Bibiquadium Posted March 11, 2012 Posted March 11, 2012 She does, she can PF (2/3) 2D 2C 214A-C-B ect
Reisi Posted March 11, 2012 Posted March 11, 2012 Oh okay, I'll try that when I'm home but in terms of highest damage, what is the best option to replace 5cc with? Maybe in a corner combo like 5b 5cc 5d 2d 2C Comet Cannon 5cc j.d 5cc j.cb j.cb Corona Upper? What is also the best way to adjust a corner combo like this? Loved the vids btw, helped a lot and very unique! Great job with added notations and tips. Can't wait for part 2. Optimal damage I've found off of a 5B in the corner is exactly 4200. Said combo would be: 5B > 5CC > 5D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 5CC > j.B > j.D > 665CC > TK623C~D Still haven't tried for all characters yet, but it doesn't work on Makoto. Might work on her when replacing 214A~C~B with 214A~C~C, the following 5B should connect then. Not sure if I've tried j.C > j.B and such, been a while. My job basically forces me into bed after coming home right now, so I'm kind of short on time aside from week-ends.
StarGazer Posted March 11, 2012 Posted March 11, 2012 Additional content http://www.youtube.com/watch?v=3q9ElJDP3us Astral's on Noel? j.B+C > PF? Epic pictures!? Love it <3 xD Does Makoto has any other option to hit from PF (2/3) into anything else?(from Midscreen) J.B is the main thing that works and reading 2D works also. I'll assume she doesn't have much other than those 2 but I figured I might as well ask. I encourage asking any question in your mind... no need to be shy.
eQualz Posted March 11, 2012 Posted March 11, 2012 Hello there my fellow squirrel fans I recently started to play Makoto and I really enjoy her. Now I struggle with how to end her blockstrings. I usually end up with 5CC and sometimes with 214A~C~A/B. What's the safest way to end a blockstring? Does she have any tools to reset them other than 2A staggering?
StarGazer Posted March 11, 2012 Posted March 11, 2012 Hello there my fellow squirrel fans I recently started to play Makoto and I really enjoy her. Now I struggle with how to end her blockstrings. I usually end up with 5CC and sometimes with 214A~C~A/B. What's the safest way to end a blockstring? Does she have any tools to reset them other than 2A staggering? Hi there. Try to keep your blockstring speed and flexible with 2AxN so you can always stay on offense instead of throwing a blockstring that ends up after being blocked. Examples for quick blockstrings: - 2A > 2A > Delay > 2A > 662A > 2B > 2A > 6B (hit) C > 214ACB > ... - 2A > 2A > 2B > 2A > 662A > 66B+C - 2A > 2A > 5A (whiff) > B+C (5A gets blocked) > 662A or 6B Remember 5CC, 2C, 214AC~A/B are still a legit stuffs to have in your blockstring, but you must stay fresh and avoid flowcharts. Also, once you reach 50 Heat, your choices greatly expands.
milesw Posted March 11, 2012 Posted March 11, 2012 (edited) Ive made a habit of only ending my block strings with jump cancellable moves vs danger chars like Tager or Ragnas who know what theyre doing. Thats only if you wanna be 110% safe all the time to minimize any possibility of risk vs chars/people who like to backdash or jump away doing stuff like 2a x n stagger>2b>5b>delay>6c>214ac is handy. The 6c is a handy frame trap for mashers, ib mashers, people who may try to jump away expecting you to jump cancel your 5b. And the 214ac will end your string safely (except on ib) and lead to a combo if the 6C hits. Vs my friends lambda because they like to escape at any possible moment and backdash during the holes in the string. Then he will occasionally eat a spinning back fist 6C in return or a lunatic upper. Ending with 214C~D now and then isnt a bad idea either. Handy vs Tagers who are fishing for your 5cc so they can 360. I really love lunatic upper now. And now that mars chopper is safe and delayable. It makes the opponent more scared to press buttons. 214A~C> 2a 214A~C> 66 throw 214A~C>jump CC 214A~C> 66>jump CC I could go on forever. I feel rewarded as a Makoto player throughout the history of the series. We got given a cheap loop which meant we over-looked all her other moves. They took that away and we found out she was a brutal character without it. CS2 dropped and we just wanted to take niggaz to the corner and massacre them for free. Now CSEX has dropped, and we are forced appreciate the tools she has. Which are still good! And luckily shes not boring to play with. Edited March 11, 2012 by milesw
eQualz Posted March 11, 2012 Posted March 11, 2012 Also, once you reach 50 Heat, your choices greatly expands. Ho, I'd like to hear about that. I've only been using weird stuff like 5D > RC 2B/6B and the awsomeness of 214AC~A > RC. And luckily shes not boring to play with. Which is why I'm sticking with her. After playing her story mode I had to try her challenge missions and for some reasons they appealed to me a lot more than her CS1/2 counterpart. Thanks guys, I appreciate :3
Reisi Posted March 11, 2012 Posted March 11, 2012 Well, hello there! :D As for options with meter, you can do... 6B > RC > 6B/2B 214A~C~X mix-up 214A~C~B > RC > 5B frametrap on block 214A~D fishing for mash, which requires a good deal of yomi or knowledge of your opponent's habits Anything else I might've missed?
