StarGazer Posted March 30, 2012 Posted March 30, 2012 I really want now to get that MLG TE stick *Drool* but if i am going to buy it with Amazon ---> Aramex ---> it will cost me a lot (220$ Maybe) not to mention the annoying waiting time. I guess i will just get SFxT stick since its more accessible for me. Also my friend just said "It functions very well, nothing special in it, but its bigger than the normal size and have that cheap annoying plastic'y feeling"
Bibiquadium Posted March 30, 2012 Posted March 30, 2012 the annoying plastic feel is more than enough to be unconformable when you play, and comfort is what you should opt for the most when you play on stick, just don't rush on a stick purchase then regret it later since its quite expensive
StarGazer Posted March 30, 2012 Posted March 30, 2012 the annoying plastic feel is more than enough to be unconformable when you play, and comfort is what you should opt for the most when you play on stick, just don't rush on a stick purchase then regret it later since its quite expensive I will ask for a test run in the store then decide whether or not to get it. And thanks for all your help <3 I really appreciate it
StarGazer Posted March 30, 2012 Posted March 30, 2012 [TABLE=width: 870, align: center] [TD=align: center]★☆★☆★ Makoto Nanaya ★☆★☆★ >> Makoto Color Palettes << [/TD] Health: 11000HP Guard Primers: 5 Combo Rate: 80% Drive: Impact - Press the D button to start charging, then release it at the right time. Diffculty: ★★★★★★★☆☆☆ (7/10) Gamestyle: Rushdown Race: Beastkin-Squirrel Height: 163cm Weight: 49kg Likes: All what you can eat Dislikes: Discrimination Date of Birth: April 2 Stage: Heritage Museum Theme Song: Alexandrite Vocal Theme: Butterfly Sky Pros + Good footsies (Ground Control) + Straightforward and simple + Have decent defensive options (Corona Upper, Parry, Particle Flare) + Solid and stable damage when close to corner + Some characters have problems with Makoto's sexy airborne hitbox + Looks really good <3 Cons - Limited Mix up and Pressure options - All her moveset share the same short range and lack's disjointed hitboxes - Depends on the corner or meter to get damage - Her combos are a bit unstable and easy to burst out off - Somewhat suffers from the lag of the Netplay more than the other characters - Weak air game - Have a hard time against zoners Style: Rushdown (Close Range Fighter, Good on the Ground, Decent on the Air) [TABLE=width: 564] Makoto style highly depends on fundamentals and very fast reactions with less sense of Yomi (Readings). Speed is the essence of Makoto's game, as she highly depends on speed in her neutral game, pressure, mix ups, and even in her combos and defense. Also she have her own unique tools like Asteroid Vision that can make her game more varied and harder read. Be agressive and unleashe your inner beast with Makoto! [/TABLE] [/TABLE] Good? (´∀`)/
kotokot Posted March 30, 2012 Posted March 30, 2012 + Good footsies (Ground Control) no. Have good mobility. Have nice pressure and frametraps. Have good corner carry/damage from CH or with 50%. Very vulnerable to 720 and inferna-a divider.
Reisi Posted March 30, 2012 Posted March 30, 2012 ^Have to disagree with you disagreeing there. Her footsies aren't bad at all. Her mobility greatly increases the usability of her pokes. A dash 5B is quick and has nice reach, a 6C will beat quite some moves pretty clean. Of course her neutral game has its faults, but at least Makoto possesses various good to great pokes, that's more than other characters can say of themselves. Makoto's just aren't as godly as other characters'. Also, Stargazer, I wouldn't call her pressure bad, the ability to reset and stagger is quite nice. (Her mix-up is still ass without meter though. xD) Would like to know what other people think though. In regards to stick, I started off with this really crappy Hori: http://www.amazon.de/PS3-Fighting-Stick-FS3-Hori/dp/B000MWE3BI/ref=sr_1_1?ie=UTF8&qid=1333145650&sr=8-1 Cost me 40€, was pretty decent for a first one, especially considering the price. You'll notice the difference to a *good* stick, but only after trying one of those later on. That stick lasted me two years before the buttons messed up and the cable ripped. That was enough time to decide that I actually want a proper stick for myself. Since I only tried a couple of TEs briefly, I can't tell you too much about them (but I didn't like the feel). What I can tell you, is that my current Hori is pretty sensitive in regards to the joystick. I like it that way, no idea what you'd feel more comfortable with. Although, it is pretty fun to watch other people (who're used to their TE) try the stick out and mess up every single combo. <3
milesw Posted March 31, 2012 Posted March 31, 2012 I will ask for a test run in the store then decide whether or not to get it. And thanks for all your help <3 I really appreciate it That will be the best thing to try it out. Different strokes for different folks. The only pro about that stick is that its light. But it just feels like a hollow chunk of plastic and the buttons feel... meh. And if you hit D as hard as I do. You wont be happy with it lol.
