StarGazer Posted April 2, 2012 Posted April 2, 2012 (edited) Today is the the most sacred day in this forum. Happy B-Day Makoto <3 I want from Makoto players to go to Netplay and create a room named Makoto birthday... and just have fun Edited April 2, 2012 by StarGazer
OmniSScythe Posted April 2, 2012 Author Posted April 2, 2012 http://www.youtube.com/watch?v=u9X1JJfZzOg
Goldchampion200 Posted April 2, 2012 Posted April 2, 2012 Today is the the most sacred day in this forum. Happy B-Day Makoto <3 I want from Makoto players to go to Netplay and create a room named Makoto birthday... and just have fun Going to do that on xbox live rite now :3 and Happy B-day Makoto u adorable squirrel girl (insert toot here)
excelence Posted April 3, 2012 Posted April 3, 2012 Counter fishing is not a mixup Frame trap is actually a mix up and will stop people mashing buttons if they're smart enough.
milesw Posted April 3, 2012 Posted April 3, 2012 Today is the the most sacred day in this forum. Happy B-Day Makoto <3
Reisi Posted April 3, 2012 Posted April 3, 2012 I don't know if it's fitting or ironic that I overslept her birthday... Anyways, thanks for helping me out on Jin's hitbox, I appreciate it. Also, 214A~C~X is pretty scary with meter, ~A is already a damn good starter and ~B can be confirmed into PF. Saying that, still haven't tried to get optimal damage from it...hmm...
Goblinoid Posted April 3, 2012 Posted April 3, 2012 Adding to the discussion on "mixups that are too obvious" I was just musing about this today, then I saw this thread. If your opponent is expecting the mixup, then yah it won't work. If your opponent is not expecting the mixup, (for example 2C), then yah maybe it won't work. Maybe they are decent players with good reactions and don't mash. If your opponent is EXPECTING SOMETHING ELSE, (for example anything other than the 2C), that's when you got a good mixup. Only the best opponents cannot be "trained to fall for a trap". This is your goal. Make them counter X and go for Y. Now you are mixing up. Basically, if opponents didn't think, then mixups would generally not work. Literally every move used in a mixup string is blockable on reaction, but mixups still happen. Why? The opponent makes a mistake because you confused them for a split moment. Use that information against your opponent.
kotokot Posted April 4, 2012 Posted April 4, 2012 I don't know if it's fitting or ironic that I overslept her birthday... Anyways, thanks for helping me out on Jin's hitbox, I appreciate it. Also, 214A~C~X is pretty scary with meter, ~A is already a damn good starter and ~B can be confirmed into PF. Saying that, still haven't tried to get optimal damage from it...hmm... ragna can ib 214A~C and mashdp. 214A~C~D can avoid it with specific timing, with rc you can block dp. Ragna is very special for Makoto because his dp is too good. Safejumps does not works too=(
milesw Posted April 4, 2012 Posted April 4, 2012 i found a knockdown-jump in set up from infinite rush that makes his dp whiff
WayINside Posted April 4, 2012 Posted April 4, 2012 Adding to the discussion on "mixups that are too obvious" I was just musing about this today, then I saw this thread. If your opponent is expecting the mixup, then yah it won't work. If your opponent is not expecting the mixup, (for example 2C), then yah maybe it won't work. Maybe they are decent players with good reactions and don't mash. If your opponent is EXPECTING SOMETHING ELSE, (for example anything other than the 2C), that's when you got a good mixup. Only the best opponents cannot be "trained to fall for a trap". This is your goal. Make them counter X and go for Y. Now you are mixing up. Basically, if opponents didn't think, then mixups would generally not work. Literally every move used in a mixup string is blockable on reaction, but mixups still happen. Why? The opponent makes a mistake because you confused them for a split moment. Use that information against your opponent. Yeah, but considering it is in her pressure, the opponent is pretty much in the mind set to defend from a mix up.
StarGazer Posted April 4, 2012 Posted April 4, 2012 Lets not forget using throws as a mix up, Makoto's Blockstring is full of frame traps and occurs fast so adding a throw in between will be hard to see and keeps you form being only one mix up character (6B) i found a knockdown-jump in set up from infinite rush that makes his dp whiff I tried it, i keep losing to ID (Its really fast!), so i decided to make the jump in faster and it worked but the j.C is now whiffing which means that its not really jump in set up... more like a scare tactic. And as always, if you managed to nail the timing precisely he can just do ID > RC >
excelence Posted April 4, 2012 Posted April 4, 2012 Yeah, but considering it is in her pressure, the opponent is pretty much in the mind set to defend from a mix up. So your suggestion?
