Jump to content

Archived

This topic is now archived and is closed to further replies.

Bibiquadium

[CP] Makoto Nanaya Loketest Changes Thread

Recommended Posts

Oh hey, she has a coat now. No more full-outfit changes in a second. I'm curious to see what that coat looks like in her regular colors (I'm hoping it's black, if only as a throwback to her NOL coat). I heard that Amane's DD (apparently it's a 222D motion which probably means it's a command grab) turns her into a loli?

I think the game looks faster in general. I'm not entirely sure that any of her movement options got faster.

In any case, I'm hype. I want to see Lil' Makoto. :O

Share this post


Link to post
Share on other sites
Is it just me, or does Asteroid Vision really seem to be a lot faster?

And for that matter, her dash/run seems faster too, in acceleration and speed.

I'm sort of excited by this.

Her speed looks the same for me, this is probably the effect of the monitor/recording

About her Astroid Vision, its hard to see if A version is faster and i cant see B/C Vision quite clear.

snip

Capture-1.png

Looks like her coat will be black with a bit of orange

Share this post


Link to post
Share on other sites
Her speed looks the same for me, this is probably the effect of the monitor/recording

About her Astroid Vision, its hard to see if A version is faster and i cant see B/C Vision quite clear.

Looks like her coat will be black with a bit of orange

Here goes hoping. I think the speed increase would be awesome, regardless if the other characters got faster too.

I think her coat is cuuute <3. It also shows that Arcsys is taking every detail of the story quite serious, she did lose her first coat in Extend, but they could just be lazy and say: "well she's got it back now, whatever", and no one would care.

Share this post


Link to post
Share on other sites

Need a translater for these jbbs posts :(

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1330224487/956

ロケテ触って来ました。マコトはあまり変わらずに純粋強化のような気が

ランダーLv3はガードさせて微有利取れてると思います。

何度か相手の方にガード後に一緒にジャンプしてもらったんですが、こちらのほうが先に飛べてました。

対戦中もランダーガードさせた後のこちらの技はCHしかありませんでした。

ただルナ>ランダーLv3の間を投げで割られたので、Lv3は暴れ潰しとしては機能しないかと

コズミックレイは他の方も書いてる通りの突進技で、ガード微不利程度で離れるので反撃を受けず優秀でした。

A+Bのクラッシュトリガーは振り下ろすようなモーション?(よく見えませんでした)

ちょっと遅めの発生でガトリング中にキャンセルで出せました。

ガークラできた場合はまあダッシュして5Cが余裕で入るくらいの硬直でした。

空投げからノーゲージで2Aが繋がりました。

他のキャラは削除されてるものが多いらしいjcとガトリングルートなんですが、既存のものは全て残ってました。

総じてEXのものが流用できました。

ただやはり暴れ潰しに乏しい・・・。アンケートに書くならこの辺かも。

明日も触ってくる予定なので調べてほしいことがあれば、言ってくれれば出来る限り調べてみます。

And the one i posted before

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1330224487/966

触ってきたのでとりあえず気付いた点を箇条書きでいくつか

・5Dの受身不能時間が微ダ2Cミスって出た3Cが間に合うくらいダウン長く

・6C>ルナ>ラッシュ1段止めが大分楽になってたけど5Aでも拾えなく

・スターの壁ビターン効果で中央端よりからでも6C>ルナ>スターからの端コン行けるように

・~5CC>OD>微ダ5CC入った、OD中5CC>2D、6A>JD確認

・地上2D>2Cは不可、(5D等>)5B>6A>2D>2Cは可、5B>6A>2D>JDは無理だった(OD中は可)

・高め2Dからコメットも入りそうだったけど調べるの忘れた…

・ラグナにコンボ中のJD>5B>5CCが入らなかったので5CCの判定上に減ったかも?(補正で入らなくなった可能性あり)

・ジンヴァルには相変わらずスライドダウン中に5B5C入らない

・ダウン中のルナ>ゲイザーは入らなくなった

・1回コロナCHした時になんか前より浮きが高かったような気がしたからもしかしたらまた拾える様になってるかも?

・メテオダイブはコンボ締めには以前より1、2テンポ早く出さないと受身取られる

・新技はコンボパーツとしては厳しそう

・空投げは2B追撃余裕でした

とりあえず出来たコンボ。もう少し伸ばせそうだったけど試せなかった

・2A>5B>5CC>5D>2C>スター>5CC>コロナ

・6BC>5D>2C>スター>6A>2D(>6A)>JB>JD>5CC>コロナ

・6投げ>スター>6A>2D>6A>JB>JD>5D>5CC>コロナ

6投げ始動はうろ覚え、間違ってたらごめん

以下妄想

・2A>5B>5CC>5D>5CC>JB>JD>微ダ2C>スター>5CC>コロナ

・6BC>5D>2C>スター>5B>dl6A>2D>コメット>5CC>JB>JD>5CC>コロナ

・6投げ>スター>6A>5D>2C>コメット>5CC>JB>JD>2Dor5CC>コロナ

・6BC>5D>OD>2C>スター>5B>6A>2D>JD>スラコメ>5CC>コロナ

なんかきちんと探せばいい始動からなら

スターとコメット両方入れれるルートあるような気がした

しかし明日以降はロケテいけないので調べられないという…

BONUS!

