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Posted (edited)

Matchup: 5-5

CS2 Makoto vs Lambda

The apparent best character in the game. Makoto has got one hell of a corner game. Not nearly as powerful as Litchi's, but she deals shit tons more damage so she doesn't need to try as hard. She may not have as strong as an approach game as some rushdown characters, but making one mistake against Makoto can potentially cost you an entire round.

Barrier Blocking vs Makoto

A character strictly based around punching suffers from the almighty concept of range. Makoto has some pretty stubby arms, and with that, you can comfortably barrier block to push her away faster. Eventually, she will have to dash back in to continue a blockstring, and that is where you strike. Makoto's blockstrings already have a lot of holes, don't be afraid to abuse them with As.

3C

Makoto spins twice low to the ground, advancing. She can hold the button which cancels the attack portion of the move. Worst part about it is it goes under 5D... fuuuuuuu. The low normals are going to hit her out of this, 3C especially since it can be followed up with 236B or 214A/B/C. Of course, you can't do a normal if you whiffed a D move... you're going to have do it based on prediction skills. In this match, you can't mindlessly throw out 5D or 5C; hell, that's bad practice anyway. Besides, j.2D is better at zoning for her 3C and 6D is for aerial approaches. Also, don't forget to grab- time and position yourself to grab her out of her spin.

j.2C

People's Elbow 2.0. This attack carries what is known as Infinite Priority. Infinite Priority is Hitbox terminology for an attack in which its attackbox extends much farther out than the character hitbox (think Hakumen 4C and how those hitboxes are placed). Makoto's hitbox is her body excluding tail and her attackbox is her tail. This attack is not only extremely safe but if hit at the right time, it can lead to combos. With that infinite priority, the best you can hope for is that Lambda's Anti-airs clash with it. The better option is attempt to move and space for a 2D since Makoto is locked into the animation for nearly an entire jump height and since 2D ignores clashing.

214A/B/C

Makoto multiplies herself at 3 heights and disguises her real body in one of them. Obviously, there is only time to hit one of them. However, a Makoto should never do this move from far away since it has severe disadvantages for approach, especially when Lambda's equipped with 2C and D moves. Close up is another problem since an improper guess puts her in distance for a blockstring.

Cross Space Counter

Probably the strangest move in all of Blazblue other than Tao's 28D (wtf are Charge moves? Never heard of these things before...). By pressing 46, Makoto enters a Parry state that can parry mid and high attacks. It's fast but very specific. It's also very hard to see unlike Hakumen counters.

Apparently, Makoto can use parries inbetween her blockstrings if we try to 'punish' the holes in her offense. Makoto can also punish our D swords and travel pretty far with the D follow-up. Best thing to do against it is to stagger sword play.

She's got projectiles too

236A is her orb, most popular for corner pressure setups, but she has other uses for it too, albeit specific.

This projectile is deceptive. The hitbox for this disappears long LONG after you block it. Don't be afraid to attack her if she's taking too long to blockstring... but you probably won't be able to against a good Makoto; however, CAs can still work, just don't get baited.

Other times, Makoto can throw this out in response to our 214DC and knock us out of it. If we're jumping in, she can use this to comfortably AA us. It's not as strong as her other AA which leads into full combos, but it forces us to block, which she can start pressure with.

Random Supers

That 632146D is pretty annoying. That attack gives her only a few frames of invincibility during superflash, but it comes out pretty instantly too. A level 3 can punish a D shot or 236D/214D from fullscreen. Bad practice of the Makoto player to throw those out, but it's always a threat to worry about.

Got a contribution to make? I'll be willing to adapt it to this post.

I'll update with feedback

Edited by kenja0
Posted

Don't get hit by CH j.B. It leads to you in the corner, and possibly getting hit for quite a bit more. On the other side, your jump B is actually really good against her if she's at an angle that 2DD won't hit. She doesn't really have any answers to it.

2C can lead to huge damage if you hit her squirrel spin with it in the corner.

Posted

Her 3C can go thru our spike chaser :vbang:

though you can grab her 3C

it's really bad to burst after her air-grab she can easily bait this without doing anything special

does anybody has great idea how to deal with her Orb corner Oki besides blocking like a bhoss and counter-assaulting?

Posted

Outside of don't end up in a corner?

Block like a boss and try to 2A her mixup. There's quite a few holes in her blockstrings, 6B is the one I generally end up poking out of (the overhead)

Posted

the first part of her 3c goes under spike chaser because its got invins frames or its lower to the ground or something like that. The second part of her 3c is higher up off the ground than it was in cs1 and has no invins frames so spike chaser will hit her and ultimatley more attacks will hit her, so just hit her during the second part of her 3c.

Posted
Outside of don't end up in a corner?

Block like a boss and try to 2A her mixup. There's quite a few holes in her blockstrings, 6B is the one I generally end up poking out of (the overhead)

Gotta be careful when to 2a. iirc 5cc>6b is a solid blockstring and a frame trap after ib.

Posted
Gotta be careful when to 2a. iirc 5cc>6b is a solid blockstring and a frame trap after ib.

It's pretty close, but I'm pretty sure that IBing the 6B gives you enough time to shove out a 2A before the C followup. Also barrier blocking helps a ton since most of her normals are very short.

Posted

Barrier blocking helps but she can easily get back in. Stagger'd 2A strings are pretty much godlike for makoto. If she sees barrier she can mix up when she wants re approach and if you're trying to 2a that, she could just throw a raw 5b in your face instead :(

I think her overhead is negative though?

I think this matchup can be summed up as "Don't get hit. Ever."

Posted

Her overhead is negative on block, but she can always do the followup which can hit you out of attempted punishes. The followup is also negative, but not really negative enough to punish, except MAYBE on IB.

Barrier is key - eventually she'll need to either transition to longer ranged attacks (and keep getting pushed back) or dash in to resume pressure, and the dash in can give you an opening.

Posted

Well if it's not punishable, As long as you can establish some momentum then you should be able to get out. All you really need is to get her to block something.

Posted

I think this matchup can be summed up as "Don't get hit. Ever."

Think that's the same for everyone. :c

But yeah, I agree with that. Don't ever get hit by Makoto, otherwise you dead. o-o

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