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


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Posted
今日マコト触ってきたので

・6Bのバウンド

バウンドはマコトの頭ぐらいまで跳ねる

6B>ルナ>スター はいる

6B>コメット はいらなかった

6B〆は空中で受け身とられる

・挑発

どんぐりは攻撃判定があって1ダメージ、発動条件はわからなかった

・ガトのJBJD

6A>JB>JD3

みたいなコンボの前半なら簡単に繋がった

・J攻撃始動のダメージについて

JC>5B>5CC>2D2>5B>6A>2D3>2C>アステB>JC>JB>着地>JB>JD 3

JD3が青くて2500くらい

・ちなみに

6A>JB>jc>生OD>コロナ

が繋がった

こんな感じでした

6B > 214A~C > 236D works

6B > 236A~ D does not work

6B okizeme option is not a thing any longer due to them air teching instead of instant ground teching

Acorn taunt exists; deals 1 damage; conditions are unknown.

6A > j.B > j.D worked fine early in the combo.

j.C > 5B > 5CC > 2D (2) > 5B > 6A > 2D > 2C > 214B > j.C > j.B > land > j.B > j.D became a blue beat combo at j.D (?) and dealt around 2500 damage.

6A > j.B > jcOD > j.623C~D still works

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Posted (edited)

Was 6B oki a thing or is this something we aren't going to miss? At least the anti-air OD route still works.

It looks like she's the same except j.B is hot ass now and she has acorn taunt. Is j.B counterhit the same at least?

...so if Makoto is going to get more 3S stuff, this means she'll have Karakusa and red parry in CP2 right?

Edited by Yazumatto
Posted
Was 6B oki a thing or is this something we aren't going to miss?

6B was just a means of forcing emergency tech during your oki. It wasn't necessary, but it was a way to mix things up to give your knockdown oki a little more variety. I'll miss it :(

Posted

Acorn taunt is a thing, I can't believe it. As impractical as it is, I like that it is now on regular Makoto as a fun extra move. Now if we suddenly got the hovering hold j.D, I'd be amped up to do some fooling around during a match, haha

Posted (edited)

Called it

-6B change is vague, we don't know how the bounce is gonna be. Will it be good enough to connect 236A/CT after? or at least 5D/2D/214AA>2A? or will it be limited only to 6B5C? Is it gonna be air techable? I kinda feel that the whole point of this change is to remove 6B > 236A oki, hope im mistaken.

So just like with Bang and Tsubaki, our overhead gets to be comboable on airborne opponents to punish those who roll/backdash/jump out of it. I can't think of a way that could make use of 6B inside combos tho, so the change will only make 6B starters comboable but it wont change our combos itself.

Edited by StarGazer
Posted

*reads patch notes*

...6B bounce on air hits might help corner orb oki but I'll want to see how high the dude bounces / distance bounces and whether 6B > C follow-up > 2D (2) or level 3 can connect.

j.B hitstun nerf...is that so you can't link j.B into falling j.B or is this going to murder some of her combos? How far into hitstun can she do j.B jc (OD) Corona upper before its not a true combo? Gatling j.B into j.D wasn't needed, j.B into j.D(3) was only moderately difficult if you were pushing hitstun to its limit.

...Acorn taunt? only if it can be used in combos...forget it that's just plain nuts.

Posted (edited)

Can anyone else confirm that 214A's cancel frame into Break is now 12F, compared to EX's 13F? I'm using the string 5CC > 214A~A to test what punishes it.

While I'm at it 214A's other cancel frame (Lunatic Upper/Shooting Star etc) seems to be 5F now? This seems like a big change compared to EX's 9F cancel window but I don't know if this is correct. Was 5CC > 214A~C was gapless in EX?

Edited by Alpha152
Posted
Can anyone else confirm that 214A's cancel frame into Break is now 12F, compared to EX's 13F? I'm using the string 5CC > 214A~A to test what punishes it.

While I'm at it 214A's other cancel frame (Lunatic Upper/Shooting Star etc) seems to be 5F now? This seems like a big change compared to EX's 9F cancel window but I don't know if this is correct. Was 5CC > 214A~C was gapless in EX?

I don't know about break being cancellable any earlier, but Lunatic Upper is for sure (you can press C almost immediately and it will do Lunatic Upper; It almost looks like a standalone move sometimes). I think Break and Eclipse turn's windows have mostly stayed the same though + Mars Chopper has more startup.

Posted

So jB~D means what...

2C>214A-A>6A>jc>j.B>jc>j.B~D>5D>oki ?

That will probably blue beat due to hit stun deterioration...

These changes make no sense. Is she supposed to remain meh forever?

Posted

yes

you'd think they'd see that she's awful and throw her a couple of bones (or nuts) but that's clearly not how they do things at HQ

at this point, it isn't even worth bitching about any more. all you can really do is...laugh. that or pick a new character.

Posted

Even though j.B jc j.B j.D works it will still be better to do j.B j.D because they lower you are to ground the more extra frames after landing you would have.

j.B j.D can also make 6C > 214B (j.A)j.B j.D possible since you can't jump after 214B in BBCP.

Posted
Is she supposed to remain meh forever?
Seems like it. Pretty sad and stupid at the same time. It's going to hurt Makoto gameplay forums quite a bit since there's hardly anything changed at all, thus leading to inactivity.
Posted

j.B > j.D new gatling might have its uses in new combo routes

Something like "5B > 6C > 214A~C > 236D > IAD j.B > j.D > 5B > 6A > 2D > 2C > 236A~D > 6A > 5D > 236A" could maybe become a thing. Also using 214B into j.B > j.D gatling.

Posted
j Also using 214B into j.B > j.D gatling.

j.B j.D can also make 6C > 214B (j.A)j.B j.D possible since you can't jump after 214B in BBCP.

Has the 214B arc changed? Since I dont see how 214B>J.B would work.

Posted

It hasn't as far as info goes? But that's not really an issue; you can already combo off 214B in CP.

Posted (edited)

Did Kokonoe use raw Super Fireball on you to get some mixup on you because bottom 1 Makoto can't do shit about it? Well... KILL THAT BITCH FROM ANYWHERE ON THE SCREEN IN ONE COMBO.

THAT'S 11735. WELCOME TO AMERICA, NIGGA.

http://www.nicovideo.jp/watch/sm23002749

CT > OD > Parry to get past the ball. I don't know how lenient this is though but keep in mind, projectiles are a lot easier to parry than regular hits since you can see them coming. I won't say this is practical just yet but this is at least godlike to watch.

Also, this man just set the record for highest damage in a CP Makoto combo.

Edited by Yazumatto
Posted

As always, Makoto can get broken numbers when she uses Parry in the middle of a combo to cut down its P1. Its usually impossible to land in real match but with CT absurd spinning time it might be actually viable now to do as a punish to Kokonoe DD... But oh wait, CT is getting nerfed... hint hint :lol:

Posted

There's a sliver of a chance that it won't. Other characters got different changes in the website patch notes than originally stated in the first patch notes. Makoto might actually get more changes than originally stated, for better or worse.

Of course, we aren't going to hold our breath though. The Struggle is too deeply-ingrained in us. :/

Posted

doubt it, backdash willprobably be relatively better, but i wouldn't say odds are good that it will actually be better.

i'm very curious to see what happens though. the makoto changes they released were largely derided so maybe they'll have done more.

Posted

Backdash iwll most likely stay the same. They are all being adjusted so that they can be closer to what Makoto's backdash is... alright.

I doubt Makoto's changes will make much of a difference, but she'll probably be a better character due to nerfs left and right directed at the stronger characters. We can all hope, though.

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