excelence Posted May 18, 2011 Posted May 18, 2011 There's no way, the charge timing is feels like cs1 ... can't do shit yesterday with the squirrel lol And maybe just me, but PF lv3 finisher timing feel easier now?
Blubba_Pinecone Posted May 18, 2011 Posted May 18, 2011 I can't imagine they would put different charge times for the different systems... it just doesn't make sense. I think ya guys are placebo'ing yourself, lol. ...and yes, placebo is a verb now.
kaworu Posted May 18, 2011 Posted May 18, 2011 Can anyone do a mini guide for Makoto? Explaining her normals/specials, where they are useful and their properties. Best combos mid screen and corner with/without meter. Would be greatly appreciated.
HiagoX Posted May 18, 2011 Author Posted May 18, 2011 Can anyone do a mini guide for Makoto? Explaining her normals/specials, where they are useful and their properties. Best combos mid screen and corner with/without meter. Would be greatly appreciated. Shall be done as soon as possible.
OmniSScythe Posted May 18, 2011 Posted May 18, 2011 (edited) 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. Edited May 18, 2011 by OmniSScythe More details, check back later for more edits.
Nini Heart Posted May 18, 2011 Posted May 18, 2011 Oh wow 5b is jump cancellable now? OMG that is gdlk. Good write up Omni. Very useful.
OmniSScythe Posted May 18, 2011 Posted May 18, 2011 Thanks, if anyone wants to add a more descriptive version of anything or point anything out like spelling errors please do.
Blubba_Pinecone Posted May 18, 2011 Posted May 18, 2011 (edited) i dont know how well known this is right now, but if you ever find the opportunity to without doubt land a 2c on somebody when /you're/ in the corner, you can go into 214b~b > j(9) j5d and it sends them backwards to the corner you were just in. edit: it's not really the j(9) that matters so much as connecting with j5d with what seems to be anywhere behind her upper arm/bicep. j(9) just helps make sure that happens. if you arent sure the 2c is going to hit (prolly shouldnt use it in the first place)... i'm not sure if it's really safe or not. you can still 214b over them and maybe get out of the corner, but if they are ready for it you might be in trouble. for the guide: should it be mentioned that 5d, 2d, 236a~d, and 214a/b/c~d break guard primers too? just in case ppl dun know. Edited May 18, 2011 by Blubba_Pinecone
OmniSScythe Posted May 18, 2011 Posted May 18, 2011 i dont know how well known this is right now, but if you ever find the opportunity to without doubt land a 2c on somebody when /you're/ in the corner, you can go into 214b~b > j(9) j5d and it sends them backwards to the corner you were just in. edit: it's not really the j(9) that matters so much as connecting with j5d with what seems to be anywhere behind her upper arm/bicep. j(9) just helps make sure that happens. if you arent sure the 2c is going to hit (prolly shouldnt use it in the first place)... i'm not sure if it's really safe or not. you can still 214b over them and maybe get out of the corner, but if they are ready for it you might be in trouble. Good mention, I assume everyone knew... for the guide: should it be mentioned that 5d, 2d, 236a~d, and 214a/b/c~d break guard primers too? just in case ppl dun know. Drives break primers, how did I forget to add that. Thanks.
HiagoX Posted May 18, 2011 Author Posted May 18, 2011 (edited) Oh wow 5b is jump cancellable now? OMG that is gdlk. It was jcable since the first or second loketest. lol @Omni 5D, 2D and j.D also cause Fatal. You could also point out how BBS can be used to punish people because of its range. Also, you forgot about 214A~A/B and maybe giving a brief description about how you can follow-up throws/airthrows wouldn't hurt as well. Good shit though! Edited May 18, 2011 by HiagoX
OmniSScythe Posted May 18, 2011 Posted May 18, 2011 lol I was just adding fatal, primers, 236A~D and astral vision in. I'm sure throws would make more sense in the combo section though.
HiagoX Posted May 18, 2011 Author Posted May 18, 2011 I'm just pointing out throws because they, well, also are part of her moves I guess. There isn't much to say regarding throws aside from how you follow-up them, though - maybe you could write up about airthrow and its burst invencibility.
Rorshock520 Posted May 18, 2011 Posted May 18, 2011 don't forget about her sweet counter assault. I'm stupid. What's so great about her counter assault?
Yukikaze Posted May 18, 2011 Posted May 18, 2011 Whats the best use of meter now... using a super in my corner combo only gives an extra 1k.
OmniSScythe Posted May 18, 2011 Posted May 18, 2011 I'm stupid. What's so great about her counter assault? 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. Whats the best use of meter now... using a super in my corner combo only gives an extra 1k. PF seems to have less untechable time so it's seems better to either use it in PF combos, screen carry, parry or if you 100 meter, for the kill.
Yukikaze Posted May 18, 2011 Posted May 18, 2011 PF seems to have less untechable time so it's seems better to either use it in PF combos, screen carry, parry or if you 100 meter, for the kill. Yes I was expecting you to say PF combos, IV been playing with challenge 8 abit today, but I keep 'crossing' myself up, with different hits lol. 2D/214B-D and espcially the JD. What do you mean by screen carry? rapid combos that take them to the corner? Also is the JD possible in this combo? 5B>5C>6C>214B-A-B>JB>J623C-D>5B>6A>JB>JD
Exciel Posted May 18, 2011 Posted May 18, 2011 I think it's actually the increased gravity that lets you do the new PF combos now, kinda like how Jin's C dp loop and stuff works now. Either way it's great.
HiagoX Posted May 18, 2011 Author Posted May 18, 2011 What do you mean by screen carry? rapid combos that take them to the corner? Combos that carry the opponent all the way to the corner, yes.
OmniSScythe Posted May 18, 2011 Posted May 18, 2011 Yes I was expecting you to say PF combos, IV been playing with challenge 8 abit today, but I keep 'crossing' myself up, with different hits lol. 2D/214B-D and espcially the JD. What do you mean by screen carry? rapid combos that take them to the corner? Also is the JD possible in this combo? 5B>5C>6C>214B-A-B>JB>J623C-D>5B>6A>JB>JD It is. I think it's actually the increased gravity that lets you do the new PF combos now, kinda like how Jin's C dp loop and stuff works now. Either way it's great. Not really, we had something like that way before CS2. lol
Exciel Posted May 19, 2011 Posted May 19, 2011 I mean stuff like PF to 5B or PF to another PF etc., unless it was always there then nevermind orz
milesw Posted May 19, 2011 Posted May 19, 2011 This 214a-d>44>6a link is driving me nuts. Someone explain it to me one more time. I only get to practice this on the arcade thanks to psn.
OmniSScythe Posted May 19, 2011 Posted May 19, 2011 PSN isn't up over there or you have to buy Makoto? Either way the timing should be 2C then 214a~d asap > 44 which should cause you to run (if not then slow down) then 6A which should hit the opponent and if it whiff then just adjust the timing.
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