milesw Posted March 12, 2012 Posted March 12, 2012 214A~C~B > RC > 5B frametrap on block 214A~D fishing for mash, which requires a good deal of yomi or knowledge of your opponent's habits Anything else I might've missed? Nice to know stargazer rc 5b is a frame trap. 214A~C~B>RC>5B>6A>6B Might have to get used then 214A~D RC fish vs 214C~D fish hmmmm Thats quite a tricky one.
Bibiquadium Posted March 12, 2012 Posted March 12, 2012 Despite my knowledge towards my character, I came to the conclusion that my neutral game sucked. I'd have to do some mirror matches someday to open my eyes a little, reading facts and seeing/doing them is two different things. So if you're from North East Coast hit me up.
Bibiquadium Posted March 13, 2012 Posted March 13, 2012 Looks like my Combo Video made it all the way to SRK's first page.
milesw Posted March 13, 2012 Posted March 13, 2012 Good shit. I wanted to see part.2 up there. But that's just me lol
HIGEKING42 Posted March 13, 2012 Posted March 13, 2012 Omni how do you haandle tsu and valk. I'm having a hard time with those characters i can't tell which of tsu is a OH or a low. as for valk he's broke but how do you combat that.
Bibiquadium Posted March 13, 2012 Posted March 13, 2012 I believe that her overhead she spins and her low she doesnt, or vice versa.
Zeero Posted March 13, 2012 Posted March 13, 2012 Despite my knowledge towards my character, I came to the conclusion that my neutral game sucked. I'd have to do some mirror matches someday to open my eyes a little, reading facts and seeing/doing them is two different things. So if you're from North East Coast hit me up. more like makoto's neutral game sucks period.
zdravc Posted March 13, 2012 Posted March 13, 2012 Looks like my Combo Video made it all the way to SRK's first page.It's an awesome video for those of us who play Makoto, very informative and helpful and personally my favorite. So big thanks, and I'm sorry if I took a bit too much liberty and posted a tip to SRK. @milesw I posted the tip before I noticed second part was up.
Bibiquadium Posted March 13, 2012 Posted March 13, 2012 (edited) There's no Pt. II yet, just additional content of Part I which is linked on the video itself. And thanks for the tip. Edited March 13, 2012 by Bibiquadium
milesw Posted March 13, 2012 Posted March 13, 2012 Omni how do you haandle tsu and valk. I'm having a hard time with those characters i can't tell which of tsu is a OH or a low. as for valk he's broke but how do you combat that. The spin is the low.
HIGEKING42 Posted March 14, 2012 Posted March 14, 2012 that looks like i have to watch her frame for that and act accordingly
WolfCrimson Posted March 14, 2012 Posted March 14, 2012 Actually Tsubaki spins for both 6A and 6B, but in opposite directions for each.
Eshi Posted March 14, 2012 Posted March 14, 2012 (edited) that looks like i have to watch her frame for that and act accordinglyher gatlings into 6A are 5B, 5BB and 2B. They don't have a lot of block stun so, if you learn the rhythm for her gatlings then it's really easy to mash out of it without getting frame trapped. her 6A is pretty bad. Edited March 15, 2012 by Eshi
Goblinoid Posted March 15, 2012 Posted March 15, 2012 Hello, is Makoto's 2B a useful mixup option? I hear the proration is pretty bad, but for what it's worth, I'd like the option to make the opponent respect my lows. If the opponent always blocks high except for 214A~C~B on reaction, that's not much of a mixup. Against my opponents, they always seem to block that no problem. Mixing 5B with 6B works sometimes, but I start to get predictable so I want to spice it up... So what I'm saying is, I'd like to know if 2B has any uses beyond face value (eg, any good tricks with it?), and if anybody knows any good combos to follow up a hit with? Thanks!
HIGEKING42 Posted March 15, 2012 Posted March 15, 2012 yes it a viable mix up option. It's alot more useful than 2c.
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