A Clear image for Makoto's new intro From Famitsu

l_5037a19a67e90.jpg

New color palettes look cool so far

Share this post


Link to post
Share on other sites
@1:18 the overhead whiff worries me

I wouldn't worry about it. It's actually a small problem that exists in a similar fashion to Hazama vs Makoto. Apparently, if you time Haz's 6A correctly, it'll totally whiff through Makoto's standing hitbox. Probably just a weird hitbox thing, but it doesn't show up anywhere besides at neutral. (Jin also had a similar thing when he'd fix his glove in CT, I think it was.)

Anyway, new Makoto stuff looks pretty cool. Cosmic Ray reminds me a bit of Sol's Fafnir, in a sense. Can't wait to use her and Bullet.

EDIT: I also really love those above color palettes.

Share this post


Link to post
Share on other sites
New color palettes look cool so far

Damn, Makoto got some extra swag in the new game. That coat looks so good on her. And that pose. <3

And that color... good god, that is definitely my main color (barring anything else godlike).

Share this post


Link to post
Share on other sites
Damn, Makoto got some extra swag in the new game. That coat looks so good on her. And that pose. <3

And that color... good god, that is definitely my main color (barring anything else godlike).

Honestly, I'd prefer it if she fought in that coat. That would damn cool, and way classier than she is now.

Share this post


Link to post
Share on other sites
Honestly, I'd prefer it if she fought in that coat. That would damn cool, and way classier than she is now.

Great minds think alike :D

Three cheers for the Squirrel Coat!

Share this post


Link to post
Share on other sites
Honestly, I'd prefer it if she fought in that coat. That would damn cool, and way classier than she is now.

Almost anything would be classier than what she has on now. I'm used to her outfit now but I'm still not sure what the thought-process behind her whole outfit was. I guess from a fighting perspective, if the opponent is focused on her "defining features", they'll be too distracted to notice the 100,000 PSI uppercut they're about to be hit by. From the player's perspective, learning how to play her during the first week or so in CS1 was extremely annoying for the same reasons.

In any case, Makoto's outfit has been heavily discussed since she was first revealed as a DLC character. I'm just glad she has a coat to wear when it's cold out or when she goes out to a nice restaurant or something. >__>

But hey, the "WTF are you wearing" award goes to Bullet now. Did those jeans get eaten by wolves or are they actually denim panties? And what's with that belt? And like the previous holder of that award, I'll be playing her too. I love women that hit hard for no reason. <3

Share this post


Link to post
Share on other sites
Need a translater for these jbbs posts :(

l_5037a19a67e90.jpg

New color palettes look cool so far

I wish I wasn't so rusty, i like facepalmed last time cause I missed "tara" at the end of the verb, and I forgot a lot of the kanjis. Best wait for HiagoX, if he'll be kind enough to translate it.

I'm loving the coat more the more I look at it. :kitty:

Share this post


Link to post
Share on other sites

New JBBS posts just came in, I will ask for someone else to translate the posts, we cant put all the load on HiagoX.

Honestly, I'd prefer it if she fought in that coat. That would damn cool, and way classier than she is now.

:'(

Share this post


Link to post
Share on other sites

触ってきたのでとりあえず気付いた点を箇条書きでいくつか

Got my hands on it so I'll lay out the points I noticed below.

・5Dの受身不能時間が微ダ2Cミスって出た3Cが間に合うくらいダウン長く

5D's untechable time - long enough that even though I misinput dash 2c and got 3c, the 3c connected

・6C>ルナ>ラッシュ1段止めが大分楽になってたけど5Aでも拾えなく

6C> Lunatic Upper > Rush (stop after 1 hit) has become a lot more comfortable but can't pick up even with 5a

・スターの壁ビターン効果で中央端よりからでも6C>ルナ>スターからの端コン行けるように

Stargazer's wall/turn effect lets you combo from midscreen -> corner with 6C > lunatic upper> star (?)

