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


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Posted

Wait, is this really happening? Suitable corner combos in CP1.1? Combos that are, dare I say, better than pre-patch?

 

Where do I hand in my formal apology for all the rage-filled Makoto bashing I've been doing? Either way, time to practice!

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Posted

I don't have any specific tips for match-ups atm. But I've discovered a nice trick with Lander Blow.

 

 

Lvl 2 Lander Blow on block > Rapid Cancel > 6B

 

If done correctly (early lvl 2 and 6B soon as possible after rapid), the 6B will frametrap 6-frame moves (it might work against 5 frames if perfect, gotta test more). If the Lander Blow counter hits, it will combo into the 6B!

 

If you do 2B after RC, it's a true blockstring, catching opponents who mash backdash or a reversal, or even players just not expecting a low.

Posted

I kinda wish there was a sudden death mode/minigame where you and your opponent have 1HP and you both try to score the first hit in different scenarios (Match start position, Full Screen, Player one almost trapped in the corner, player 2 almost trapped in the corner, High above your opponent, your opponent high above you, after ground and air throw techs, right in front of your opponent with even frame advantage, etc). That way people could practice neutral and abare instead of learning intermittently during the few moments in a match where neutral is played.

I used Extend's training mode like that since you can put both player's hp to 1 and activate a second controller for the other player. Plus, convenient resets!

It's a damn shame there's no online training mode option.

Posted

It's a damn shame there's no online training mode option.

CP has online training mode match style with round time and basic settings like hp and heat levels, regeneration, normal/infinite barrier and burst options, starting side, and player specific buffs on/off.

I actually use the mode in a game with my friends where we set our characters life at the mark where 5k damage even will kill you with regenerating health and meter, but regular bursts and barrier, and the goal is to get a KO in any way possible, be it red or blue beat combo.

I call it the 5k challenge and it's like playing an endless game until you set them up or get the perfect confirm.

We usually play a best 2 of 3 or 3 of 5.

I still haven't got to test if spectators get to watch the sparring which if they can we were planning to stream some sessions

Posted

The least of things you should focus on while playing Makoto are combos :lol:

 

Anyway on topic of OD, here is a list of OD openers that i use in match (the most viable way to use OD):

 

- 5B 6C > 214AC236D > OD > Far from corner = 214AD / Near corner = 5D / Hugging the corner = 623CD (might make the 236D a lvl2 for ease of execution)

- After 2D: 5B > 5CC > 2D lvl2 > 5B 6A 2D > OD > 623CD or 5B 6C > 214AC236D > 6A 2D > OD > 623CD

- After j.B: Any anti air > j.B jc OD or 214ACB > 5B 6A > j.B jc OD etc...

- At the end of corner combo > 6A > OD cancel > PF (6C > OD cancel > 2362366D works)

- 5B 6C > OD cancel (at full HP) > 662D > 662C 214BD > 6C 214AC236D >... (converts a 5B 6C > 214ACA confirm into 4K with only OD at full HP)

- After 5D in corner ofc > OD > 214AC236D... stuff

 

I only go for OD when i have heat since majority of the OD dmg comes from the power in OD PF or double OD enders (lethal match enders), either that or when i can completely change the confirm like turning a normal anti air into air combo for 1800 into a full corner carry that ends up in 4K dmg and oki, i'd say worth.

 

Can we have someone to fill a list with the most opt confirm for each starter? like best 2A confirm, 5B, 6C in corner, 6B, throw etc...

 

And here are some stuff to think about:

http://www.youtube.com/watch?v=Tmx_Y3ZhZO4

http://www.youtube.com/watch?v=3dFNgjFMYj4

 

Posted

Haven't played much 1.1, but pretty much 80% of 1.0 corner combos are left untouched, its only midscreen that is affected due to the j.D nerf. Also not sure what happened between 1.0 to 1.1 to make this happen but is CH 5B 2C CT 214A~C~B no longer a thing? And about OD usage, if you have meter and your burst and going for a kill, you can just do any combo and end in j.B ODC land PF, any starter has worked so far and adds potential damage. Anyway, now I got all weekend to training mode and figure actually legit stuff unlike my tager specific mid to corner swag combos.

Posted

CP has online training mode match style with round time and basic settings like hp and heat levels, regeneration, normal/infinite barrier and burst options, starting side, and player specific buffs on/off.

Oh crap, I missed out on that one. Having no connection sucks. (hence no PSN)

...I haven't been playing much anyway. Idk what it is, the fun just didn't last so long for me.

Posted

Hence why I took a break for pretty much the entire 1.0 era and just came back for 1.1. Too much isn't always equal to productivity.

Posted

I haven't played much of 1.1 because I was playing terrible in neutral with my group in locals, on top of not knowing how to capitalize on confirms when i got them. I've spent most time in the lab to learn the new routes and build muscle memory for reaction so i'd be better prepared once this off streak ends.

Honestly they didn't touch makoto's neutral so our aim like Ranger said should be learning how to best handle matchups through sharing ideas and the sort.

I do think some good has come from all the combo talk because it seems like some people(myself included) got something of a morale boost, and my thoughts of quitting BB or switching are no more.

TL:DR I'm done crying, time to get back in this fulltime.

All the combo talk shows us a few things though, like crush triggers are not combo practical for damage, so they should only be used in neutral, or for a situational CT>PF kill combo route.

5D can be used twice in the corner and still net reasonable damage and orb oki safely with the smp

The damage in routes is fairly consistent, and swapping certain moves at points is for ease of execution for only a 100 or so point difference.

Last part of my rant, do you think we should do online sparring seesions in a group setting to exchange ideas in realtime, or for people to practice scenarios vs makoto?

I've got local friends that play some characters proficiently that constantly fight my makoto that could help us practice matchups and test tech and such.

