressure and mixup go, though, Tsubaki outclasses Makoto by far. Tsubaki has deep stagger pressure, charge cancels, a command throw, a JCable 5B, multiple 50/50 high/lows, and a Kara Throw (thank goodness she doesn't have her unblockable from CS lol). Makoto only has jab pressure and Asteroid Vision gimmicks; her only normal that gatlings into a reliable high/low is 2A and her only JCable normal has short range and whiffs if your opponent barriered any previous hits. Makoto HAD legit orb oki in the corner, but she lost that in the patch unless she wants do deal subpar damage in the corner. Defense: They have the same health and similar defensive options, but Tsubaki's defensive tools give her the edge in this category. Makoto's DP can be low profiled by most 2Bs, and it has a pitiful horizontal hitbox (meaning it can whiff on certain long pokes and even miss people during their blockstrings). Makoto's parry requires 50 meter, loses to lows, and is not active for very long (usually leading her to get counterhit rather than parry the opponent). Tsubaki's DP not only has a much better hitbox, but she can also use stocks on whiff or block to try and hit/evade the opponent. Neutral: Tsubaki also has better tools in neutral too. Tsubaki's 5B has more range than Makoto's 5B; it also has a higher hitbox making it harder to jump over. Tsubaki's air dash is faster, covers more ground, and recovers faster than Makoto's air dash. Tsubaki's air dash can be combined with the fact that her j.C > j.CC floats her horizontally along the ground to cover even more distance. Neither character excels zoning wise, but Tsubaki has both an air and ground version of her fireball that travel across the screen without having to be charged and fired. Furthermore, Tsubaki can use charges and meter to approach her opponent via Fireball > Shield Charge, Shield Charge > Rapid, Divekick > Rapid, and Requiem Maledictus. Air-to-air and ground-to-air are mostly the same, except for Makoto having the slightly better Anti-air.
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