・~5CC>OD>微ダ5CC入った、OD中5CC>2D、6A>JD確認

>5CC>OD>mini dash 5CC connected. During OD, 5CC>2D, 6A> JD as well

・地上2D>2Cは不可、(5D等>)5B>6A>2D>2Cは可、5B>6A>2D>JDは無理だった( OD中は可)

grounded 2D > 2C doesn't work. 5D > 5B>6A>2D>2C is possible, 5B>6A>2D>JD isn't (but is during OD)

・高め2Dからコメットも入りそうだったけど調べるの忘れた…

Off a High 2D hit, comet probably also works but forgot to check

・ラグナにコンボ中のJD>5B>5CCが入らなかったので5CCの判定上に減ったかも?(補正で入らなく なった可能性あり)

Comboing Ragna, JD>5B>5CC didn't work. Did the hitbox get lowered? (also possible that it is due to proration)

・ジンヴァルには相変わらずスライドダウン中に5B5C入らない

As usual, with Jin in his slide state near the corner, 5B5C doesn't work

・ダウン中のルナ>ゲイザーは入らなくなった

While down, Lunatic upper> stargazer doesn't work

・1回コロナCHした時になんか前より浮きが高かったような気がしたからもしかしたらまた拾える様になって るかも?

One time I got a CH Corona Upper, the floating seemed higher, maybe it's once again possible to pick up afterwards?

・メテオダイブはコンボ締めには以前より1、2テンポ早く出さないと受身取られる

Meteor dive as an ender needs to put in 1 or 2 beats earlier or they'll tech.

・新技はコンボパーツとしては厳しそう

New moves seem hard to use during combos

・空投げは2B追撃余裕でした

Air throw can easily be followed up with 2b.

とりあえず出来たコンボ。もう少し伸ばせそうだったけど試せなかった

Combos I was able to do. May be able to be extended longer, but didn't test.

・2A>5B>5CC>5D>2C>Star>5CC>Corona

・6BC>5D>2C>Star>6A>2D(>6A)>JB>JD>5CC>Corona

・Forward throw>Stargazer>6A>2D>6A>JB>JD>5D>5CC>Corona

6投げ始動はうろ覚え、間違ってたらごめん

Forward throw starter is as I remember it, forgive me if it is wrong

以下妄想

Ideas:

・2A>5B>5CC>5D>5CC>JB>JD>微ダ2C>スター>5CC>コロナ

・6BC>5D>2C>スター>5B>dl6A>2D>コメット>5CC>JB>JD>5CC >コロナ

・6投げ>スター>6A>5D>2C>コメット>5CC>JB>JD>2Dor5CC>コロナ

・6BC>5D>OD>2C>スター>5B>6A>2D>JD>スラコメ>5CC>コロナ

なんかきちんと探せばいい始動からなら

Feels like if you search for the right starter

スターとコメット両方入れれるルートあるような気がした

then stargazer and comet both should have workable routes

しかし明日以降はロケテいけないので調べられないという…

But from tomorrow, there's no loketest so we can't look for them

ロケテ触って来ました。マコトはあまり変わらずに純粋強化のような気が

Played at the loketest. Makoto seems straight up stonger.

ランダーLv3はガードさせて微有利取れてると思います。

Lander lvl 3 leaves at a slight advantage if blocked I believe

何度か相手の方にガード後に一緒にジャンプしてもらったんですが、こちらのほうが先に飛べてま した。

Numerous times, we both jumped afterwards, and I got into the air first.

対戦中もランダーガードさせた後のこちらの技はCHしかありませんでした。

During matches, after having lander blocked, my moves afterwards were all CHs.

ただルナ>ランダーLv3の間を投げで割られたので、Lv3は暴れ潰しとしては機能しないかと

But, Lunatic upper > Lander level 3, got thrown in between, so level 3 doesn't seem like it works to stop mashing.

コズミックレイは他の方も書いてる通りの突進技で、ガード微不利程度で離れるので反撃を受けず 優秀でした。

Cosmic ray as others have written is a rush move. Slightly negative on block and leaves a bit away, cannot be punished. Excellent.

A+Bのクラッシュトリガーは振り下ろすようなモーション?(よく見えませんでした)

A+B crush trigger seems to have a swinging down motion (don't remember well)

ちょっと遅めの発生でガトリング中にキャンセルで出せました。

Slightly delayed activation while gatling did not allow for a cancel.

ガークラできた場合はまあダッシュして5Cが余裕で入るくらいの硬直でした。

guard crush state lets you easily do a dash 5c.

空投げからノーゲージで2Aが繋がりました。

Air throw > 2a connected with no gauge.

他のキャラは削除されてるものが多いらしいjcとガトリングルートなんですが、既存のものは全て残ってまし た。

Other characters have lost lots of jump cancels or gatlings, but all of ours are intact as of now.

ただやはり暴れ潰しに乏しい・・・。アンケートに書くならこの辺かも。

But not enough ways to stop mashing. This might be the spot to write about in the survey.

明日も触ってくる予定なので調べてほしいことがあれば、言ってくれれば出来る限り調べてみます 。

Also planning to go tomorrow, so if there is anything you guys want me to test out, say so.