Goblinoid Posted April 5, 2012 Posted April 5, 2012 Yeah, but considering it is in her pressure, the opponent is pretty much in the mind set to defend from a mix up. I don't even know if you are thinking about what you are saying. You cannot simply "defend" a mixup. It doesn't make it easier for the opponent if they are expecting a mixup. It makes it harder for the opponent if they are expecting X and you are doing Y. If you are looking for a simple "do this and it works", that will not be the case. The way mixups *actually* work is by psychology. Not reaction times. So simply pressing the buttons we tell you will not guarantee your success. You must train to hypnotize your opponent. It's not so simple and will seem to not work the magic that people say it will. What people may forget to tell you is why you need to practice mixups, and why they might work when you think they would not. It's not the moves, it's how you use them. And yes, if you learn to do it properly, it will work and you will be surprised.
Reisi Posted April 5, 2012 Posted April 5, 2012 (edited) Just to make sure, I'm talking about people who *think* about what they do when playing the game, not random button mashers. 1) Show your opponent that you know your character's mix-up capabilities, for example an overhead, and use it in your offense. Your opponent may react to it, he may not. 2) Reproduce said scenario, but go for something different instead. That doesn't have to be a low necessarily, it can be a throw, a cross-up, anything. The question at that point is, is your opponent capable of quickly judging a situation and how many options can he cover in his head? Is he expecting another high/low mix-up? Then he'll watch for certain cues (animations in this case), taking his mind off of other possibilities, like a throw, or an entirely different move. Congratulations, you've got mix-up. 3) Your opponent should be trying to avoid the scenario, beat your options, basically cover as many of the possibilities as he can. So, in order to counter those attempts, we add more things to our scenario, making it even more complex. Instead of going for a mix-up in the same scenario, we will continue the pressure (which is technically still a part of mix-up), creating a new scenario, with new possibilities that your opponent has to take care of. He'll have to consider your new options in a different situation and that in less than a second. That's how you do good mix-up. "Keep your opponent guessing", as many put it. But what you're actually trying to do is making your opponent mess up. By training him to do a certain thing, by going faster than he can keep up, by beating him inside his/her head. If you can achieve that you "open them up". And that will allow you to win a match (along with a bunch of other factors, of course =P). This doesn't mean you can't react to something, but if you aren't prepared for it, it'll obviously take you longer. Blazblue isn't an insanely fast fighter, there are no 2 frame overheads or something like that. You can react to an overhead, you can break a throw. But, as said in the post before, most of it is influenced by what someone's mind is focused on. The Millia Blocker is a good example, what might seem like pure reaction in a game are several factors coming together at once. Edited April 5, 2012 by Reisi
Demerson Posted April 6, 2012 Posted April 6, 2012 Hey all. I'm new to BB and of course, Makoto. Are there any tutorials or "getting started" guides to playing her? Any general tips would be nice as well, I'd greatly appreciate anything people can give me. Thanks.
excelence Posted April 6, 2012 Posted April 6, 2012 Hey all. I'm new to BB and of course, Makoto. Are there any tutorials or "getting started" guides to playing her? Any general tips would be nice as well, I'd greatly appreciate anything people can give me. Thanks. http://www.dustloop.com/forums/showthread.php?13193-CSEX-Makoto-Nanaya-Guide Stargazer made a really nice starter guide, and if you're new in the game, i'll suggest u to go through in game tutorial, to have better understanding on the game system, then try the challenge mode & our Combo thread for optimum B&B. after that watch some videos for more understanding about her footsies
Bibiquadium Posted April 6, 2012 Posted April 6, 2012 For you : http://www.youtube.com/watch?v=9PcSzoMb2FM Also, here's the famous combo i was talking about but didn't had time to record lately. http://www.youtube.com/watch?v=MDlDTd_FJAQ
StarGazer Posted April 6, 2012 Posted April 6, 2012 Nice. I remember that i did more than 8K with 100% heat but it was from a fatal counter. Out of the topic, i am starting to get sick of Blazblue, The game just became (Makoto vs Ragna)xN :/ And sometimes Hakumen if i were lucky
Bibiquadium Posted April 6, 2012 Posted April 6, 2012 I have the chance of fighting a large offline community with diverse players/characters, so I don't face the netplay wave of Ragnas.
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