kotokot Posted January 18, 2012 Posted January 18, 2012 Are you doing 5D > 662D > 2C > 236A~D? You need to be close enough for all the hits of the orb to connect. Alternatively, you could also do 662C. That is what was irritating me at first. If that's not it, you probably have to let them drop even further before the orb connects. nah, you must just hit with 2C, you can have all hits without dashing if did 665CC>5D>2D>2C>236A~D etc if you delay 236A too much it will whiff about mixups see what Reisi said, with heat mixups aren't much better just double overheads or fast switching low and overhead. Also you can j.2C RC, but it does not helps much( what about optimal csex combos and oki? Anyone found usable combos with big bang wallbouce? even if i hit opponent after launching to the stars i can't combo after(
StarGazer Posted January 18, 2012 Posted January 18, 2012 (edited) I didn't say Makoto damage wasn't high, i just said she was supposed to dish it out. Also (2A > 6K) is a myth, if you really played CS2 you will rarely get any of it. 2A into 4k is the real deal. Don't lame CS2 Makoto... you are making things bad for CSEX Makoto like this About mix ups, its true that 2A is the only dangerous place Makoto have, unlike some character with 5A 5C 5B gatlingable to a fast low/ high. But mix ups can be done outside your blockstring lets not forget that. Mars/Gazer Mix up is very bad, you cant throw it straightforward like Gauntlet Hades, plus 1- Gazer gets you punished on block 2- the mix up is slow, Mars=18F Gazer=22~25F 3- Mars puts you in bad situations if it's blocked or punish on IB. 4- A successful Gazer in midscreen wont give you 4K reward for all this mess... it's just a 2K what about optimal csex combos and oki? Anyone found usable combos with big bang wallbouce? even if i hit opponent after launching to the stars i can't combo after( I cant say anything optimal on Combos before 14Feb. Also, in regards to her neutral game: Am I the only one getting outpoked by everything? Makoto's 5B feels so much worse right now. It might be related to her dash-nerf, but it feels like it's entire hitbox changed and not for the better. Probably have to employ more 6C for CS:E. Nerfing Makoto intial dash speed was the most retarded idea ever, If it was for me I would have buff it and make her the BB Chipp/Millia lol I read something about 5B having more recovery which mean IF IT'S TRUE: 1- 5B from -1F to -3~5F advantage, its pretty risky to reset pressure after it. 2- missing a 5B on footsies = punish. 3- no more 5B CH > 665A/2A abare. If Tsubaki thinks her 5B nerfs is cruel, then she should look at what happend to us. Edited January 18, 2012 by StarGazer
Errol Posted January 18, 2012 Posted January 18, 2012 Tsubaki's 5b has slower start up and went from +1 to -5. ..?
kotokot Posted January 18, 2012 Posted January 18, 2012 I didn't say Makoto damage wasn't high, i just said she was supposed to dish it out. Also (2A > 6K) is a myth, if you really played CS2 you will rarely get any of it. 2A into 4k is the real deal. Don't lame CS2 Makoto... you are making things bad for CSEX Makoto like this 2A>6K was real deal, though i haven't played much makoto in cs2 but i used to take 2A in my knee=( 4k and shitloads of heat is good too
excelence Posted January 18, 2012 Posted January 18, 2012 If Tsubaki thinks her 5B nerfs is cruel, then she should look at what happend to us. Err i only playing Tsubaki a little bit but that nerf can potentially destroy my CS2 footsie games.... didn't really use Makoto 5b for spacing so i can careless about the nerf And CS2 Makoto 2a>6k actually pretty hard to pull on real match, being near corner and a little bit over 50 heat when u start the combos.
StarGazer Posted January 18, 2012 Posted January 18, 2012 And CS2 Makoto 2a>6k actually pretty hard to pull on real match, being near corner and a little bit over 50 heat when u start the combos. you need 1- 80 heat 2- any place to start 3- learn Makoto full carry combo you will get easily bursted, I actually forgot this con, I think Makoto combos are one of the easiest combo to burst out of, guys, what you think? if he didn't burst; you will win the round once you hit the 4K
StarGazer Posted January 18, 2012 Posted January 18, 2012 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1326292644/81 oh Makoto... look what have they done to you
milesw Posted January 19, 2012 Posted January 19, 2012 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1326292644/81 oh Makoto... look what have they done to you やべぇよ
C0R Posted January 19, 2012 Posted January 19, 2012 I punished makoto 5b with IB mu 2b, 8f total, it's at least -5.
excelence Posted January 19, 2012 Posted January 19, 2012 *snip 2- any place to start 3- learn Makoto full carry combo err... 2a>5b>5c>6c>2hit PF>442d>662c>214b~d>662c>214a~d>5d>662c>214b~j.b>j.d>6c>PF... this?
HeartNana Posted January 19, 2012 Posted January 19, 2012 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1326292644/81 oh Makoto... look what have they done to you I dunno, she doesnt feel THAT bad when I play her...she still seems like shes capable imo.
kotokot Posted January 19, 2012 Posted January 19, 2012 any ideas how to do 2C>star gazer on midscreen stable?(
milesw Posted January 19, 2012 Posted January 19, 2012 any ideas how to do 2C>star gazer on midscreen stable?( dat timing
Reisi Posted January 19, 2012 Posted January 19, 2012 It feels awkward, but they won't tech out of 2C until they hit the ground. Just delay it quite some time.
StarGazer Posted January 19, 2012 Posted January 19, 2012 Makoto combos are not stable as always Also remember the hitboxes play its role here
StarGazer Posted January 19, 2012 Posted January 19, 2012 Yeap, 214ACB Anyone know why Makoto moveset have astronomy terms
GenoWhirl Posted January 19, 2012 Posted January 19, 2012 Yeap, 214ACB Anyone know why Makoto moveset have astronomy terms http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool
LunaKage Posted January 19, 2012 Posted January 19, 2012 214A~C~B? I think oh, well if that's the case, I normally don't do that after 2C, I just do 214A~A and then hit them with stuff. Though I suppose doing the same combo I do AFTER 2C > Stargazer would probably be more optimal. I guess I need to try that lol.
Reisi Posted January 19, 2012 Posted January 19, 2012 Haven't been in Training Mode yet, but it seems Valk's sliding hitbox is as retarded as Jin's, so no 5D > 5B > 6A in the corner. :/
LunaKage Posted January 19, 2012 Posted January 19, 2012 Haven't been in Training Mode yet, but it seems Valk's sliding hitbox is as retarded as Jin's, so no 5D > 5B > 6A in the corner. :/ FFFF YEAH, dude the only way to hit Valk after a slide is with 2C, 6C, and 2B.
StarGazer Posted January 19, 2012 Posted January 19, 2012 I read something on JBBS about it. They say use 2b 5cc on valk, jin and carl. In case of ground BnB use 2D 2C 236AD
BatousaiJ Posted January 19, 2012 Posted January 19, 2012 This list is suspect. but Since I love playing in excel...it looks something like: Ragna 75 S Valkenhayn 50 A Hakumen 50 A Mu-12 40 B Carl 40 B Taokaka 35 B- Hazama 15 C+ Rachel 10 C+ Bang 10 C+ Lambda-11 5 C Litchi -5 C- Jin -5 C- Relius -10 C- Platinum -20 D+ Arakune -30 D+ Tsubaki -35 D Tager -40 D- Noel -75 F+ Makoto -110 F Not that you guys care, I'd reckon.
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