Share this post


Link to post
Share on other sites

I know this is just loke tests but with the way things are looking it's getting really hard not to get hyped over a well balanced version of Makoto that's not stupid strong or Wtf bad. :)

Share this post


Link to post
Share on other sites

Thank you very much Errol. I posted what you wrote in the "BBCP System Changes/Movelist Translations and Loketest Information" hope you don't mind

Here are the other two posts

大阪タイトーはかなり混んでて2時間待ちだった。

さすがに1プレイしかやる気が起きなかった(つд;)

分かった事少ないけど書くと

・2D1を当てた後に2D3当てたときも、相変わらず同技補正が適用される。

・AアステDは意外と発生が遅め。横に判定は尖っている、中距離よりやや遠めじゃないと使いに くいかも。

以下は既出だけど情報固める意味で

・5Dは確かに受身不能時間が長くなっている。

・空投げから2Bで拾える

・画面端スライドダウンにルナゲイ入らない。ルナの浮きが高くなっており、相手のかなり下をスカってました 。

 コンボパーツとしてはゲイザーは使えなくなりました。

・ラッシュrc>ダッシュ2C2D~は相変わらず当たる。中央でゲージ吐くならこれかな?

・エリアル>コロナ>LV2ダイブrc>紫投げ の補正切り連携は今回もできた。

調べられなかった事

・2Cに同技補正があるのかどうか。

相手の人に受身取らないように頼んで調べようと思ったけどできんかった><;

2C>ブレーキ>2C>ブレーキ>2C>スター

2C>ブレーキ>6C>ブレーキ>6C>スター

辺りのダメージ比較をすれば分かると思うので時間のある人お願いします。


今日ロケテ行って来ました。既出もあるでしょうが書いていきます

・J2Cは相変わらずガードさせて不利

・各種アステロイド派生の弾無敵無し。新技のコズミックも無敵なし

・ランダーとコズミックはコンボに組み込めそうにない。ODならワンチャンあるかも?レベルか と

・テイガーがCTをコンボに取り入れていたので、6ACH>CTと繋いでみたが、次に繋がりそ うはなかった

・端のスライドダウンに5Bや5CCが入らないとのジンヴァルでしたが、5Dスライドダウンの場合のみ密着 まで走ると繋がりました

・ルナ>ゲイザーのルナを直ガしても投げで割れないとのこと(相手の方の報告より)

最後の項目は事実なら相当うれしいんですが、しっかり調べる前に時間になってしまい・・・

という感じでした

今回はEXに何か一つ足したような調整を受けているイメージでした。個人的にかなりよかったと 思います。

I know this is just loke tests but with the way things are looking it's getting really hard not to get hyped over a well balanced version of Makoto that's not strong or weak. :kitty:

fix'd. She wasn't any of those, you should know that more than anyone else :3

Share this post


Link to post
Share on other sites

大阪タイトーはかなり混んでて2時間待ちだった。

Osaka loketest was quite packed. 2 hour wait.

さすがに1プレイしかやる気が起きなかった(つд;)

Couldn't get myself to do that more than once.

分かった事少ないけど書くと

Learned little but I'll write what I did.

・2D1を当てた後に2D3当てたときも、相変わらず同技補正が適用される。

After hitting with 2D(1) and then hitting with 2D(3), as before, same move proration is applied.

・AアステDは意外と発生が遅め。横に判定は尖っている、中距離よりやや遠めじゃないと使いに くいかも。

A asteroid -> D is surprisingly slow. Particularly, seems hard to use except from long or mid range due to priority.

以下は既出だけど情報固める意味で

The below is previously covered, but with the intent of reinforcing it:

・5Dは確かに受身不能時間が長くなっている。

5D untechable time is certainly longer

・空投げから2Bで拾える

Air throw can be picked up with 2b.

・画面端スライドダウンにルナゲイ入らない。ルナの浮きが高くなっており、相手のかなり下をスカってました 。

Mid screen to corner slide down doesn't allow for lunatic upper -> stargazer to connect. Lunatic upper's floating is higher, and you end up whiffing quite a bit below them.

 コンボパーツとしてはゲイザーは使えなくなりました。

As part of a combo, stargazer doesn't seem usable.

・ラッシュrc>ダッシュ2C2D~は相変わらず当たる。中央でゲージ吐くならこれかな?

Rush RC > dash 2C>2D still hits. Might be the thing to do midscreen if you have meter?

・エリアル>コロナ>LV2ダイブrc>紫投げ の補正切り連携は今回もできた。

Aerial > Corona > Lvl 2 meteor dive > RC > purple grab is also doable this time around.

調べられなかった事 (Things I couldn't research)

・2Cに同技補正があるのかどうか。

相手の人に受身取らないように頼んで調べようと思ったけどできんかった><;

2C>ブレーキ>2C>ブレーキ>2C>スター

2C>ブレーキ>6C>ブレーキ>6C>スター

辺りのダメージ比較をすれば分かると思うので時間のある人お願いします。

今日ロケテ行って来ました。既出もあるでしょうが書いていきます

Went to the loketest.

