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Shado_Onikkisu

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Everything posted by Shado_Onikkisu

  1. So Shooting Star was moved to 236B and its not chargeable anymore, also lunatic upper has been removed. i don't get where they're going with this. A asteroid vision straight into infinite rush sounds weird too. Sirius Jolt doesn't sound reliable despite it being unblockable....
  2. haven't seen anything about it being an unblockable. some say it is because of the trailer but idk it didn't look like it to me. i'm also trying to see if the JP players have some type of lingo that means "unblockable". Yes you can combo off of it but the combo time is small. aerial finish is recommended. i fatal counter'd somebody one day on accident with 2C. thats how i found out that it had fatal counter. No Frame Data changes on 2C. the only thing they did was delete fatal counter on 2C and adjusted the height your opponent goes up on hit. the adjusted height change is a hidden change i think because in the previous versions i was able to do 2C > Big Bang Smash > PF in OD mode. while in this version, i can't do it at all.
  3. i found some makoto JP notes for BBCF but i'm gonna go ahead and put this one up first for BBCPEX. i got some patch note changes and frame data changes from a JP player on twitter. the page is all in JP so i cut out most of the notes on there and only translated what i thought was really important for us to know (Its just Frame Data Changes). Buffs and Nerfs - https://www.evernote.com/shard/s261/sh/993ac180-fb7e-49ee-966d-27b39b4ce15a/b99d25aad781effe Damage buff changes - https://www.evernote.com/shard/s261/sh/adf099ee-74a5-479f-bb0b-ffa7ade04dbd/d13d89d9d2605469 ・Crush Trigger Its back to 1.0 version (minus the spinnning animation hiteffect) ・2A 硬直8→10 2A - added 2 frames on Recovery ・地コロナ 無敵1-10→1-14 Ground Version Corona Upper - Invincible Frames extended. 1-10 -> 1-14 ・ランダー1 発生30F→20F(硬直差は±0のまま) ・ランダー2 最速発生19F→17F(ルナからノーマルガードに連ガ) 硬直差-4→-2 ・ランダー3 最速発生27F→25F ・ランダーG 発生19F→17F(ルナからノーマルガードに連ガ) 硬直差+9→+5 Lander Blow Lv 1 - Very Useful now in blockstrings - Startup time decreased by 10 frames - Frame Advantage is still ±0 (i tested this in training mode. they CANNOT MASH OUT 214A ~ C > Lander Blow Lv 1 but chars like Ragna can still DP out) Lander Blow Lv 2 -Startup time decreased by 2 frames -Frame Advantage is now -4 --> -2 Lander Blow Lv 3 -Startup time decreased by 2 frames Lander Blow Lv G -Startup time decreased by 2 frames -Frame Advantage is now +9→+5 *cries* ・レイ全Lv コンボ時間F→N ・レイ3 硬直差±0→+1 ・レイG 空中ヒット時スライドダウンに(追撃可能) 硬直差+5→+4 ・Cosmic Ray All Lv Combo Time is F→N ・Cosmic Ray Lv3 Frame Advantage increased. Its now ±0→+1 ・Cosmic Ray LvG Frame Advantage decreased. Its now +5→+4
  4. the visual cue i use when i do a 66 5B is looking at the back of makoto's feet. you know that dust that comes off the ground when you run? the dust still appears when you do 66 5B letting me know that i actually canceled the run into 5B plus you don't see her run animation at all. also, makoto slides up alittle bit when you do it correctly too. for the 2D(2) 214~D part, you have to input this as fast as you can and the ball should hit them one time only. make sure you only use level 1 too. i hate to admit it, but when i do this part, i sort of mash it out.
  5. damn so it was that simple? well at least ill have something in the pocket now against him. his chains was the only thing that gave me a headache in this MU
  6. you just gotta catch em all catching high mobility chars is hard for makoto due to her short range. i think this would be put up in the matchup section but ill go ahead and say this. 6A has head invul so sometimes i try to let them come at me because alot of them love to attack from the air. i think most of your high mobility/flying chars are Hazama, Arakune, Taokaka, Valk, Izayoi, and Amane. bang would probably fit into this category too but he needs his bumpers to do his stuff. based on my experiences, i have strategys i do against each of these characters. (although they don't work half of the time) Taokaka - Since she has alot of air movements. imo its like a guessing game of "where is she gonna jump to next". Makoto being short ranged and all, you're really gonna have to get some nice hitconfirms into combos for tao. i'd try mashing j.A into Air DP if you manage to land a hit. with 6A try knocking her out of the air if shes doing a jump attack at you. using j.B is nice too because of the vertical hitbox. Valk - When Valk is in wolf form, he has more speed and movements, but he can't block. so if you attack valk, most likely you're gonna get a hit in (unless hes doing something that has some type of invul. etc). so just try landing a hit on him. Big Bang Smash Lv.3 is good too when hes in wolf form and hes low on health. don't use it too often though because some valk players try to bait out the super. Izayoi - shes a tough one. when she changes her sword mode (sword turns green) and does that dash pressure, i'd try to 5A her out of the air( doesn't work half of the time). when she teleports, most of the time, its during pressure strings, in a combo or after firing her projectile. Amane - DELETE HIS ASS FROM THIS GAME your main problem with Amane is his "Zettou!" and that his normals makes you cry as you try to make your way towards him. imo, all your options against him suck. 6A, j.A and j.B are your only tools for when hes in the air but his moves have way more range than yours. i have gotten lucky with 6C but i wouldn't recommend it either. you just gotta chase him down and stay on him. also some of his moves has gaps in between so you can probably run at him and get in there some how if hes not spacing you properly. Hazama - i can't help you here. My God, he'll have you running for days. if anything, most of the hazamas i've fought always try to go for an overhead/crossup on you. i just rely on 6A and try to get a hitconfirm somewhere. Arakune - i haven't fought arakune at all this version. so i can only go off on back when i played against him in the previous versions. his air dash is sorta slow, but he can do it twice in the air. sometimes i j.B him out of the air. 6A works against him too due to head invul when he cancels from his airdash.