Posted

Last part of my rant, do you think we should do online sparring sessions in a group setting to exchange ideas in realtime, or for people to practice scenarios vs makoto?

I've got local friends that play some characters proficiently that constantly fight my makoto that could help us practice matchups and test tech and such.

We could but I think the issue with that is our connectability with each other. Some connections might not work with me. Any help is appreciated though. I need to figure out a good thing to do after FC Lightning Arrow now.

Posted

We could but I think the issue with that is our connectability with each other. Some connections might not work with me. Any help is appreciated though. I need to figure out a good thing to do after FC Lightning Arrow now.

While connection will probably be an issue for some, it still may be something we can use to our advantage because I feel like we're our only hope for keeping makoto competitively viable until our next revision

 

http://youtu.be/pZDIZUadptA

 

I'm lazy and felt it's faster to explain lightning arrow options in video  :v:

 The 6A routes after on FC can be used with Lightning Arrow, Shooting Star, and Comet Cannon

 Cause Lightning Arrow and Comet Shot are short starters, the j.D timing is strict and I would advise removing/replacing hits that aren't necessary if you go for corner carry.

 Another option is 6A>6B>236D that can be inserted in spots too

 Using 2C on the short start fatals uses more combo time than other viable moves, or just omitting it altogether will ensure a PF finish if you aren't going for oki

Posted

http://youtu.be/pZDIZUadptA

 

I'm lazy and felt it's faster to explain lightning arrow options in video  :v:

 The 6A routes after on FC can be used with Lightning Arrow, Shooting Star, and Comet Cannon

 Cause Lightning Arrow and Comet Shot are short starters, the j.D timing is strict and I would advise removing/replacing hits that aren't necessary if you go for corner carry.

 Another option is 6A>6B>236D that can be inserted in spots too

 Using 2C on the short start fatals uses more combo time than other viable moves, or just omitting it altogether will ensure a PF finish if you aren't going for oki

Thank you!

Posted

Yeah it would be awesome if we had a group on skype or something >_>

 

^this. All you Niggahs need to make a Skype account already. You have 0 reason not 2.

 

Posted

xXKcinXx is my skype, and psn as well. If we at least get some of us with solid enough connections we can practice, test, and match experience.

Also since we can do online replay rooms, we could make share matches we had to showcase approaches and potential exploits on moves and habits, which we can stream or capture for upload for archives and stuff

Posted

Trying to get Skype installed on Ubuntu, but it's not fun T_T.

 

 

Anyways I've got a note OD Particle Flare that you guys may or may not already know. Anyways when you connect with the first hit of OD PF, sometimes the second hit (the flurry of HnK punches) will miss if the opponent is too high and close to Makoto when you land punch #1. To avoid this all you have to do is delay the second hit of PF, the opponent will fall away from Makoto and into the flurry of punches. The timing for this is rather easy once you get it down (just imagine getting a level 2 punch when the gauge is on its way back down).

 

I don't remember who...but I saw a fellow Makoto whiff this once.....Ragna 5B'd her in the back and she lost. It was heartbreaking T_T

Posted

Anyways I've got a note OD Particle Flare that you guys may or may not already know. Anyways when you connect with the first hit of OD PF, sometimes the second hit (the flurry of HnK punches) will miss if the opponent is too high and close to Makoto when you land punch #1. To avoid this all you have to do is delay the second hit of PF, the opponent will fall away from Makoto and into the flurry of punches.

OMG I have lost soooo many matches because of that right there that it lead me to always trying to make comsic ray my final move before closing out.

I've never even pondered the possibility that I could delay the 2nd hit, I'll have to practice that now.

Posted

Same thing happenend to me twice in a match with the OD PF in 1.0, lol..... Gonna try that delay on the second hit too, thanks for the tip :).

Posted

Trying to get Skype installed on Ubuntu, but it's not fun T_T.

 

 

Anyways I've got a note OD Particle Flare that you guys may or may not already know. Anyways when you connect with the first hit of OD PF, sometimes the second hit (the flurry of HnK punches) will miss if the opponent is too high and close to Makoto when you land punch #1. To avoid this all you have to do is delay the second hit of PF, the opponent will fall away from Makoto and into the flurry of punches. The timing for this is rather easy once you get it down (just imagine getting a level 2 punch when the gauge is on its way back down).

 

I don't remember who...but I saw a fellow Makoto whiff this once.....Ragna 5B'd her in the back and she lost. It was heartbreaking T_T

 

Has happened to me too, but rarely nowadays. The reason the flurry punches whiffed for me was that I inputted the second 236 late and slowly after I had recovered, causing Makoto to step forward a bit because of the 6 input. The first hit connected, but the flurry punches went under the opponent, especially when catching the opponent high in the air.

 

Nowadays I input 236236 slightly before I recover from an OD move/attack. I also input it much faster now which avoids that "small forward step".

Posted

Another little thing about the timing of the 2nd hit of OD PF. To get it right I use the little sphere that appears around Makoto's fist. A split second after the sphere completely disappears into Makoto's fist is when I usually release the button.

 

Lol I kinda realized that if you use the meter for Particle Flare it might be hard to get the timing down, since the thing is stuck at G the whole time.

 

 

Oh and I finally got through the hellish process off getting Skype installed B)

 

My skype is: dark_rangerex

Posted

how do i skype

send me a pm for so i can give you my name so we can skype

Edit: hmm, app sucks. I can't IM on this thing unless I'm missing something. I don't do calls. :/

Posted

how do i skype

send me a pm for so i can give you my name so we can skype

Edit: hmm, app sucks. I can't IM on this thing unless I'm missing something. I don't do calls. :/

Are you on the vita skype?

It only does voice and video chat on there.

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