・J2Cは相変わらずガードさせて不利

J2C is still negative on block.

・各種アステロイド派生の弾無敵無し。新技のコズミックも無敵なし

Asteroid doesn't have projectile invincibility. Neither does the new move cosmic ray.

・ランダーとコズミックはコンボに組み込めそうにない。ODならワンチャンあるかも?レベルか と

Lander and cosmic don't seem to be able to be used in combos. With OD maybe there is a chance.

・テイガーがCTをコンボに取り入れていたので、6ACH>CTと繋いでみたが、次に繋がりそ うはなかった

Tried to land a crush trigger on Tager in the middle of a combo. 6A CH > Crush trigger connected, but didn't seem to be able to follow up after that.

・端のスライドダウンに5Bや5CCが入らないとのジンヴァルでしたが、5Dスライドダウンの場合のみ密着 まで走ると繋がりました

Corner slide down/jin against the wall, 5B and 5CC wouldn't connect, but, just in the case of the slide caused by 5D, it was possible to follow up afterwards if you dash right in.

・ルナ>ゲイザーのルナを直ガしても投げで割れないとのこと(相手の方の報告より)

Lunatic upper > gazer wasn't able to be beat with insta block > throw (Report from opponent)

最後の項目は事実なら相当うれしいんですが、しっかり調べる前に時間になってしまい・・・

という感じでした

That last bit is quite nice if it is true, but time was up before it could be thoroughly checked.

今回はEXに何か一つ足したような調整を受けているイメージでした。個人的にかなりよかったと 思います。

This time the adjustments seem to be a step forward from EX. Personally, I was quite happy with it.

Share this post


Link to post
Share on other sites

Does anyone know what's going on with Lightning Arrow or Comet Cannon in either of these loketests? None of the videos we have or any of the translations, many thanks for them by the way, have shown or mentioned either.

Lightning Arrow was all but ruined in Extend and I would very much like to see it have some usefulness again. Comet Cannon has always had its niche in Makoto's arsenal, but with no information on it, I'm worried that they made it far worse or even impossible to use in combos.

Share this post


Link to post
Share on other sites

Analyzing what is happening so far

"・6C>ルナ>ラッシュ1段止めが大分楽になってたけど5Aでも拾えなく

6C> Lunatic Upper > Rush (stop after 1 hit) has become a lot more comfortable but can't pick up even with 5a"

A lot of players don't know about this link in Extend. I guess it became very easy to do now thanks to the increased gravity but at the same time this will ruin our ability to combo after it.

"・~5CC>OD>微ダ5CC入った、OD中5CC>2D、6A>JD確認

>5CC>OD>mini dash 5CC connected. During OD, 5CC>2D, 6A> JD as well"

wow, seems like OD cancel will act just like the special cancel. if thats true then we can easily turn our confirms into OD combos and find neat link like 6C > OD > stuff.

"・地上2D>2Cは不可、(5D等>)5B>6A>2D>2Cは可、5B>6A>2D>JDは 無理だった( OD中は可)

grounded 2D > 2C doesn't work. 5D > 5B>6A>2D>2C is possible, 5B>6A>2D>JD isn't (but is during OD)"

so 2D launch even lower, we cant do normal 2D > 2C midscreen stuff but if Infinite Rush > RC > 2C > 2D still works then we are ok. "5D>5B>6A>2D>2C" is our exact same corner BnB in Extend!

"・ラグナにコンボ中のJD>5B>5CCが入らなかったので5CCの判定上に減ったかも?(補 正で入らなく なった可能性あり)

Comboing Ragna, JD>5B>5CC didn't work. Did the hitbox get lowered? (also possible that it is due to proration)"

?!... i hope it didn't work because of the proration

"・ダウン中のルナ>ゲイザーは入らなくなった

While down, Lunatic upper> stargazer doesn't work"

I guess he mean "while crouching > 214ACB doesn't work". Big nerf, we lost our ability to confirm crouch hits into better meterless.

"・ジンヴァルには相変わらずスライドダウン中に5B5C入らない

As usual, with Jin in his slide state near the corner, 5B5C doesn't work"

And so valk will be :v:

"・ダウン中のルナ>ゲイザーは入らなくなった

While down, Lunatic upper> stargazer doesn't work"

Either lunatic upper launches them higher now or Stargazer have lost it's upward hitbox. Either way we lost the addition Stargazer in our combo which we gained in Extend to make up for the loss of Lightning arrow which meeeeeeans that our damage is now very limited in midscreen and need to be a bit close to corner for any big combo to start. Note: Stargazer might still be combo'ed into if we had a fatass opponent and a Fatal starter which might be used to raise our damage output vs some characters (mostly bad match ups) or boost the damage of our fatal combos.

