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


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Posted

Nerfing Particle Flare OD damage...
If I remember right at minimum damage non OD PF with everything at level 3 was 200, 200, 700 to end up with about 1.1K minimum.
OD was like 200, x number of hits that seems to do about 150 total(?), 200, 1050 to raise damage to around 1.4K or so minimum.
This is just plain garbage, It's like they are making OD only be used to just finish rounds instead of maximizing damage off confirms.
I blame Hakumen for this.




 

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Posted

I only focused on the 5B into shooting star route.

Here's what I found...

 

5B>6C>214A~C>236D>...

6A>2D>2C>214A~A>6A>JB>JBD>665CC>JB>JB>corona 4016

6A>2D>2C>214B>JBD>665CC>JCB>JCB corona 4043

6BC>5D>5CC>JBD>665CC>JCB>JCB corona 4107

 

 

 

Try these combos:

 

5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214B > j.B > j.D > 236A (corner)

5B > 6C > 214A~C > 236D > IAD j.B > j.D > 5B > 6A > 2D > (near corner so IAD reaches corner  within the wallbound's untechable time - listed below are the finishers I'd like you to try out for me after 2D)

  • > 2C > 214A~A > 6A > j.B > j.B > j.623C 3861
  • > 6B~C > j.B > dj.B > j.623C 3819
  • > 6B~C > 214A~C~A doesnt work smp
  • > 6B~C > 214A~CCCCC (maybe there's a change to infinite rush air hit) doesnt work smp

 

 

To expand on your route since you get more damage from 2C>2D vs 5B>6A>2D

5B > 6C > 214A~C > 236D > IAD j.B (J.B if you're already in the corner)> j.D >662C>2D...

 5B>6A>JB>JB>corona  

  6BC>JCB>JCB corona 

6BC>5D>236A

 

 2C>214A~A> 6A>JB>jc>JD doesn't work and 6A>JBD seems very tight too since you cant hit the JB too low otherwise JD will miss. However 6A>JB>JBD felt easier for some reason.

 

Next time I'll do 6C>corona enders to see if she gets more damage, and find some more okizeme combo enders.

Posted

Thanks.

I'm actually more curious about the 2C > 214B > j.B > j.D combo part so if you could mess around with it, please.

Judging by what I've been reading from japanese players and you, j.B > j.D will probably not be a thing in most combos anymore.

 

"5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214A~A > 6A > 6B~C > 5D > 5CC > j.B > dj.C > dj.B > j.623C" is the most optimal combo I've seen so far. Deals 4200 damage, gives you 30 heat and you're back to being able to choose between moderately good damage and oki or great meterless damage.

Posted

So far, it's looking almost as dark as Extend for Makoto...

 

How do her match ups look at least, I can live with the J.B and OD Particle Flare nerf, but have any of her match ups gotten better as a result to some of the other nerfs the other characters sustained?

Posted

Thanks.

I'm actually more curious about the 2C > 214B > j.B > j.D combo part so if you could mess around with it, please.

Judging by what I've been reading from japanese players and you, j.B > j.D will probably not be a thing in most combos anymore.

"5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214A~A > 6A > 6B~C > 5D > 5CC > j.B > dj.C > dj.B > j.623C" is the most optimal combo I've seen so far. Deals 4200 damage, gives you 30 heat and you're back to being able to choose between moderately good damage and oki or great meterless damage.

Ah that sounds about right for 4200. Whats the most meterless she can get in the previous version?
Posted

So far, it's looking almost as dark as Extend for Makoto...

How do her match ups look at least, I can live with the J.B and OD Particle Flare nerf, but have any of her match ups gotten better as a result to some of the other nerfs the other characters sustained?

Too early I'd say. Give it a week or two perhaps?
Posted

According to Twitter and google translate, there's a high chance that Matsu jumped ship cuz lol nerfing bottom 1 characters is a thing for Mori. Goro is still AWOL.

I'm already set to call time of death for CP1.1 squirrel but there's a tiny chance that things aren't as bad as it seems.

...I'm still clinging onto my conspiracy theory that Mori is about to martyr Makoto in CP2 for Noel's character development and making Makoto players jump ship is the first step.

Posted

Ok bbs confirmed my combo works in 1.1.

5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214B > j.B > j.D > 5D around 3500 damage.

Posted

Thanks.

I'm actually more curious about the 2C > 214B > j.B > j.D combo part so if you could mess around with it, please.

Judging by what I've been reading from japanese players and you, j.B > j.D will probably not be a thing in most combos anymore.

 

"5B > 6C > 214A~C > 236D > 6A > 2D > 2C > 214A~A > 6A > 6B~C > 5D > 5CC > j.B > dj.C > dj.B > j.623C" is the most optimal combo I've seen so far. Deals 4200 damage, gives you 30 heat and you're back to being able to choose between moderately good damage and oki or great meterless damage.

 

air hit 5d doesn't work for oki. the other routes will have to be used for oki. like the one you just posted.

Posted

There's good stuff in that. Her corner carry stays pretty much the same, and some combo routes still exist. So, I think is going to be like HiagoX said: full damage (I tiny bit more than before (?)) or oki with less damage (but nothing too different from what we had with CP1.0). She's 90% the same compared to CP1.0 from the little I have seen. Like Omni said It is best to know how the matchup changes with other people nerfs.

Posted

Rolling acorn

Kinda sad 1.1 acorn is nothing like Unlimited acorn. Doesn't track (doesn't hit when used in corner), 10%, does damage. All these lies.

Posted

Acorn not heatseeking is making me real sad right now.

Holy crap, your tweets (and Hiago's) are some of the most soul-crushing things I've read lately. It's like this is worse than EX or something.

wait

it is

cuz there can be no true despair without hope

pretty sure this is true despair now

i vote we change the thread's tag line to "true despair"

Posted

Okay, that's actually useful advice. 

 

I noticed that some times I have some luck with Hazama or Rachel using Astroid Vision to force them to guess if I'm coming in from the air or the ground, but it's very easy to punish so it shouldn't be relied on. 

 

 

Test

 

Uhh another note on the blocking. If you are going to try and jump to help get closer to a zoner you have to make sure that you start blocking the instant after you leave the ground. It is easy to be slow or absent minded and leave yourself vulnerable for a split second after becoming airborne. Also you want to avoid persistent and predictable air dashes because zoners eat routine airdashes alive. 

Posted

Practiced some of those kuroku combos. 2C break 6A 6BC 5D is tricky since you have to hit the 6A really close to the ground/late otherwise 6B whiffs.

And acorn is literally a slap in the face.

Proration sucks ofc.

Acorn+5B =384 damage i think

Atleast you can get oki off of it. Thats if youre lucky enough for it to pop out.

Posted

Finally decided to pop back in, only to find out that Makoto has been nerfed again...

 

Not sure if I should even bother picking up CP anymore :/

Posted

So let's see here

 

Makoto's 6B can do ground bounce, and her corner damage has increased.

But her mid screen damage was nerfed slightly along with her corner carry, and her j.B's untechable time.

 

I'm not sure if these changes even out or not, but I guess time will tell. 

 

If she has better corner damage though, that might keep her viable.

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