Jump to content
Dustloop Forums

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


Recommended Posts

Posted

So what I'm seeing overall from what everyone says; a bit weaker, lost a couple good combo routes, nerfs to a few key moves, topped off with near-useless other tweaks. Wow... So are there any bright sides to these changes? ...And I mean real  bright sides, no nonsense.

  • Replies 1.9k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Makoto's minimum damage for Particle Flare, according to the frame data, is 1562. OD Particle Flare tends to be fairly important to Makoto to finish off opponents, but you usually never see its minimum damage matter since it's almost always being used as a round-ender when the opponent has virtually no health left. That being said, OD Particle Flare is the go-to source of damage for Makoto with early OD combos: you use OD, you end with Particle Flare. So, nerfing its minimum damage is going to immediately nerf all non-round ending OD combos from Makoto. Lets take a look at some other minimum damage numbers for various supers:

 

Ragna OD Carnage Scissors - 1410

Jin OD Touga Hyoujin - 1300

Noel OD Fenrir - 1200 minimum

Arakune OD F Inverse - 715

Litchi OD All Green - 1246

Litchi OD All Terminals - 1580

Hakumen OD Shippu - 1720 (assuming no charge)

Hakumen OD Yukikaze - 1012

Nu OD Calamity Sword - 1500

Tsubaki OD Confutatis Maledictis 680/810/1089/1320/1760/2080 (damage dependent on charge)

Mu OD Wisdom of the Divine - 1360

Valkenhayn OD Sturm Wolf - 1600

Platinum OD Cure Dot Typhoon - 1172

 

Makoto is a bit higher than average in this list, but clearly not the strongest (Hakumen/Valk and possibly Tsubaki). I see no immediate notion that Makoto's super is vastly superior to any other, especially when she is so reliant on it and many of these characters just throw out the super if they get the chance, but hardly need to use them every chance they get. I think the best comparison is Ragna who gets slightly more than 100 less damage off of Carnage Scissors. If that's what Makoto is getting, I'll take it. 100 damage is probably not going to matter, but rather just piss me off because its so unwarranted. Any lower than that and Makoto is going to have not only weak neutral game and horrible matchups, but also a below average OD Super, leaving her with just about literally nothing she does better than anyone else.

 

tl;dr - Mori......why the hell do you hate Makoto? Do you literally think this is balanced or are you doing this to purposely un-balance a character in a highly regarded competitive fighting game?

Posted

Makoto's minimum damage for Particle Flare, according to the frame data, is 1562. OD Particle Flare tends to be fairly important to Makoto to finish off opponents, but you usually never see its minimum damage matter since it's almost always being used as a round-ender when the opponent has virtually no health left. That being said, OD Particle Flare is the go-to source of damage for Makoto with early OD combos: you use OD, you end with Particle Flare. So, nerfing its minimum damage is going to immediately nerf all non-round ending OD combos from Makoto.

I don't really understand your reasoning here. Why would the minimum damage matter any less whether you're using it as a round-ender or not? If your OD combo now deals 5800 instead of 6000, that's 200 more damage you need to deal to your opponent before you can end the round. You almost always see the minimum damage in effect, because most of Makoto's OD combos are long enough to trigger minimum damage scaling, at least on the final hit of PF. This nerf should negatively affect almost every combo with a PF ender.

Also, 1562 is her 1.0 damage. I'm not sure what her new damage is.

Posted

I don't really understand your reasoning here. Why would the minimum damage matter any less whether you're using it as a round-ender or not? If your OD combo now deals 5800 instead of 6000, that's 200 more damage you need to deal to your opponent before you can end the round. You almost always see the minimum damage in effect, because most of Makoto's OD combos are long enough to trigger minimum damage scaling, at least on the final hit of PF. This nerf should negatively affect almost every combo with a PF ender.

Also, 1562 is her 1.0 damage. I'm not sure what her new damage is.

 

At least for me, I generally don't use OD unless I know I will kill the opponent with it or I am already at <35% health and more than likely the next OD combo kills them, so half the time the combo kills them, half the time PF kills, but it's very rare that the damage difference between OD and non-OD PF would have left the opponent alive (e.g. using OD PF when they have <1k health left).

 

And yes, that is her 1.0 damage. I was comparing it to the rest of the casts 1.0 damage. When someone confirms the 1.1 damage, we will know whether to just shrug it off or panic.

