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OmniSScythe

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Everything posted by OmniSScythe

  1. Good mention, I assume everyone knew... Drives break primers, how did I forget to add that. Thanks.
  2. Thanks, if anyone wants to add a more descriptive version of anything or point anything out like spelling errors please do.
  3. Breakdown of ALL Makoto's normal and special moves which shall be going into the community project. Normals: 2A: Leads to her basic combos, breaks up to 6k damage with meter. 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 on hit or block, 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: Low, OTG's and leads to her basic combos. 6A: Anti-air, can be jump cancel on hit or block, air unblockable leads to air combos or 2D/5D. 6B~C: Overhead, air unblockable leads to some of her stronger combos, forces crouch. 6C: Decent poke, air unblockable, can be used after 5B if 5C can't gatling. and can be combo'd off of with 214B~A/B and on CH can be combo off of with 214A~A. 3C: Low, slow start up, leads to most of her stronger combos, can gatling to 2C/2D. 2C: Can cause Fatal status, slow start up, low, anti air and air unblockable. Goes into 214B~D on hit and used in almost all her good combos. j.A: Quick air jab, can gatling to j.B. j.B: CH gives a TON of hitstun, normal hit also have decent hitstun. j.CC: Can gatling to j.B after first hit. j.2C: Clashes with almost anything, same damage potential as 5A/2A. j.B+C: Makoto's air throw, it has a unique property of allowing the opponent to burst during the 2nd hit which depending on the timing will either allow you go right through it or block it. Specials: 46/ Parry: Can parry high and mid moves and if close enough stuns the opponent. On ground parry causes the opponent to spin and must RC'd to combo off of. On air parry it can be combo from if higher enough without using it's follow up though it highly prorated. Space counter breaks a primer. 623C/j.623C: DP, air unblockable with both versions, used in corner carry combos, if the D is used near the peak you can fall faster and make the follow up whiff which can be used to extend a combo. Knocking down a opponent with a level 1 or 2 2D follow up give them increase untechable time before they can tech. 5D: Causes ground slide, is air unblockable on any level, standard combo filler, breaks a primer, can fatal, 5D (1) and (2) has different uses than 3. 2D: Causes ground slide, is air unblockable on any level, standard combo filler, breaks a primer, can fatal. 2D (1) and (2) has different uses than 3. j.D: Causes ground slide, breaks a primer and can fatal. 236A/~D: Nick named orb oki, projectile, hits 4 times and is active for a short while. The D~ follow up at full charge goes 4/5ths of the screen, can break a primer, takes 2 primer at close range since Makoto's fist adds a hit, causes wall bounce anywhere and can fatal. 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 that 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. Lighting arrow B and C (214B~D and 214C~D respectfully): Breaks primers, CH causes Fatal status and C arrow crosses up on Tager. 214B~D is great to use as a combo finisher due to the large amount of untechable time on hit. 214A~D: Has invincibility on juke, breaks a primer, can cause fatal status, causes wallbounce in the corner. 214A~C: Can combo into C~mash, on CH combos into ~D and air unblockable. 214A~C~A: Overhead, can go into 5D/2D on hit and air unblockable. 214A~C~B: Low, or CH hit can be combo off of with 2B. 214A~C~C: C~CCC or C~Mash, can be combo'd off up with rapid cancel 2D/214B~D or 2A > 6A when in the corner. Particle Flare: PF for short, a three part distortion that does more damage with level 3 charges. Can be stopped at part 1 and be combo'd off up with part 2 using dash then 2D(3). Leads to Makoto's highest damaging combos. Can also OTG with the first hit but must charge to level (2) during the second hit to avoid a blue beat. Air unblockable Big Bang Smash: BBS for short, projectile, full charge hit 3/4ths of the screen, can punish other projectiles and can be used to combo into PF if timed and spaced right. 6A+B: Her counter assault, can be combo'd if it CH's with the opponent is in the corner. Counter assaults cannot kill but will leave opponent with 1 HP.
  4. Just tried her on the PS3 myself, seems to be the same charge timing for me.
  5. 5B actually, even better if you have enough time to jump and j.a/b to make sure you're timing it right.
  6. for 623C~D whiff you should practice off CH 623C~D whiff and try to 5A > 6A (not against Makoto) For j.623C~D do 2C > 214B~B > jc delay j.B > j.623C~D whiff A little advice, try to whiff during the start of the descent.
  7. What I'm using off either 5A or 5B after orb oki is 236A > 5B > 6A > 2D > 2C > 214B~D > 2C > 214A~D > 44 6A > 5D > 2C > 214B~B > jc j.D > 2C > 214B~B > j.623A~D(2)> 236A I should use 2A more often. lol
  8. ... ... ... ... The we do BnB's as block strings: 2A>5B>5CC>6BC 2A>5B>5CC>6BC>214A~C~A Good block strings: 2A xN dash another block string 2A x2 > 2B > 5B > 6A > 6B 2A > 5B > 5CC > 214A~A > 2B/6B/throw 2A > 5B > 6A > 5B > jump cancel Better block strings: nope.avi
  9. Great find! I'm considering making the new combo thread based on what is in this video and some of the combos posted here and in my notepad. Keeping the combos within practical range of course.
