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


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Posted

I have problems with Kagura! His $%&$%$& B purple ball has an awesome oki. He releases it on knock down then it is so big and move so slow that you can't roll, you have to recover right away or it will hit you anyway, then you're foreced to defend it and then comes his mixup that is quite good. Dunno why but that crap is like fighting Chie in P4A and her lockdown all over again....-_-. Also his anti-airs are godlike dammit, so it is difficult for Makoto to get in. The good side is that you can use the orb to stop his purple ball.

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Posted
isn't it just like our comet cannon oki?

It seems to be. No offense to the Makoto playerbase, but the fact those specials are almost identical in that usage makes it rather hilarious to hear a Makoto player being annoyed by it.

Posted
It seems to be. No offense to the Makoto playerbase, but the fact those specials are almost identical in that usage makes it rather hilarious to hear a Makoto player being annoyed by it.

Haha, but Kagura's bigger, it moves alone and I think is easier to use midscreen, and Kagura's mixup is so weird (maybe that's because he's new and I don't fully know what he is capable of xP).

Posted

True, true. Kagura is a rather new character who clearly exceeds in mixups, so he I believe he makes much better use of the orb oki than Makoto does, which is saying something since orb oki is such a good tool for Makoto.

Posted

Trying to work on my OD combos and going from OD ground dp to air dp is giving me trouble. Anyone got a tip they could share to make it work?

Posted
Trying to work on my OD combos and going from OD ground dp to air dp is giving me trouble. Anyone got a tip they could share to make it work?

You have two options:

1) If your doing the DP early in the combo the prorate must be low, so you can delay Meteor Dive a bit and hit it near the ground, that way you will recover and the opponent will be higher so you can link jump DP (try to jump pressing 9 direction that counts as a 6 input in the DP command, then quickly do a 236C).

2) If the DP is late in the combo, you won't be able to delay Meteor Dive because the opponent will recover. In this case you need that the Drive hit before the first DP leaves it high enough. For example using 2C>214B>5D>214A>5D or using 236D, both leave the opponent high enough in the corner to land both DP's. (I'm using this method, but I have tried other combos with the first one and deals serious damage too).

Posted

I have a lot of fun with the Terumi matchup. Rachels hard to get into if she's playing well. Any ideas on the Kagura matchup? His damage output hurts if he touches you...

Posted

Been playing around with Makoto in training mode for a bit. Already found some "possible" new combos with her.

Overdrive combo are quick to pick up, well the ones I tired.

Posted

I need to find some simpler Corner Combos, I can't pull off the one I i've been practicing.

It goes along the lines of Starter > 5CC > 5D > 214A~C > 236D > 6A > 2D > 3C > 214A~A > 6A > J.B > J.D > 5D > Oki Set Up.

It always goes haywire after the Astroid Vision Break into 6A.

Posted (edited)

ey yo sup

anyone play makoto vs terumi lately?

i'm gonna just share some stuff i found and see how other people have been doing against him on his normals and specials and stuff

5D:

This move seems to give me some problems in neutral since it goes so far, but if you can read that he'll do it iad j.c is nice, but again has to be a read cause if you just jump in like a tard you'll get hit by his 6A

on block you can't punish unless he goes into 236D, if you IB that move you can punish it with 2A

6C:

if he doesn't rapid this for some reason this is a free 5b punish lol

2b:

if they somehow whiff/don't cancel this move you can punish with 2b

j.a

this move will probably give you a lot of problems espeically if he jumps first, j.a is gonna whiff, and j.c startup is too slow j.b can hit sometimes if you jump 1st or if you are really far under him, but you might still get ch depending on angle

5b > 6b

5b/5c before the 6b hits you if you call it out maybe like a 10 frame gap?

It's thrown invul so you can't throw, 5A will whiff under 6b, 2a will just get hit because foot invul or whatever, if you block it dont mash buttons becuase its like +4 or whatever

falling j.b > j.2d >

2a: even if you i.b the j.2d you can't press a button other than dp/super if he does 2a/5a

5b: if you IB the j.2d and you know he'll press 5b you can 5a punish it

2a

gotta guess between (5b/2b/5c/throw/6b/dash 2a/whatever he does)

2C

this is negative so you can punish with 5b, but its cancellable, if you IB 2c you can dp everything other than 2C > 6C AFAIK

thats all i know for now, matchup seems pretty hard right now...especially since the meter gain on this character is so high and his reversal dp is pretty good and rapid-able

I need to find some simpler Corner Combos, I can't pull off the one I i've been practicing.

It goes along the lines of Starter > 5CC > 5D > 214A~C > 236D > 6A > 2D > 3C > 214A~A > 6A > J.B > J.D > 5D > Oki Set Up.

It always goes haywire after the Astroid Vision Break into 6A.

you mean 2c not 3c right

mm i think u should practice it more since this combo feels very nice when you hit it.

or maybe you're using like a 2a starter which might not even be possible

Edited by Kaori Manabe
Posted
I need to find some simpler Corner Combos, I can't pull off the one I i've been practicing.

It goes along the lines of Starter > 5CC > 5D > 214A~C > 236D > 6A > 2D > 3C > 214A~A > 6A > J.B > J.D > 5D > Oki Set Up.

It always goes haywire after the Astroid Vision Break into 6A.

You could try replacing the 214A~A with 236A~D or 214B > j.C > j.b > jc (once you land). I love doing the later.

Posted
I need to find some simpler Corner Combos, I can't pull off the one I i've been practicing.

It goes along the lines of Starter > 5CC > 5D > 214A~C > 236D > 6A > 2D > 3C > 214A~A > 6A > J.B > J.D > 5D > Oki Set Up.

It always goes haywire after the Astroid Vision Break into 6A.

Not at home to actually test it but I think the opponent would tech as soon as the second 5D hits because of same move, so you might have to switch things around some.

Posted

Yup not allowed to use the same drive twice, same goes for 2D[1] and 2D[3], hey are both the same but 2D[2] isn't. Nor can you use 214A~C~B and 214A~C~236D in the same combo, etc.

Posted

I tried two 5D's in a row, and well it said same move combo, it didn't seem to affect the untechable time, and It was still enough to set up Comet Cannon Oki. I think it only have effect if you were to try and combo afterwards.

With that one combo I was complaining about, I finally managed to get the 214A~A > 6A down. But now I'm struggling with the J.B > J.D. I can't seem to get the J.D to hit at LV. 3

Oh, and on a side note. Is anyone going to get on posting Match Up Threads for Makoto in CP?

Posted (edited)

you need to djc immediately after hitting j.b and press j.d asap

about two 5d in one combo: if you do that at the end of a basic bnb people will tech out immediately but if you rc the 2nd 5d it will make for a gimmicky reset

Edited by EkusuKariba
Posted

Why go for two 5Ds anyway? Just go for the 6C route for the 5D>orb okizeme <best route for damage and oki

or if you do go for the 5D route end in corona or set orb after jD for okizeme.

Posted

Okay, I'm not sure what's going on but...a lot of my mid-screen combos aren't working on Kagura. Is there something odd about his hurtboxes? I went and tested the starters that were giving me combo issues on Kagura on the rest of the cast. Went from dropping them on Kagura to everything working perfectly. I really need some feedback on this...

Posted

6C > 214AC236D acts weird on Kagura's hitbox. I'd say delay the 214AC a bit for it to work correctly.

While we are at Kagura's topic, 5A fuzzy does work on him.

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