Posted

Mori isn't the one responsible for gameplay changes. Its Pachi.

Mori has to be the one who gives the OK for that stuff to slide though. Or something along those lines...

And if Makoto's OD is already pretty much average now, and that's the 1.0 damage... And with the eventual nerf coming along...

 

Crap man. Arcsys lost it. They pretty much just said "Alright, f**k this character." Kind of glad I didn't get the game yet tbh, because it is starting to sound like Extend all over again.  :sweatdrop:

Posted

http://www.youtube.com/watch?v=4I8wX3zsKnQ#t=221

Acorn being used in game 

 

 

 

Crap man. Arcsys lost it. They pretty much just said "Alright, f**k this character." Kind of glad I didn't get the game yet tbh, because it is starting to sound like Extend all over again.   :sweatdrop:

 

okay we get it. Lets stop complaining nothing can be done. 

Arc will still have our money.

Posted

...Welp, acorn sucks. :v:

The j.B hitstun nerf is pretty apparent there too. I've haven't seen it until now, but that's a big difference.

Posted

So many tears in so little time.... If she's still viable, I'll keep using her  :v: .

 

Idk about her matchup chart yet. Does anyone know how this is developing? I'm a bit worried about Azrael, his matchup was already kinda hard.

Posted
 

Did j.B CH hitstun get nerf at all, or is it just normal hit stun?

 

Its still the same. They fall all the way to their death lol

Posted

 

 

 I'm a bit worried about Azrael, his matchup was already kinda hard.

Makoto can parry 5B > B follow-up and 5B > 2C string.  That may not seem like much but you can at least stop Azrael's that do nothing but flowchart pressure with that.

Posted

 

 
 

Its still the same. They fall all the way to their death lol

 

It's like the kick knocks them unconscious for a second or something, lol...So CH version is still good? I guess that's good.

Btw, how many active hit frames does that little acorn have? I could have sworn Litchi had to block it when it actually hit the ground.

Makes me wonder if it's exactly the same as UN Acorn, minus the tracking.

Posted

Makes me wonder if it's exactly the same as UN Acorn, minus the tracking.

It's not. It does more damage, may have worse proration????, can exit the screen (which is mostly due to having a set arc), and y'know the whole 10% thing.

 

The only real similarities it has with Victory Acorn that I've seen is that an acorn goes up and an acorn comes down.

Posted

Even excluding the 10% activation, it sounds like a totally different (and shittier :v:) move.

It's a shame they didn't keep it exactly like the unlimited one, because that's the best attack in the game. Not in terms of practicality either.

Posted

It's not. It does more damage, may have worse proration????, can exit the screen (which is mostly due to having a set arc), and y'know the whole 10% thing.

 

The only real similarities it has with Victory Acorn that I've seen is that an acorn goes up and an acorn comes down.

It dont think it does do any damage.

 

Lol its so sad that we're discussing acorn though. It's not meant to be used lol

Posted

It dont think it does do any damage.

Oh, I was told it does 100. If it's still 1 damage starter, 0 mid-combo, then it shares that with Victory Acorn.

Posted

Lol its so sad that we're discussing acorn though. It's not meant to be used lol

Yeah... :(

Only change that's really noteworthy, and it's still negligible. 

Posted

It's mainly the fact we lost a bunch of stuff for that disappointing move, otherwise it would be semi-okay with me.

I can't tell if they are making Makoto a joke character, or just a flat-out joke. Either way, I'm not laughing.

 

I did laugh at "Limited Makoto's Defeat Acorn" though, lol. 

Posted

There's no Victory with that Acorn. It's Limited Makoto's Defeat Acorn.

10% activation. 100% sadness.

 

It's Mori telling the Makoto players to thrown in the Acorn. Trolling at it's finest.

 

You fuck with Hazama one time in story mode and your name isn't Hakumen, this shit happens to you.

Posted

Just to clear up some stuff.

 

"Max" corner damage is actually weaken by only 33 damage lol.  Everything is exactly the same as 1.0 outside of the asteroid vision route combos and stuff involving j.BD or air hit 6B.

 

Also normal PF didn't lose any damage, It's still 200/200/700.

 

Hmm...what about for max meterless damage? The 6B routes don't lead to a higher damage output in corner combos? I thought that would be the case.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...