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OmniSScythe

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Everything posted by OmniSScythe

  1. Only in America, Ren is trolling on BB and Tokido in SSF4. Edit: Actually I think SSF4 has a good amount of high level players on netplay.
  2. CH j.B already can be teched midair if done from high enough like say double jump height.
  3. lol what? Makoto's BBS comes out in 3 frames after a 8 frame start up, but to stay on point she hasn't been mess with outside of parry cancel being removed and 5B being jump cancelable.
  4. From the way I was reading it seems like they said parry cancel wasn't possible off of 5B jump cancel on block. Of course crappy google translate is crappy.
  5. I wonder did Bang's 623B/j.623B get a different effect like skid or some untechable time once grounded. I think I can speak for most of them when I say.
  6. Sure thing, the more good Hazama's I play against the better.

  7. No, do not jump in on Ragna unless it's a empty jump. Your go to for 5B is either patience or parry which for me personally is probably the easiest thing to parry on reaction. 3C is possible on prediction but they have to be really obvious.
  8. Just one really helpful note, if you see a Mu trying cancel a unsafe move like 6C into a stein then jump cancel you can punish with BBS before they even finish setting it up.
  9. Definitely. 2.5-6.8k is her average damage range with or without the Parry Loop, though I prefer her corner oki combos more then raw damage. (usually ends with 50 meter plus forced block on tech) 2 highs and 3 lows though her only worth while mixups come from either PCing her blockstrings or resets during her Parry Loop which may appear as a on going part of her combo.
  10. Not sure, playing Makoto seems to make me think everyone has her move list. :psyduck:

  11. I'll try to make it out for BB if I can at least get a friend to come, not sure how well mashing buttons gonna do me in GG. :P
  12. Not sure but it's better to wait till they patch Makoto and Mu into the Arcade cabinet's or for me personally till I get a match with pulsr's Mu. http://www.youtube.com/watch?v=CyyoX47NQk4 Suggest practicing parry against all of those set ups to get your own sense of timing.
  13. 214C into barrier is a godsend in this match up, use it. Also parrying her laser is good way to stop her rushdown and Oki for certain setups. If you know their the type to use 2C after 2B to jump cancel their blockstrings you can 3C for CH into 4-6k goodness.
  14. Fun fact, Jin's 3C beats her 2A clean, I'll shed some light on the match up more in the Jin vs Makoto thread later.
  15. Her 6A shuts down all of his air normals, 214C into barrier is a free in to close or at least mid-range against all zoners and her 2A is fast enough to beat out most of his ground normals. She doesn't actually have to go into air to air though at close range if she's lower then him then j.B beats out all of his but j.A which usually will end up in her favor due to hit stun. Basically this match up ends up with who gets who cornered first since Jin's max range 6D is really good against her range.
  16. As one Jin player to another, Jin doesn't really any advantage in that match up.
  17. Quoted the wrong post FML.
  18. Eating a 3-4k combo into a reset for 3-7k is a really serious reality when Makoto is being used right.
  19. Congrats man, if you ever need help with her just ask or check Makoto's combo list. xD

  20. I can pull off the basic one, but the 6.8k one is the only version I wanted to do. (yet my analog sucks for the job) :vbang:

  21. Fine I guess, trying to learn everything but that loop.

  22. 2nd, whipped out the Makoto when I can could had just Jin it to... well you know. xD

  23. Thanks xD I ended up losing the tourney all together due to messing about near the end.

  24. Haha, you're in for a treat once mAc uploads me and Seifuuku matches. *hintpinkvspink* :kitty:

  25. No offense to anyone but could we stop posting match-up ratio's and shit, hasn't even been a week yet.
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