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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?


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Posted

I kinda pitty Arakune... He kinda got nerfed worse then Rachel in CS, or Makoto in CSE. Although, I'll be thrilled if this means much less Arakune Fraud!

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Posted

Souji said that he used to play Ragna in CT until he got bodied really hard by a Arakune and then moved on. Will Goro imprint Makoto into Souji's mind?

Posted

Kune didn't get nerfed that bad. Stop comparing everything to CS1 Rachel. The dude is still pooping out mad damage in curse and I heard his pre-curse game is stronger. Goro even ate one of those combos on the way out.

Even though Souji got 3-0'ed, many of those games were very close so I doubt he'll ditch the bag of bugs after he established himself as the based Arakune god.

...although it would be hilarious if Goro had the power to just savagely beat everyone until they started playing Makoto lol.

Posted (edited)

um i'm pretty sure that arakune still gets 100% curse for 50 meter and has meterless 100% curse combos and gets free 4-way mix-up in curse mode. he's a lot worse than he's ever been but he's still a better character than makoto, albeit only slightly =P

Edited by Eshi
Posted

On the bright side, it looks like Makoto has decent Oki game in the corner now. (It's certainly better then it used to me, and not many characters in Blazblue have a decent Oki tool.)

Posted

People won't switch to her because she requires a crap ton of work before you actually see results. No "do this move to instantly win" when it comes to her. Lol

Posted

Agreed! I've been using Makoto for almost half a year now, and I still struggle with her neutral game...

Posted
um i'm pretty sure that arakune still gets 100% curse for 50 meter and has meterless 100% curse combos and gets free 4-way mix-up in curse mode. he's a lot worse than he's ever been but he's still a better character than makoto, albeit only slightly =P

...nah. Arakune is at least one letter-grade higher than Makoto. He's not borderline top tier like he is usually, but he's not bottom at all. He feels... mid-tier to me.

Posted (edited)

From what I saw I think this is the most balanced he has ever been. Curse is still effective but he can't just spam random bugs as much without killing the curse gauge.

Also, makoto 6C > shooting start and her new side switch are godly.

Edited by MoneyD90
Posted
From what I saw I think this is the most balanced he has ever been. Curse is still effective but he can't just spam random bugs as much without killing the curse gauge.

So basically, it limits Arakune Fraud.

Posted

You're foolish and naive if you think Arakune won't find a way around it and literally rob wins Kappa

Posted

my impressions from cp.

2d2 is really big.

the main reason shooting star is good is that it lets you end combos with 5d, imo.

5d has so much untech time that you can do oki afterwards with comet. I think you can followup combos from further from the corner than you can with shooting star, it's so long.

combos can go a bit longer than they do but they're abbreviated quite a bit for oki.

jab starters instantly break the 6a>2d route.

can definitely feel the time stuff in combos. one combo I was trying was 5b>6c>shooting star>6a>2d>2c>comet>5b>jb>jd>5d. This actually works but it is tight. if you use a 6a after comet instead of 5b, they'll tech out of the jb>jd. Further I think this makes the combo go so long that they tech too soon for comet oki.

the new combo system makes certain things that were pretty much guaranteed before no longer guaranteed. If you stretch your combo too long, they can tech between corona and meteor dive, regardless of any smp stuff. same for 5c>5cc. It feels to me like you kinda want to artificially end your combos early which kinda sucks.

Posted

It's just a matter of getting used to it, though.

Also the 6A > 2D route is possible with a jab starter if you go "6A > 2D > j.B > dj.D...".

Posted

I think when I tried to do stuff like 2a>5b>6c>shooting star > 6a> 2d they teched between the 6a and 2d. to the degree that you do that much stuff between the jab starter and the 6a>2d they'll tech, I think. There're probably other ways to do stuff. but the standard seems to be to just doing 6a> jb > jd> 5d> oki if you did a shooting star.

mid screen you can still do 2d2 combos off jab starter. but you can't do 2d2>5b>6a>2d3. still good though I think. but lunatic upper infinite rush ender is not so bad off a jab starter.

on lunatic upper, it does feel like you can cancel quite a bit earlier. when I hit EX earlier, my upper kept not coming out at the timing I was doing it for CP. Not sure how much of a diff it is but it is nice.

Posted

That's interesting that you can't even delay stuff in combos anymore? If I'm understanding right? It must have changed a lot if 5C > delay > 5CC doesn't even work. :V

Besides combos, is there anything about Makoto (or Litchi :P) / BBCP (in general), that particularly stood out to you?

Posted
That's interesting that you can't even delay stuff in combos anymore? If I'm understanding right? It must have changed a lot if 5C > delay > 5CC doesn't even work. :V

Besides combos, is there anything about Makoto (or Litchi :P) / BBCP (in general), that particularly stood out to you?

it's not that you can't do 5c>delay>5cc in combos anymore. you can't do 5c>5cc, without a delay, if it is at the end of a long combo. This is why you are seeing more of 6c at the end of combos. like ending combos with 6c>corona at times.

and yeah, you can really notice the time based decay of untech time.

Posted

I see now. That makes sense. Never knew that was the reason that 6C was used that much more in CP (besides shooting star).

Posted

new shooting star doesn't feel very useful outside of combos. it needs something else.

and if i'm not mistaken, 3c doesn't quite work against projectiles the same anymore. I wasn't able to 3c through tsubaki's projectile, which has foot attribute. but in EX we were able to 3c thru projectiles with foot, like spike chaser.

Posted

wow, didn't know they nerfed 3C (even more. lol), the move already didn't have that much going for it in Extend.

Also I think I remember hearing that 6A actually is better in CP (doesn't trade on hit)? Did you notice a difference in it?

Posted
wow, didn't know they nerfed 3C (even more. lol), the move already didn't have that much going for it in Extend.

Also I think I remember hearing that 6A actually is better in CP (doesn't trade on hit)? Did you notice a difference in it?

yeah it doesn't trade on hit. which is good, but the 1 slower invuln is unfortunate against hazama (felt like I couldn't use it against him when I felt like I would be able to). but overall it's better for sure..

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