  10. The number of places you can actually use 6A >2D is limited, that combo isn't one of them. They both have their uses, far screen use the air combo or corner switch, mid range use the basic or 5D the rest of the way.
  11. With the 214A~D > 6A link if you are in the corner during 214A~D connection with the opponent you have to dash out (input it as if you was back dashing) then go for 6A. It's takes awhile to used to it. Also you have to make sure their at a good enough height for the dash under to work meaning pretty much only after 2C into 214A~D. Outside of Valk, Noel, Tao and Tager I don't know. Also no one does 6B into orb oki anymore because it was unsafe if delayed teched against since we don't recover that fast, same in CS1 actually. With 214B~D orb oki and to a much lesser degree 5D/j.623(1/2) orb oki lets us recover way before the opponent can tech.
  12. During 214B~B, delay it as much as possible then jump and use J.D asap then dash 236A~D. Timing is insane annoying against Lambda so don't actually go for that one on her. Shout outs to Crosell getting 30 bucks richer.
  13. Proration doesn't affect meter gain, only way to gained a ton meter mid combo after using meter is to have a ridiculous amount of time to so like Hazama. However, if you FC 2C > PF > Double Gold Burst and at some point do 2 reps of the 2D(1) loop and set up for the double BBS > PF then we gain about...43 meter. :P With red health, 2 bursts and 100 meter you can do 150 meter combos.
  14. The 2A/6C combos I was mention was with PF, the meter cool down affects it hard. Also 2D(1) loops doesn't work after PF though PF > double gold burst might make it doable.
  15. So for the most part 2D > breakshot > adjusted 6A BBS > PF is the easiest set up New combo off FC 2C is: FC 2C > 214B~D > 2C > 214A~D > 44/66 6A > 5D > 2C > 2D(1) > 5CC > 2D(1) > 5CC > j.B > jc j.D > 2C > 2D > 236A~D > 4~ 6A > BBS > PF(2/3)(3)(3) Does 8772 damage, same amount off a 5CC into PF combo in CS1. Trying out gold bursts in the combo now. Edit: FC 2C > 214A~A > Double Gold Burst > 214B~D > 2C > 214A~D > 44/66 6A > 5D > 2C > 2D(1) > 5CC > 2D(1) > 5CC > 2D(1) > 5CC > j.B > jc j.D > 2C > 2D > 236A~D > 4~ 6A > BBS > PF(2/3)(3)(3) 10233 damage, sorry Tao for being the test dummy. Actually, I can't remember what I did to get 6.6k so right now it's just 6.1k. (still great)
  16. 2A>5B>5CC>6BC>5D3>dash2C>214B~D>2C>2D3>2C>214B~B>JD3>2366A~D>214B~D>orb oki That, 2366A~D > 5CC > j.B > j.623D(2) for those orb oki doesn't work on.
  17. Oh my god the combos, the damage, it's just too damn gdlk. 2A can lead up to 6.6k and 6C CH is 7.6k both of which needs 75 meter during the start.
  18. Don't attempt to 3C at all, do not dash half heartily because CH 3C will put in a world of hurt (not now cause it's new to people but keep it in mind). Don't try to hit on a normal blocked chain unless he's really far away, on IB you can 6A or parry (on reaction). Stay grounded most of the time unless he's close range and at a good height to be j.B against.
  19. All grab have invul during it animation but Makoto's air grab lack it in CS1, it also let people burst after the headbutt hits. In CS2 however it gained invul and it last till she stands up meaning any burst till then is wasted.
  20. You can get the lvl 1 2D without CH with a good starter Tried: 2C (FC) > 214B~D (L3) > 2C > 2D (L3) > 2C > 214A~D (L3 )> 446A > 5D (L3) > 2C > 2D (L1) > 5CC [x2] > j.B > dj j.D (L3) > 2366A~D > 2C > PF (3)(3)(3) Leads to 7752 damage meaning 10 damage MORE then my practical max damage combo of FC 2C back in CS1. Anyone knows the new set up for double hit BBS into PF? edit: 5B CH > 2C > 214B~D (L3) > 2C > 2D (L3) > 2C > 214A~D (L3 )> 446A > 5D (L3) > 2C > 214B~B > j.D > 2366A~D > delay 5CC > PF (3)(3)(3) = 6558
  21. Not sure but I'm hearing a week, also I want to say FUCK YEAH AIR GRAB BAITS BURST FOR FREE AND TELLS STIENS TO GO FUCK THEIR SELFS /caps.
  22. Try it out when you get the chance, I learned almost all my combos online/CS1 and to my surprise they all work a little better. lol
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