"・1回コロナCHした時になんか前より浮きが高かったような気がしたからもしかしたらまた拾え る様になって るかも?

One time I got a CH Corona Upper, the floating seemed higher, maybe it's once again possible to pick up afterwards?"

Maybe the counter hit DP he had was an anti air. If not then maybe they made DP CH launches opponent in a way that makes it combo'able when close to corner. Corona Upper is bad but i dont think they will give it a higher reward for this because the ability to combo after it in midscreen because that will be too much especially because we are meant to be an aggressive character.

"・メテオダイブはコンボ締めには以前より1、2テンポ早く出さないと受身取られる

Meteor dive as an ender needs to put in 1 or 2 beats earlier or they'll tech."

In the Makoto vs Platinum video you can see Makoto finishes her combo with a Meteor Dive Lvl3 so its still possible even though it looks hell strict now. I guess the tester fall in SMP penalty or his combo proration was near dead. Anyway, it seems that the untechable time is reduced, so, no dive whiffs :(

"・空投げは2B追撃余裕でした

Air throw can easily be followed up with 2b."

*YES* even if it doesn't lead to a lot damage it still better than what it was at, combo after it = more carry and more heat gain now.

"ランダーLv3はガードさせて微有利取れてると思います。

Lander lvl 3 leaves at a slight advantage if blocked I believe

何度か相手の方にガード後に一緒にジャンプしてもらったんですが、こちらのほうが先に飛べてま した。

Numerous times, we both jumped afterwards, and I got into the air first.

対戦中もランダーガードさせた後のこちらの技はCHしかありませんでした。

During matches, after having lander blocked, my moves afterwards were all CHs."

So, Lander Blow is gonna be a pressure reset tool. i don't think it will change our pressure much because we could always do nothing after Lunatic upper and go for reset once they over-respect our FT.

"コズミックレイは他の方も書いてる通りの突進技で、ガード微不利程度で離れるので反撃を受けず 優秀でした。

Cosmic ray as others have written is a rush move. Slightly negative on block and leaves a bit away, cannot be punished. Excellent."

Nice, finally more options in Neutral. I hope it have a great hitbox (priority) to break anything in our way like Hell's Fang. Having this tool might encourage us for going into Asteroid Vision if its good. Also, it might become devastating with the OD on, think about it...

"A+Bのクラッシュトリガーは振り下ろすようなモーション?(よく見えませんでした)

A+B crush trigger seems to have a swinging down motion (don't remember well)"

Cool, the new CT feature might benefit us more than the others since we tend to sustain a long pressure strings vs reversal-less characters. Also, our mix up game is all based on 6B and throws, having another option is a nice addition to us. (I've read somewhere that Makoto's CT Motion will look like Bang's 5C).

"ただやはり暴れ潰しに乏しい・・・。アンケートに書くならこの辺かも。

But not enough ways to stop mashing. This might be the spot to write about in the survey."

CT's are gonna be slow (between 20~30 Frame). It wont help us vs Mashing neither Lander Blow. Will i guess we must play high level japanese pressure again.

"・J2Cは相変わらずガードさせて不利

J2C is still negative on block."

noooooooooooo

"・ランダーとコズミックはコンボに組み込めそうにない。ODならワンチャンあるかも?レベルか と

Lander and cosmic don't seem to be able to be used in combos. With OD maybe there is a chance."

I bet Lander Blow will be used in OD combos for improved damage, and Cosmic Ray will make use of faster lvl3 charges in neutral.


Sorry for long post

I don't want to sound ungrateful but... i personally don't like where Makoto is going tbh. Seems like ASW is ripping us from our unique tools (AV/Comet/3C/j.2C/Parry...) to force us into relying more on basics.

On viablity topic. Makoto looks good so far with everyone above her getting nerfed.

Share this post


Link to post
Share on other sites
触ってきたのでとりあえず気付いた点を箇条書きでいくつか

Got my hands on it so I'll lay out the points I noticed below.

・5Dの受身不能時間が微ダ2Cミスって出た3Cが間に合うくらいダウン長く

5D's untechable time - long enough that even though I misinput dash 2c and got 3c, the 3c connected

・6C>ルナ>ラッシュ1段止めが大分楽になってたけど5Aでも拾えなく

6C> Lunatic Upper > Rush (stop after 1 hit) has become a lot more comfortable but can't pick up even with 5a

・スターの壁ビターン効果で中央端よりからでも6C>ルナ>スターからの端コン行けるように

Shooting Star's wallstick effect lets you combo from midscreen -> corner with 6C > Lunatic > Shooting Star

