Blubba_Pinecone Posted June 16, 2012 Posted June 16, 2012 woooo good shee eshi! dunno if nerves are good or bad for you but either way just keep it up. :3 wish I could be there right now, rootin' for ya.
Blubba_Pinecone Posted June 16, 2012 Posted June 16, 2012 (edited) Eshi on stream right now guys, if anyone interested. http://www.twitch.tv/ceogaming update: eshi beats demonwindbomb lost to feuxfollet... just shy of finals, soooooo close D: great gameplay though without question, you got a lot of respect there, sorry for that end >.< Edited June 16, 2012 by Blubba_Pinecone
StarGazer Posted June 16, 2012 Posted June 16, 2012 (edited) Aww, just came on the last round of the tournament. Wanted to see Eshi playin. Gratz to Feux. Epic Bang Edited June 16, 2012 by StarGazer
Blubba_Pinecone Posted June 16, 2012 Posted June 16, 2012 ^ it's so crazy aggressive @_@ there should be a video log of it sooner or later, dunno if they were recorded for youtube.
Goldchampion200 Posted June 17, 2012 Posted June 17, 2012 damm i missed it then (insert sad face wall here) and grats for eshi for making it as far as he/she did.
Agni Posted June 17, 2012 Posted June 17, 2012 I guess I should probably introduce myself. I play a scrubby Makoto--I wanted a nice rushdown character to compliment my zoning character, Rachel, and I thought Jin was too scrubby so I took to Makoto. I like her fighting style quite a lot, especially how she seems to require some thought to use her unlike some characters (*cough*JIN*cough) though I'm terribad with her, I hope I can get better eventually. I never really have time to play her, though, with devoting all my time to Platinum--I've only used Makoto like twice in casuals with my friend. Oh well, I probably should put more time into her.
Kujikawa Posted June 17, 2012 Posted June 17, 2012 (edited) We need more mak players. Funny enough, I am really looking into her atm... This 214ACCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC thing is quite difficult to link on Netplay =( Is it worth ending a combo in orb oki? Thanks in advance =) Edited June 17, 2012 by Kujikawa
Agni Posted June 17, 2012 Posted June 17, 2012 Really? It's just 214A and then Mash C until the final hit.
StarGazer Posted June 17, 2012 Posted June 17, 2012 (edited) (*cough*JIN*cough) Jin do need to work for his wins even in CS2, he is just very accessible, so does Makoto. We need more mak players. Not any player :p Funny enough, I am really looking into her atm... This 214ACCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC thing is quite difficult to link on Netplay =( Is it worth ending a combo in orb oki? Thanks in advance =) Go to practice and keep doing 5CC > 214AC until you time it well so it wont drop even in the worst condition of delay Orb Oki will most likely put you in a risk of getting hit by a reversal as they have increased 236A recovery in Extend, use it on characters that have no meterless defensive option. you can still throw it on any character as most players wont react to it with a reversal until they see you do it a couple of times. Edited June 17, 2012 by StarGazer
Bibiquadium Posted June 17, 2012 Posted June 17, 2012 (edited) Lately I've watched streams and looked at other Makoto players online of different levels and everyone uses the same simplified combos or old CS2 combo paths that arent optimal anymore... This makes me wonder, is it wrong for me to always go for the optimal and race for damage all the time no matter how execution heavy it gets? My combo drop rate online simply saddens me to the point where it makes me want to avoid it entirely. Edited June 17, 2012 by Bibiquadium
StarGazer Posted June 18, 2012 Posted June 18, 2012 (edited) You are doing it right. But in tournaments you may want to alter to easy combos as getting a safe 3500 is better than dropping the 4000 to 2000. Makoto usage rate is decent but a huge chunk of those users are just using her as a sub, no one dedicates himself to learn her and stick with her so they end up using what is good and easy, same thing when it comes to neutral game and pressure, they keep doing the same stuff over and over. Im afraid that the number of Carl mainers is higher than the number of Makoto mainers :V Edited June 18, 2012 by StarGazer
HIGEKING42 Posted June 18, 2012 Posted June 18, 2012 the link with 214A-C is very tight to link especially online. The reason why most online people don't main or whatever is A she bad online and B her most optimal damage combos aren't worth it for that difficulty. Setting up ball after 214A-CCCC is a good idea for people who don't mash, but you really want that 2d lvl 1 for orb oki. you could also use 236A after 214A-CCCC but you have to space it, because that can bait Dp and is safe on block.
Bibiquadium Posted June 18, 2012 Posted June 18, 2012 (edited) She's a pain in the ass to use online with slow connections, but then again, that could be the same for just about any characters. And with the super bright netplay, whenever you join a room with a 4, there might be a dude from the complete opposite of you in your room and you'll have one hell of a time fighting him. Edited June 18, 2012 by Bibiquadium
Agni Posted June 18, 2012 Posted June 18, 2012 "Go to practice and keep doing 5CC > 214AC until you time it well so it wont drop even in the worst condition of delay" I swear, I remember this one FG that actually let you simulate netplay lag in training mode. Was it CT, I can't even remember now.
Chaos11 Posted June 18, 2012 Posted June 18, 2012 is such a feature useful? I mean doesn't lag vary sometimes, so you can't have an actual way to prepare for it, no?
OmniSScythe Posted June 18, 2012 Author Posted June 18, 2012 The netplay simulator is really spot on for the most part. Even when playing online it should always be consistent unless someone is playing wireless. lol
StarGazer Posted June 18, 2012 Posted June 18, 2012 Oh interesting feature. On another topic, is GGPO netcode really that good?
HIGEKING42 Posted June 18, 2012 Posted June 18, 2012 That wire thing is not true. I know a couple of people who are wired but it still lags. If you're about to say is from accross the country, no he is in the same state. It really comes down to who is the internet provider and do you connect well with that state he's in. My fiend has brighthouse (terrible provider) andit should be a 4 or a 3 bar i get a 1 or a 2 bar which is really bad considering that he's so close to where i live. 2 and a half hours away. Also thumbs up to being poor and having no ride to CEO
Bibiquadium Posted June 18, 2012 Posted June 18, 2012 It is true, wireless has an unstable speed and almost highers the ping by default. If your friend has a terrible connection, that's his thing. Sometime I play online with friends that lives not even 30 min away but their ISP is so ass that I get 1 bar and lag. Two main factors for proper netplay is high UL Speed (min 1 mbps, 2 or higher reccomended) and a good, stable ISP. If someone has a bad ISP AND use wireless, I'll most likely avoid this person completely.
OmniSScythe Posted June 18, 2012 Author Posted June 18, 2012 Oh interesting feature. On another topic, is GGPO netcode really that good? It is, and in skullgirls case it should had been. While matches within a certain range feels just like offline, It appears it accidentally has slowdowns instead of rollbacks making long distance play horrible for now in till the patch. That wire thing is not true. I know a couple of people who are wired but it still lags. If you're about to say is from accross the country, no he is in the same state. It really comes down to who is the internet provider and do you connect well with that state he's in. My fiend has brighthouse (terrible provider) andit should be a 4 or a 3 bar i get a 1 or a 2 bar which is really bad considering that he's so close to where i live. 2 and a half hours away. Also thumbs up to being poor and having no ride to CEO You've misunderstood me, by consistent I meant that if you were to lag by 3 frames against anyone during a match it will remain 3 frames for the whole time. Wireless on the other hand you can from 5-8 randomly throughout the match
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