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OmniSScythe

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  • Birthday 05/22/1990

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  1. Going to have correct you guys on the orb thing, what you guys saw was just the orb's fading image. Definitely seems a LOT faster tho.
  2. You guys may want to update the website, still has the prize pool listed as $300.
  3. I forgot to mention something neat about this if it isn't common knowledge, since 5D is hard knockdown Kagura can't hold a charge meaning there's no risk of reversal at all.
  4. It's always the aerial version, but not being able the difference is a good timing to have. lol
  5. Midscreen overdrive combos https://www.youtube.com/watch?v=3jJsStZ0hRU
  6. Y Pretty much, as for the combo you have to release 236A~D as swiftly as possible. If done right it should only be one hit and allow for a follow up.
  7. Where to start, first you definitely want to get yourself familiarize with her gatlings and cancels. Especially in one match where you was in OD and landed a 5D, you could of 214B and followed up for free. With Makoto parry while you can possibly hit someone out the air with the snap effect, it really only meant for strong call outs and fatal punishing bad reversals. Also it only hits upper body non-air moves, even if it totally looks like it should work "think Koko's 2C". Lastly her shooting star, it's definitely something I wouldn't use against someone with long range normals, or as a neutral tool...kinda. Outside of that you'll already good with Ragna so you're use to playing neutral so you'll adapt in time.
  8. Finally made the combo thread but it's not /completely/ finish. I'll add OD combos, side swaps, etc either tomorrow or my next big break. orz
  9. Starters and description: Normals: 2A: Leads to her basic combos. 5A: A less useful version of 2A, can be used to jab people out of air normals. 5B: Fast poke, air unblockable, can be jump cancel only on hit, leads to some of her stronger combos and can combo to 2C on CH. 5CC: Strong starter, low range, air unblockable, can be jump cancel on hit, can stagger between hits and leads to her stronger combos. Can combo to 2C on CH 5C 2B: Her go to low normal 6A: Anti-air, can be jump cancel on hit or block, and leads to air combos or 2D/5D. 6B~C: Overhead, leads to some of her stronger combos, causes juggle on air hit. 6B~6A also works and is more safe than auto confirming into ~C. 6C: Decent poke, can be used after 5B if 5C can't gatling, and can be combo'd off of with 5D. 3C: Low, slow start up, can be combo of with 2B. 2C: Can cause Fatal status, slow start up, low. j.A: Quick air jab, can gatling to j.B. j.B: CH gives a TON of hitstun, normal hit also have decent hitstun. Can be used into self, canceled into j.D or used to side switch. j.C: Can gatling to j.B after first hit. j.CC: Raises Makoto hurt box and can be used to mix up between a second air normal, a fall into low or empty grab. j.2C: LOLOLOLOLOL, (If slows down Makoto's descent and causes stagger on ground hit. Specials and Drives: 214D: Makoto's new parry, can only parry mids without foot property and grounded OH's. Can be combo into without meter. 623C/j.623C: DP, air unblockable with both versions, used in corner carry combos. If the first hit is used near the peak you can fall faster and make the follow up whiff which can be used to extend a combo. 5D: Causes ground slide, is air unblockable on any level, and can fatal. 2D: Launch the opponent into the air, 2D fatal now works the same as regular hit. j.D: Causes wall bounce and can fatal. 236A~D: If done without the follow up it can either negate an incoming projectile or tag a hasty opponent. 236D: Has invincibility on juke, can cause fatal status, causes wallbounce in the corner or counter hit. Astral vision A/B/C: Makoto's illusion special, causes 2 afterimages to support the real ones movement which depends on the version and has follow ups that's only possible during AV. Astral vision B/C can get increased range if done during dash. 214A~A/214A~B: A stop's movement from astral vision A. B allows you to go through opponents. 214B/C~D: Can only be combo'd off of a fatal counter or during OD. 214A~C: Can combo into C~mash or reset pressure 214A~C~A: Overhead, causes hard knockdown on hit. 214A~C~B: Low, can be combo'd off of with 5B. 214A~C~C: C~CCC or C~Mash, can be combo'd off up with rapid cancel. 214A~C~D: Can be combo into on ch level 2-3 or air hit. Level 2 for frame trap after ~C or level 3 for plus frames on block. 214~D: Can only be combo into on ch level 2-3 or air hit in corner. Only level 3 is plus. 236236D: Particle Flare or PF for short, a three part distortion that does more damage with level 3 charges. 