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OmniSScythe

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Everything posted by OmniSScythe

  1. I'm okay with that, just wanted to know if I only had to lose once or did I have the same privilege as having a teammate?
  2. I'm need a teammate, but I'm pretty open about running it solo.
  3. "-2DLv1 and 2DLv3 count as the same move for same move proration" *Pockets grain of salt* Seriously, if I can't get her to at least be interesting after Week 1 of it in my hands, Good thing my Valk is almost on par with Makoto.
  4. I don't know about you but I'm more than willing to smack Lambda, Mu, Rachel or Haz with BBS for 2200 if they think there gonna zone me, plus we might get a decent combo off it in CSEX.
  5. For the time being, yes. Also she was already underused before the nerf. As for being CS1 Rachel tier, far from it but she along with Litchi and Tsubaki has a rough start compared to the characters with almost no changes.
  6. Ushijima~ Acting as if you don't cosplay as a wizard often.
  7. Looking forward to it, as far as the CSEX (theory) combos are looking I got a 5k combo that uses cost 50 meter (PF) but gains 25-30, and combo involving Lunatic upper's untech buff that does 3200 3.5-3.6k midscreen and 4k 4.2k in the corner.
  8. For the most part stylish, but I will show viable combos off situational set ups. As for explanation I'll place them in the video comment and answer any questions that are there.
  9. Depends on how you see it, compared to the price of a hour and half movie at a theater or a $60 game you'll run through once it's not much at all.
  10. Well for starter you have decide if 8 dollars is worth it to have a head start on learning the character on not since there still an 3-4 month wait till CSEX. The way she plays and work hasn't changed at all, just combos and the end result for them. I can honestly say it's worth it just to experience the CS2 side of her.
  11. A combo video for CS2, including but not limited to possible or already confirmed combos that are working in CSEX.
  12. Well any combo that's used is limited what's possible in CSEX meaning: Only over charged lvl 2 break shot is allow mid combo and fatal break shot to wallbounce LA can only be used for fatal starter (unless untechable knocked down is confirmed on normal hit, similar state when Valk eisen wolf CH a grounded enemy) Corona Upper can't be looped or delayed pass what's doable in EX Shooting star can only be wall bounced as a fatal or as a finisher, while it doesn't wall bounce in EX mid combo apparently lvl 1 charge will let them fall to ground (not completely confirmed) and lvl 2 would let them way before hitting the ground. 2C has to done at the fastest possible time or along side soonest possible dash after 5D/j.D, up to 2 2C's is allowed but the second one has to be done right into the ender (PF, corona upper, shooting star) No double super and 2D > 2C mid screen since anything that would went into 2D (6A,PF or j.B) would had them tech right above 2C in EX. Can't combo off air grab. The damage doesn't matter too much since differences of the two show damage to tend be higher in CSEX when PF is not in done mid combo.
  13. Those are a reupload with commentary. @Nini: Wouldn't work with the height 6C hits at, like I said before if Lunatic upper did receive a noticeable buff then 6C > 214A~C > 5A is possible for sure. With that said I'm actually gonna continue working on my CS2 combo vid but now I'm adding a theme of possible to confirmed CSEX combos to the mix.