・~5CC>OD>微ダ5CC入った、OD中5CC>2D、6A>JD確認

>5CC>OD>mini dash 5CC connected. During OD, 5CC>2D, 6A> JD as well

・地上2D>2Cは不可、(5D等>)5B>6A>2D>2Cは可、5B>6A>2D>JDは無理だった( OD中は可)

grounded 2D > 2C doesn't work. 5D > 5B>6A>2D>2C is possible, 5B>6A>2D>JD isn't (but is during OD)

・高め2Dからコメットも入りそうだったけど調べるの忘れた…

Off a High 2D hit, comet probably also works but forgot to check

・ラグナにコンボ中のJD>5B>5CCが入らなかったので5CCの判定上に減ったかも?(補正で入らなく なった可能性あり)

Comboing Ragna, JD>5B>5CC didn't work. Did the hitbox get lowered? (also possible that it is due to proration)

・ジンヴァルには相変わらずスライドダウン中に5B5C入らない

As usual, with Jin in his slide state near the corner, 5B5C doesn't work

・ダウン中のルナ>ゲイザーは入らなくなった

On down, Lunatic upper> stargazer didn't work

・1回コロナCHした時になんか前より浮きが高かったような気がしたからもしかしたらまた拾える様になって るかも?

One time I got a CH Corona Upper, the floating seemed higher, maybe it's once again possible to pick up afterwards?

・メテオダイブはコンボ締めには以前より1、2テンポ早く出さないと受身取られる

Meteor dive as an ender needs to put in 1 or 2 beats earlier or they'll tech.

・新技はコンボパーツとしては厳しそう

New moves seem hard to use during combos

・空投げは2B追撃余裕でした

Air throw can easily be followed up with 2b.

とりあえず出来たコンボ。もう少し伸ばせそうだったけど試せなかった

Combos I was able to do. May be able to be extended longer, but didn't test.

・2A>5B>5CC>5D>2C>Star>5CC>Corona

・6BC>5D>2C>Star>6A>2D(>6A)>JB>JD>5CC>Corona

・Forward throw>Stargazer>6A>2D>6A>JB>JD>5D>5CC>Corona

6投げ始動はうろ覚え、間違ってたらごめん

Forward throw starter is as I remember it, forgive me if it is wrong

以下妄想

Ideas:

・2A>5B>5CC>5D>5CC>JB>JD>微ダ2C>スター>5CC>コロナ

・6BC>5D>2C>スター>5B>dl6A>2D>コメット>5CC>JB>JD>5CC >コロナ

・6投げ>スター>6A>5D>2C>コメット>5CC>JB>JD>2Dor5CC>コロナ

・6BC>5D>OD>2C>スター>5B>6A>2D>JD>スラコメ>5CC>コロナ

なんかきちんと探せばいい始動からなら

Feels like if you search for the right starter

スターとコメット両方入れれるルートあるような気がした

then Shooting Star and comet both should have workable routes

しかし明日以降はロケテいけないので調べられないという…

But from tomorrow, there's no loketest so we can't look for them

ロケテ触って来ました。マコトはあまり変わらずに純粋強化のような気が

Played at the loketest. Makoto seems straight up stonger.

ランダーLv3はガードさせて微有利取れてると思います。

Lander lvl 3 leaves at a slight advantage if blocked I believe

何度か相手の方にガード後に一緒にジャンプしてもらったんですが、こちらのほうが先に飛べてま した。

Numerous times, we both jumped afterwards, and I got into the air first.

対戦中もランダーガードさせた後のこちらの技はCHしかありませんでした。

During matches, after having lander blocked, my moves afterwards were all CHs.

ただルナ>ランダーLv3の間を投げで割られたので、Lv3は暴れ潰しとしては機能しないかと

But, Lunatic upper > Lander level 3, got thrown in between, so level 3 doesn't seem like it works to stop mashing.

コズミックレイは他の方も書いてる通りの突進技で、ガード微不利程度で離れるので反撃を受けず 優秀でした。

Cosmic ray as others have written is a rush move. Slightly negative on block and leaves a bit away, cannot be punished. Excellent.

A+Bのクラッシュトリガーは振り下ろすようなモーション?(よく見えませんでした)

A+B crush trigger seems to have a swinging down motion (don't remember well)

ちょっと遅めの発生でガトリング中にキャンセルで出せました。

Slightly delayed activation while gatling did not allow for a cancel.

ガークラできた場合はまあダッシュして5Cが余裕で入るくらいの硬直でした。

guard crush state lets you easily do a dash 5c.

空投げからノーゲージで2Aが繋がりました。

Air throw > 2a connected with no gauge.

他のキャラは削除されてるものが多いらしいjcとガトリングルートなんですが、既存のものは全て残ってまし た。

Other characters have lost lots of jump cancels or gatlings, but all of ours are intact as of now.

ただやはり暴れ潰しに乏しい・・・。アンケートに書くならこの辺かも。

But not enough ways to stop mashing. This might be the spot to write about in the survey.