632146D: Big Bang Smash or BBS for short, projectile, full charge hit 3/4ths of the screen, can punish other projectiles. A+B+C+D = Overdrive Galaxian Impact: Makoto changes in this state are the following: All of Makoto's Drive moves automatically become Level G, giving them increased damage and faster startup. New additional properties are added to her special moves, such as wallbounce properties. Big Bang Smash deals increased damage and has less recoevry time. Particle Flare has a changed animation on its second hit and increased overall damage. Notes: All drives are level 3 unless stated otherwise i.e. 2D(2), 5D(2) or j.D(2) In case of 236A~D just input it asap All combos listed are with their weakest possible starter. Please don't repost a combo with a better starter. 66 before an attack input means you have to dash to follow up. Mid screen combos: Grounded: These are your staple combos anywhere on the map 2A > 5B > 6A > 5B > 5CC > 5D(2) > 214A~CCCC [2249 dmg/17 meter] Simple corner carry combo off of 2A, builds quite a bit of meter. 2A > 5B > 5CC > 2D(2) > 236A~D > 66 5B > 6A > j.CB > j.CB > j.623C~D [2392 dmg/17 meter] More carry, more damage. 2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D [2027 dmg/14 meter] This allow an 236A on their wake up if done close enough to corner. 2B > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~D > 5CC > j.CB > j.CB j.623C~D [2735/19 meter] One of the many possible examples of what could be done with a non-weak starter. CH 5B > 2C > 214A~A > 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.B j.D(2) > j.623C~D [3632 dmg/26 meter] 214D~D > 66 5B > 5CC > 5D(2) > 214A~C~CxN [2449 dmg/24] Parry confirm combo, recommended version 214D~D > 66 5B > 5CC > 2D(2) > 236A~D > 66 5B > 6A > j.CB > j.CB > j.623C~D [2804 dmg/25 meter] 2D(2) needs to be really early or drop FC 214D~D > 66 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~D > 5CC > j.CB > j.CB j.D(2) j.623C~D [4142/30 meter] When the snap effect doesn't hit the opponent the space counter is actually her strongest starter, even without FC. FC 214D~D > CT > 2C > 214A~A > 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.B j.D(2) > j.623C~D [5397 dmg/25 meter] Just an another example, combo can be made better. FC 236D > 6A > j.D > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [3726 dmg/26 meter] Grab: B+C > 214A~A > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [3262 dmg/23 meter] 4B+C > 2B > 6A > 2D > 2C > 214A~A > 5B > 6A j.CB > j.CB > j.623C~D [3169 dmg/22 meter] j.B+C > 2B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [3155 dmg/22 meter] Anti-air: 6A > j.CB > j.CB > j.623C~D [2026 dmg/14 meter] 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [2957 dmg/21 meter] CH 6A > j.D > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D [3354 dmg/24 meter] Near Corner combos: Knowing your location on the map is very important! 2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D > 2B > 5CC > j.B > j.B > j.623C~D [2584 dmg/18 meter] 2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D [2027 dmg/14 meter] This allows for a 236A oki 2B > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~236D > 66 6C > 5D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D [3238 dmg/23 meter] B+C > 214A~A > 66 5B > 6A > 2D > 2C 214A~236D > 5B > 5CC > j.B > j.B > j.623C~D [3492 dmg/25 meter] 6A > j.C > slight delay j.B > delay j.623C~D[1] (whiff) 5C > 6C > 66 214A~C~236D > 5CC > 623C~D [3123 dmg/22 meter] Timing depends on height of 6A, use at own risk. lol AA 5B > 5C > sj j.B > falling j.B > delay j.623C~D[1] (whiff) > 5C > 214A~C~236D > 6C > 5D > 2C > 214A~D > 5CC > 623C~D [3628 dmg/26 meter] Works with just AA 5B as well if their high enough. Less difficult than the combo above but more situational. CH 6A > j.D > 66 5B > 6A > 2D > 236D > 6C > 2D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D [3136 dmg/29 meter] Corner only combos: 2A > 5B > 6C > 5D > 214A~C~236D > 5B > 5CC > j.CB > j.CB > j.623C~D [3033 dmg/21 meter] If you add 5C, end the combo with a shorter air combo. 2A > 5B > 6C > 236D > 6A > 5D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D [3286/23 meter] Classy 2B > 5B > 6C > 5D > 214A~C~236D > 6A > 2D > 2C > 214A~D > 5CC > j.CB > j.CB > j.623C~D [3734 dmg/26 meter] Standard corner combo, plenty of places to either super, parry reset or OD. 5B > 6C > delay 214A~C~D > 6A > 2D > 2C > 5D > 2C > 214A~D > 5CC > j.CB > j.B > j.623C~D [4564 dmg/32 meter] Optimum CH 5B > 2C > 236D > 6A > 2D > 2C > 5D > 2C > 214A~D > 5CC > j.CB > j.CB > j.623C~D [4736 dmg/34 meter] B+C > 236D > 2C > 5D > 2C > 214A~D > 5CC > j.B > j.623C~D [3844 dmg/27 meter]
  10. Pros: Restands is dirty as hell Can't be reversal well/at all, barrier dp OS /might/ be a thing but it's possible that a misinput will lead to a fatal. Once they're conditioned you can start doing throw/low/high instead of spending 50 meter. Cons: 0/50 Meter Nuts will still mash despite the chance of getting fatal'd if you go for the fake out route.
  11. Combo 12 is far from a Neta combo. If done well enough you can link 5C instead and possible lead to 3k damage with corner knockdown. One of the many combos I'm still testing out for the guide.
  12. I'm about 60% done, really at this point I'm just testing known combos, making enhances, creating new ones (some of which that is hard yet fancy and optimum!)
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