  14. "2C: How is it that you can only land it in the corner now (no sass, legit question)?" No your right since it seem I did forget to proof read that sentence. What I meant was it was almost impossible to follow up with 2C off of 2D, PF and LA's and not to meantion 2D lower hit stun making them tech if 2C was gonna reach in time. "5D/2D/j.D: From what I have seen they all are still treated as seperate moves, so you can still do a 5D level 2 RC into a combo and still be able to throw in a 5D level 3. Really, it looks like it was just there to remove the 2D lvl 1 > 5CC mini loop, but not to remove that as a combo option entirely." Then I can honestly say there's hope for her to evolve yet. 2D(1) is gonna really help her mid screen options, hopefully one of my WIP CS2 to CSEX combos routes "PF > 2D(1)" is gonna expand her combos options. Also with 214A~C new untech time buff I'm completely sure a combo like 5B > 6C > 214A~C > 5A or Dash 5A > 6A > 2D(1) will work. "Shooting Star: Well, it might be good depending on how much faster it is, because right now (CS2) it might as well not have any invincibility frames (frame 1 - 6 invincible, but starts up in 22 frames), but it looks like they might have changed it so it can be an oki ender in combos." Even if it got faster it can still be beating out with mashed out jab or hell a grab way before it hits. "Break Shot: It might be possible to combo off of it midscreen, considering how it is followed up in the corner, but that is a big might." Which is why I was hoping it to work like CS1 overcharged 2D(2) which you can follow up on, CS2 overcharge goes to far mid screen. "Mars Chopper: Really, they just traded it's comboability with Stargazer, which makes sense, considering the normal rule of mixup is "Block low, react high"." Mars Chopper in both CS1 and 2 you can follow up on anyone with dash 2A, I even showed it used in a prorated combo into an astral for my CS1 combo guide. However with CSEX I believe I saw a Makoto get counter hit with 5A by arakune but he may have been standing up. "Space Counter: I still think CS2 parry is the only thing of Makoto's that was legitimately broken (everything else was dumb, but the parry is what put her over the top), due to it being a reversal that you could setup an offense with, so I am okay with some of the nerfs. Judging by said nerfs, they were trying to make it less of an all use reversal, and more of a counter reversal/good read move, to give it a different use from Corona Upper." Damage sure, otherwise parry still had risk to it since it was still and always was a reactionary tool. Also I like how everyone actually having a discussion now, keep it up guys.
  15. I can honestly say that every one of those players were horrible or new and not because of Makoto's changes including Keita who just got rolled over in his match. Her CS2 normals and basic mix up are still there, it just wasn't being utilize at all.
  16. Completely disagree. Her choices in EX makes her more cut-and-dry than ever before. Examples: 2C: Same move proration is probably justified, however making it almost impossible to land it outside the corner is hurting her variety and options. Not a stand alone problem because of changes to orb/asteroid vision and shooting star. 5D/2D/j.D: Changes to add repeat proration to any level of those moves, especially when it comes to 2D and 5D killed plenty of chances to variety her options, it's basically level 3 charge only now for the most part. Shooting star: While it might still be good for character specific corner push the fact that you can only wall bounce on CH with a already gimmick move is a strong lost. Having wall bounce, even if you couldn't had continue a combo off it would had still be useful for setting up oki situations outside of the basic orb stuff which is already strong now if you knew how to utilize it. Lightning arrow: Unless you can otg with 2A/2B it's basically a gimmick that needs CH to follow up, both it and shooting star share a factor where it can be beaten by almost anything. Corona Upper: Losing the ability to combo off counter hit is fine, losing the ability to use it to follow up a combo is really disappointing when compared to all the other nerfs. Break Shot: They basically made the original lvl 3 CH only and the new one over charged lvl 2D, if you can follow it up midscreen with dash 5B like in CS1 then it can be really interesting to see it be a standard off good starters or rapid cancel. Asteroid vision: I hope the new paths ends up being useful, otherwise it's a another throw away special only useful as a alternative for rapid canceling a blocked 2C. Mars Chopper: Holy crap the proration on it looks good, sadly without rapid just landing is the same as Hazama's 214D~A but even more risky. Space counter: Proration nerf is justified but with her changes she probably should had kept it. Particle Flare: I'll wait to see how it over time, current the move seem only useful to end a match since it already left us at disadvantage back in CS2 (Think Bang's CS1 Asura). Either way I like some of her changes but almost nothing was for the overall better, character wise.
  17. If it is isn't not that noticeable/helpful.
  18. That doesn't look like damn near 6k midscreen, and 2D only doing 3k-ish. I'm okay with this.
  19. Same as always, I suggest that if the combo's finish is gonna give less then 500 damage and 10 meter in profit then you might as well go for oki.
  20. Just to point those situations. Option A End a combo after j.D or 5D with 214A~C~C > orb Option B End with 214A~D, if high enough you should be able to orb safely.
  21. We still have those, what we lost was damage and options. Might be repeating myself but even MORE of her specials seems useless now then in CS2 both for combo and offensive purposive. Wouldn't be wrong to think she's replacing Ragna as one of the entry level cast members.
  22. But then you have to think, compared to who? Litchi, Valk and Tao had their own level of derp that surpassed raw damage, plus she was basically netplay only in japan at the time.
  23. Why I wouldn't be so sure most of them left for tier reasons since quite a few was playing her back in CS1, as of now she pretty boring as a character even compared to Tager at the moment.
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