Bibiquadium Posted March 31, 2012 Posted March 31, 2012 I wouldnt consider light a pro, since if its too light your stick will keep moving as you play
kotokot Posted March 31, 2012 Posted March 31, 2012 Makoto's just aren't as godly as other characters'. this. She have too much problems with some chars in neutral for calling her footsies "good"(lol Ragna). But when she is close it becomes scarry, because wrong time to mash in blockstrings can lead to good damage. And is able to reset blockstrings. Bibiquadium mostly. Some can be done with hori parts(very bad), some with seimitsu(se editions).
Reisi Posted March 31, 2012 Posted March 31, 2012 I think the more recent Hori sticks all have Sanwa buttons, at least the more expensive ones. The cheap models most likely don't. She have too much problems with some chars in neutral for calling her footsies "good"(lol Ragna). Ahh, interpreted your comment the wrong way then. Yeah, her footsies are decent, as long as you don't face some demonic 5B-being. (Valk and others are a given, but have you played a Hakumen who knows how to utilize his 5B? That move is so damn good!) Btw, I'll be done with the character specifics...in some time. Don't worry, haven't forgotten, I'm just a lazy bum. :x Has anyone tried doing B+C > 214A~D > 5CC on Jin yet? Want to make sure it's not my execution that's not making it work.
WayINside Posted April 1, 2012 Posted April 1, 2012 But when she is close it becomes scarry, because wrong time to mash in blockstrings can lead to good damage. Can you get more specific please? I've got a non respective Platinum who keep mashing jab at my pressure, my only find against it would be 2A 2A delay 5C C (5C will counter), any other ideas?
MarkusArx Posted April 1, 2012 Posted April 1, 2012 (edited) 214A~C is only -4 on block. You can end pressure relatively safe on it. With its A and B follow ups, you can create a varied amount of pressure, from a 50/50 mix-up to frame traps. It's entirely unsafe to use the B version though, unless you have meter to cancel it. The D follow up will also be able to bait the jabs too, allowing for a wall bounce combo. You can also do 214C~D to also get a Fatal off of Lightning Arrow for free damage. (With 214A~C~A, you'll need meter to combo it, btw.) 214A~A can also give you throw combos, since you'll have trained him to block your mix-up and traps instead of mashing so more damage there as well. Always remember that your 5CC and 6B~C are frame traps in and of themselves too. They are both also -3 so you can mostly end strings with them too to attempt a reset at pressure with j.CC. While it's true the 214A~A/B can be mashed out of, you train them not to by doing your frame traps and what not so you can go for stuff like that and get free cross ups. Also, be aware of all of your Gatlings. Many people don't know that 6A can go into 6B, so many won't see the overhead coming if you use it. Same mentality as why people forget about Hazama's 5B > 6A. And do try and mix these up a lot. If you start to get predictable, you could eat some Instant Blocks and take punishes you don't want. Edited April 1, 2012 by MarkusArx
kotokot Posted April 1, 2012 Posted April 1, 2012 Can you get more specific please? I've got a non respective Platinum who keep mashing jab at my pressure, my only find against it would be 2A 2A delay 5C C (5C will counter), any other ideas? (from anything)6C>214A~A>66A>2D>etc(~3.5k midscreen) (delayed cancel)5B/5C CH>2C>etc(~4k midscreen) (delayed cancel from jab)B+C>etc (from 5B/5C/6C)214A~C CH>B>etc(~3.2k midscreen) (from anything)214C~D CH>2D>etc(~4k midscreen) (from anything, will)214A~D CH>2D>etc(~4k midscreen) when she will respect you you can reset blockstirings anytime and mixup 6B, for dp mash reset blockstring anytime(assuming it isn't Ragna)
MarkusArx Posted April 1, 2012 Posted April 1, 2012 Before posting my wall of text: Can someone please test B+C > 214A~D > 5CC on Jin again? I can't hit the link. I feel stupid. But maybe it's Jin's retarded air hitbox that makes 214A~D hit too early, no idea. I'd appreciate it. Jin's retarded hitbox is the culprit. I tried it and I just can't get it to work. You can, however, do a Level 2 Charge and pick it up with 5A > 6A instead. =3 Wasn't sure if anyone commented on it. I don't remember seeing it, but yeah. >_> Sorry if someone got to this already.