  7. a ragna i was fighting against earlier got me in the corner and had me on hard knockdown. i used shooting star and somehow dodged his entire 5C, then Fatal Counter him. its like the invul frames on this move is as if you were backdashing. i won't abuse it but its actually kinda nice.
  8. remember back in MB, Sion's bullet would bounce up and down towards your opponent after she fired it? i wonder if they could bring that over. also, with this new Cross cast Veil Off mechanic being added and the character balance adjustments, maybe Sion's combo length will be alittle longer? ugghh i'm getting anxious......
  9. fun fact: when in Overdrive mode, you can combo mars chopper into 2D. reminds me of the good old days back in CS2 lol. Edit: i saw this on Kuroku's Stream when he was testing some combos for makoto btw.
  10. Yo Omni, about hitting your opponent at the Peak of Makoto's DP, does it matter if its the ground or air version? i've seen some videos showing it but i can't tell if they DP'd before or after she touched the ground.
  11. remember that makoto has that "Just Damage" on her drive now. so the dmg numbers may vary depending on if you completely filled the gauge for her drive moves in a combo...
  12. Testing this out. So she has parry and orb oki now? From the looks of it, she still has frame advantage and can even combo off it over....and over......over...*chuckles* and over.....
  13. I've been parrying normals and overheads so much that people are more careful doing their blockstrings against me....lol
  14. about Shooting Star, i might be seeing this things but doesn't shooting star on lvl 3 seem kinda "faster" now? maybe they just adjusted some hitboxes or something because like you said, it whiffs on everybody. i'm having to delay shooting star now as if i was fighting hakumen, Mu, Bang or Koko.
  15. Well at least I'll have something in my pockets when I wana take the round/match. ( ͡° ͜ʖ ͡°) It feels like you need combo execution, hit confirms and confirm awareness this time around for makoto. The combos feel alittle harder to do now too. Ex. Lander blow combo midscreen...
  16. it really it really does feel like you can kill them in like 3 or 4 combos now. now i'm just trying to understand parry oki. like, the pros and cons of it...
  17. ok i'm doing some more testing with parry and it looks like she lost the ability to parry projectiles. back in 1.1, i could parry jin's ice projectlies all day, now i just get counter hit'd. also you can still do space counter after parry even if the opponent isn't close enough but their attack still hit you....(guard point special effect appears on makoto) its a microdash. you gotta make sure that after you do the 66 input, your stick or whatever you use goes to neutral and then input 5B. keep practicing with it until you get the feel.
  18. you mean 5C? he only did 5B once before he went into the juggle part of the combo...
  19. Just letting yall know that 5B > 6C > Lunatic appa > Shooting Star Is still a thing mid screen.
  20. https://www.evernote.com/shard/s215/sh/68dad9f8-8479-4613-9f07-ea49af178f4e/f3b863a1772f5910e1999fd7247b2b4f -
  21. i still got my Combo sheet kuroku posted back when he tested her out and released that combo video. shall i link it here?
  22. just a random question here. i was playing a match against a good orie and just so happen to use a Random Cutting Sync B Version (i had no meter) to duck under her Divine Thrust. Got a High Counter hit but couldn't continue the combo for some reason cause orie was pushed back alittle too far for me. has anyone tried this? or came up with a combo to continue with afterwards?
  23. So with 6B > 6A being her new Gatling is it possible to use 2B twice in her blockstring without having to Asteroid vision > Break > 2B? I heard 5B got buffed. I've seen goro use it a lot too in matches and it looks like it has more frame advantage to me or something.
  24. try to confirm some of the buffs on the changelog thread? and maybe try out these combos that kuroku posted?
  25. Do we have a combo thread yet? a Combo list for makoto on 2.0 just appeared..
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