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[CS2] Makoto Nanaya's General Discussion Thread (Still god tier outside of Japan)


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Posted

Oh yeah. You can either go into 214A~D>air combo into dp ender oki or 214A~D>6A>5D orb oki or Lightning arrow orb oki after the 236A~D`

Posted

that will always be legit until they nerfed the activation frames for and even so it will still be used for the same exact thing.

Posted (edited)

Im pretty sure you cant do 66 236A-D it comes out to slow. You have to do 2366A-D. (Maybe Omni can confirm)

2C>2D>JD>2366A-D vs 2C>2D>2C>214B-B>JD> the difference in damage at the end of the combo is real small.

Get them with orb oki the first time for around 4.3k (JD>2366A-D>214B-D>wait 236A) then on the second time finish with 214A-D>delayed 5CC>PF for 5-7k depending on starter (50% meter)

Maks ToD if you dont drop your combos (as often as me :vbang:) and your opponent doesnt have an answer for orb oki.

Edited by Yukikaze
Posted

You can do 66236A~D after both 2C>2D>J.D and 2C>2D>2C>214B~B>J.D. It's just extremely tight after 214B~B>j.D.

And everyone has an answer to orb oki unfortunately:(

Posted

Please tell? theres DPs which should be baited or CA with meter (the best answer)... meterless most characters have to take the mixup dont they?

If they dont tech they get reset....

Posted

Orb doesn't otg a lot of characters. If you wanna scoop them for not teching, you have to use 2B. If they neutral tech while you're doing 2B, the worst they have to deal with is a meaty 2B, and at best you have whiffed a 2B and they can pressure you or even hit you while you're in recovery frames. If you 2B too fast, it will blue beat.

Using orb oki on people who delay tech becomes really complicated, so you might wanna try other oki enders

2A mash is pretty good on oki too. It looks like you're baiting a DP so they neutral tech and you can go for 6b/2B/TRM/DP bait set up after a blocked 2A.

Posted

I do use 2B.... I also use 2Ax2 for baiting DP.

When I'v set it up properly, its always worked out for me.... maybe I'm giving it too much credit or just getting lucky resets.

Posted
You can do 66236A~D after both 2C>2D>J.D and 2C>2D>2C>214B~B>J.D. It's just extremely tight after 214B~B>j.D.

(

If the combo has started off 2A or 2B it's pretty unlikely that 66236A~D will connect after 214B~B>JD, it's almost mandatory to use 2366A in that specific case. On the other hand, if the combo started from things like 5B, 6B, 5C or others then it is possible to do 66236A as well in both cases.

I'm still having a tough time landing 2366A consistently, I havent' found the exact window where I have to input the motion, sometimes the orb comes out and other times I get a dash 6A/dash 5A instead :v:

Posted

I'm still having a tough time landing 2366A consistently, I havent' found the exact window where I have to input the motion, sometimes the orb comes out and other times I get a dash 6A/dash 5A instead :v:

If you get dash instead.... you either messed up the motion or input it too early, atleast you can still finish with DP ender.

Posted

I hear that Makoto can 3C OS 2C (as in 2C comes out if it hits, and it doesn't if they block). How does one go about doing this? Or is it not possible?

Posted

You can combo 2C after 3C easy enough. 3C is +2 on block.... the main concern is your giving your opponent 37 frames to hit you with a low.

Posted
I don't think u can OS Makoto 3c with 2c and i don't even think if OS is exist on BB :psyduck: ... well at least for makoto :v:

There used to be OS parry, not sure if it's still there.

Posted
I don't think u can OS Makoto 3c with 2c and i don't even think if OS is exist on BB :psyduck: ... well at least for makoto :v:

there are OSs in BB, i remember there being one for hazama in CS1 with jayoku in corner, and given the moves involved didnt change much, its probably still doable.

Posted

Her only OS that's worth doing is her oki option select. The only bummer is that there are answers to it, so I would use it sparingly in the first place.

If you have a feeling they're going to DP off of neutral tech, you can input: [5]46 > D~BC. When you time it right you'll parry their DP and the followup will start to charge, or if they choose to do nothing you'll parry-wiff into throw.

I think against Ragna you want to space this OS so that the 2nd hit of his DP will wiff, so that he can't react to the hitstop and RC. From there you could go into raw PF starter if you have meter, or 2A/5A > 6A > 2D with no meter.

Get it? Got it? Good.

Posted

There's also her Jayoku OS to punish rolls. I seen Tsujikawa do it a few times. And her 2B>4~6A otg or OS parry.

Also i've been messing around with a (pseudo unblock) reset. I've been doing it unintentionally since CS1 but I just noticed it yesterday when I remembered someone telling me barrier block has some startup frames.

It's pretty much xxx> J.D and instead of going for the orb, you do 2A and cancel it into a meaty 5D. They will neutral tech and be in the air when 5D's active frames are out. I was wondering if there was a timing where they wouldn't have enough time to barrier block.

Anyways it's a funny reset, people don't expect it at all. It's worked every time I used it(unintentionally) so far.

Posted

I don't kno if this has been pointed out but, it seems as though makoto's 3c hitbox hasn't completely been nerfed. I've been testing and messing around with it and the start of the move atleast till the end of her first spin, she has what would seem to be her CS1 3c hitbox.

Was tested with using valk's 5c. In CS1, her 3C would casually go under valk's 5c. In this CS2, Before the start of her 2nd spin, she can still go underneath valk's 5C. Anytime after the first spin of her 3C, she gets hit out of it. This would explain how i randomly was able to underneath lambda's 5D. Was completely surprised at that.

Also, it was able to go underneath Tsubaki's tackle if you were to react to it. Again i think during the first spin of her 3C, does anyone else want to confirm this?

Posted

Easy combo for those who are still practicing 2366A and still want to do decent damage and end with oki:

2A>5B>5CC>6BC>5D3>dash 2C>214BD3>236AD3>2C>2D3>JD3>5D>orb oki

We should get started with a CS2 combo thread btw, latest batch of vids (especially those with Oni-i playing) have a lot of interesting stuff.

I don't kno if this has been pointed out but, it seems as though makoto's 3c hitbox hasn't completely been nerfed. I've been testing and messing around with it and the start of the move atleast till the end of her first spin, she has what would seem to be her CS1 3c hitbox.

Was tested with using valk's 5c. In CS1, her 3C would casually go under valk's 5c. In this CS2, Before the start of her 2nd spin, she can still go underneath valk's 5C. Anytime after the first spin of her 3C, she gets hit out of it. This would explain how i randomly was able to underneath lambda's 5D. Was completely surprised at that.

Also, it was able to go underneath Tsubaki's tackle if you were to react to it. Again i think during the first spin of her 3C, does anyone else want to confirm this?

It's been confirmed since the first location tests 7 months ago...

Don't use 3C to move around when the opponent is on the ground. The only occasion when it might be safely used is when you're trying to approach on an airborne opponent who's actually falling down away from you. But then again dash 2A/dash 5B is hundred times better than 3C to close distance.

Posted

@ronove, i don't if you got the point of my post. Hitbox changes of the 3c is obvious. The application and usability is of the move or lack their of is understood. I just don't remember there being any discussion about it still having that CS1 hitbox during beginning part of the startup.

Posted

Bottom point is:

3C is not as safe as it used to be when used to avoid projectiles/pokes, it's now become a high-risk/high-reward tool. Given how the move is slow on its own I don't think that it's really worth it investigating on all moves that can be evaded with it, we already know what we need to know about it (that projectiles and pokes punish it), that should be more than enough info to warn players about the risks of using it.

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