StarGazer Posted April 1, 2012 Posted April 1, 2012 Btw, I'll be done with the character specifics...in some time. Don't worry, haven't forgotten, I'm just a lazy bum. :x Has anyone tried doing B+C > 214A~D > 5CC on Jin yet? Want to make sure it's not my execution that's not making it work. Doesn't work against Jin for me, however, the universal throw combo deals 3300 so it's not a big lost. Ahh, interpreted your comment the wrong way then. Yeah, her footsies are decent, as long as you don't face some demonic 5B-being. (Valk and others are a given, but have you played a Hakumen who knows how to utilize his 5B? That move is so damn good!) When i am writing i you just keep forgetting things, so if anyone have anything to add or disagree then feel free to say it, i might miss some stuff. About her footsies, i assure you it's good, not overpowered, it's just good, I mentioned it in her Pro's to give the reader an idea or sense about her strong points or her style. As for her pressure, yes, i don't know what i was thinking of when i just wrote that, going to fix it now and even add it to her Pro's.
WayINside Posted April 2, 2012 Posted April 2, 2012 (from anything)6C>214A~A>66A>2D>etc(~3.5k midscreen) (delayed cancel)5B/5C CH>2C>etc(~4k midscreen) (delayed cancel from jab)B+C>etc (from 5B/5C/6C)214A~C CH>B>etc(~3.2k midscreen) (from anything)214C~D CH>2D>etc(~4k midscreen) (from anything, will)214A~D CH>2D>etc(~4k midscreen) when she will respect you you can reset blockstirings anytime and mixup 6B, for dp mash reset blockstring anytime(assuming it isn't Ragna) I'm looking for something a little bit more solid, those stuff look pretty risky on block.
excelence Posted April 2, 2012 Posted April 2, 2012 Well, 2a reset and 5cc frame trap is the most solid pressure Makoto have, if you go against character without dp, u can go crazy with 5cc>6b/2c and get away safely with asteroid vision or trap them further with Lunatic upper, it only -4 and frame trap with mars chopper / Shooting star or if you're gutsy enough, u can fish Corona Counter for mashing (similar to Ragna HF trap).
WayINside Posted April 2, 2012 Posted April 2, 2012 2C is not mixup option (offline at least), this move is slow as hell
Bibiquadium Posted April 2, 2012 Posted April 2, 2012 it is a mixup option, you can 2C 214C~D if 2C is blocked, and 214C~D charged to 3 is safe on block.
excelence Posted April 2, 2012 Posted April 2, 2012 2C is not mixup option (offline at least), this move is slow as hell Just try to 5cc>2c/6b srsly ... you'll see many fatal ch for people who mash.
milesw Posted April 2, 2012 Posted April 2, 2012 (edited) and 214C~D charged to 3 is safe on block. Just to add. The deeper you do it the better. If it hits as deep as the ground you will notice its air tight if you follow up with a,b or c. Been abusing this lately at random times on Tager. Once you train them to think you are gonna do stuff after 5cc or 6c it works a charm. And most of the time they think they can 360 you after LA lvl 3 on block. I think its a better option than 214a~d. Just try to 5cc>2c/6b srsly ... you'll see many fatal ch for people who mash. Lol reminds me of cs1 and cs2 CS1: 5CC>slight delay> opponent thinks *dat overhead* CS2: 5CC>slight delay>opponent thinks *dat overhead...but dat 2C*>>>>tries to jump away and chicken block CSEX: 5CC>slight delay>opponent thinks*less overheads in EX....but dat 2C*>>>tries to jump away but eats 214a~c same thing for 214a~c~a/b followups. Ive noticed people brace themselves more for mars chopper and block high even though the real threat is mars chopper when you have meter. Edited April 2, 2012 by milesw
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