明日も触ってくる予定なので調べてほしいことがあれば、言ってくれれば出来る限り調べてみます 。

Also planning to go tomorrow, so if there is anything you guys want me to test out, say so.

大阪タイトーはかなり混んでて2時間待ちだった。

Osaka loketest was quite packed. 2 hour wait.

さすがに1プレイしかやる気が起きなかった(つд;)

Couldn't get myself to do that more than once.

分かった事少ないけど書くと

Learned little but I'll write what I did.

・2D1を当てた後に2D3当てたときも、相変わらず同技補正が適用される。

After hitting with 2D(1) and then hitting with 2D(3), as before, same move proration is applied.

・AアステDは意外と発生が遅め。横に判定は尖っている、中距離よりやや遠めじゃないと使いに くいかも。

A asteroid -> D is surprisingly slow. Particularly, seems hard to use except from long or mid range due to priority.

以下は既出だけど情報固める意味で

The below is previously covered, but with the intent of reinforcing it:

・5Dは確かに受身不能時間が長くなっている。

5D untechable time is certainly longer

・空投げから2Bで拾える

Air throw can be picked up with 2b.

・画面端スライドダウンにルナゲイ入らない。ルナの浮きが高くなっており、相手のかなり下をスカってました 。

Mid screen to corner slide down doesn't allow for lunatic upper -> stargazer to connect. Lunatic upper's floating is higher, and you end up whiffing quite a bit below them.

 コンボパーツとしてはゲイザーは使えなくなりました。

As part of a combo, stargazer doesn't seem usable.

・ラッシュrc>ダッシュ2C2D~は相変わらず当たる。中央でゲージ吐くならこれかな?

Rush RC > dash 2C>2D still hits. Might be the thing to do midscreen if you have meter?

・エリアル>コロナ>LV2ダイブrc>紫投げ の補正切り連携は今回もできた。

Aerial > Corona > Lvl 2 meteor dive > RC > purple grab is also doable this time around.

調べられなかった事 (Things I couldn't research)

・2Cに同技補正があるのかどうか。

Whether 2C still had SMP or not

相手の人に受身取らないように頼んで調べようと思ったけどできんかった><;

I wanted to ask my opponent not to tech anything so I could experiment better but in the end I couldn't. ><;

2C>ブレーキ>2C>ブレーキ>2C>スター

2C > Break > 2C > Break > 2C > Shooting Star

2C>ブレーキ>6C>ブレーキ>6C>スター

2C > Break > 6C > Break > 6C > Shooting Star

辺りのダメージ比較をすれば分かると思うので時間のある人お願いします。

By comparing those we might be able to see the difference; people with free time, please!

今日ロケテ行って来ました。既出もあるでしょうが書いていきます

Went to the loketest.

・J2Cは相変わらずガードさせて不利

J2C is still negative on block.

・各種アステロイド派生の弾無敵無し。新技のコズミックも無敵なし

Asteroid doesn't have projectile invincibility. Neither does the new move cosmic ray.

・ランダーとコズミックはコンボに組み込めそうにない。ODならワンチャンあるかも?レベルか と

Lander and cosmic don't seem to be able to be used in combos. With OD maybe there is a chance.

・テイガーがCTをコンボに取り入れていたので、6ACH>CTと繋いでみたが、次に繋がりそ うはなかった

Tried to land a crush trigger on Tager in the middle of a combo. 6A CH > Crush trigger connected, but didn't seem to be able to follow up after that.

・端のスライドダウンに5Bや5CCが入らないとのジンヴァルでしたが、5Dスライドダウンの場合のみ密着 まで走ると繋がりました

Corner slide down/jin against the wall, 5B and 5CC wouldn't connect, but, just in the case of the slide caused by 5D, it was possible to follow up afterwards if you dash right in.

・ルナ>ゲイザーのルナを直ガしても投げで割れないとのこと(相手の方の報告より)

Lunatic upper > gazer wasn't able to be beat with insta block > throw (Report from opponent)

最後の項目は事実なら相当うれしいんですが、しっかり調べる前に時間になってしまい・・・

という感じでした

That last bit is quite nice if it is true, but time was up before it could be thoroughly checked.

今回はEXに何か一つ足したような調整を受けているイメージでした。個人的にかなりよかったと 思います。

This time the adjustments seem to be a step forward from EX. Personally, I was quite happy with it.

Had some things left untranslated, mistranslated or slighty ambiguous, so I went and corrected those.

I'm back from my trip so if there's anything else, you can bring it here and I'll translate it if no one does it by then.

Share this post


Link to post
Share on other sites

They refer to Shooting Star as スター and Stargazer as ゲイザー, for future reference.

Share this post


Link to post
Share on other sites

Nod, thanks. I am mostly just taking care of Tsubaki, but might be back if you're not around for a test or something. Noticed request for help in the left bar. :)

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×