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Everything posted by excelence
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
excelence replied to OmniSScythe's topic in Archives
Just got 5 hours in training mode with Makoto and i think i'll stick with booth combos above as my staple corner combos for now and on 1st combos after 2D[3] Makoto will need 662C instead of 2C for more than half of the cast and on the 2nd, haven't thought of 214A~CB route... but can't we change the bold-ed part with 5CC>2D[1]>5CC>j.B for more damage? -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
excelence replied to OmniSScythe's topic in Archives
Our Squirrel still have corner carry? O_o ... all i do only Infinite Rush / busting 5d on standing opponent or Stargazer on crouching. ... and sometimes the challenge even go overboard raising the difficulty of the combos and lowering damage output -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
excelence replied to OmniSScythe's topic in Archives
Ugh yeah 5b whiffs on Jin and Valk. and yes i think we should get the Combo thread ... right now i'm sticking with Challenge combo ... but i doubt any of them are staple BnB combos ;_; -
Thanks for the feedback Luna :D And yeah about micro dashing, will work on that one definitely, and on Hakumen it's easier to do super jump j.d instead of normal jump j.d ... forgot that fact and catch my combo better on later round :D About Auto-piloting ... usually i don't But my Makoto is a whack lately dunno why feels like i'm zoning off when playing her. And that Hakumen probably he's nervous since we're on semi final and we occasionally have casual where i don't do suicidal drive string like on that video,... that probably what catch him off guard and again, thanks for watching
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Err sorry, i didn't see the time embedded on that link ... here you go -> http://www.twitch.tv/jozdrumz/b/308319484?t=203m0s ... i'm using Noel on 2nd to 4th match on that vid.
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http://www.twitch.tv/jozdrumz/b/308319484?t=148m20s My fight started around 3:20 and using Noel Started on 3:25 ... forgot to adjust my normal B&B on Hakumen ... so yeah there's a lot of dropped combos orz and For LOL you can skip to 3:31 ... honestly i'm ready to give up that round XD
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Err i only playing Tsubaki a little bit but that nerf can potentially destroy my CS2 footsie games.... didn't really use Makoto 5b for spacing so i can careless about the nerf And CS2 Makoto 2a>6k actually pretty hard to pull on real match, being near corner and a little bit over 50 heat when u start the combos.
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@Reisi : That's personal reference, i get it easier to sort combo route from starter option ... and didn't we have Optimum mark on each starter and position?
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... So many Bang, Litchi & Haku and only 1 Makoto orz
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I see, thanks ... last day i have lot of match with Rachel 3c is indeed really good on this match, u can react and punish b/c lobelia severely with it.
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Since i won't getting EX till NA release, so i'll ask .... what exactly "Projectile Attribute" on Rachel 5b and Lobs ... i'm spamming 3c to kill frog last week and i'm not really sure with what i've seen. 3c goes passing Rachel 5b and Lobs when i'm pretty certain i'll got caught on CH?
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Try using game mode whenever available, about 2 weeks ago i'm playing GG on Toshiba REGZA 42HL167 ... standard usage screw my OS corner combos hardcore where the link u rely on visual cue heavily, the game mode noticeably minimize the response time delay. I don't really have much trouble with FRC point, but probably that's because muscle memory. and for BB case, probably because of the advanced input buffer, the link got wider, i don't have much trouble on older model (forgot the type) hdtv that i'm sure there's at least 5f delay (screw up a lot on VT loop and oki timing).
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Still good as ever :D ... but makes me feel my Bridget is crippled
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j2c spam actually quite interesting there
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Don't know what i'm thinking back there. U can link 66c from OB
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Ugh ... 9f gap between 22c>22a ... well most of my match is against Jin, Mu, Rachel & Valk, if i use 22c randomly at the end block string, it's very good tool to keep them locked down , I thought the use is very similar to frame trap ... at least on those match.
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Don't 2D out of trying to punish low or Yomi ... well if u want to mix up probably ok ... but dunno, it's better to end any block string with 2a/2c imo, it gives frame adv for crouching frame trap And lazy advice ... probably try to hit confirm your attack for optimal combo route? like @ 1:20 random 2d hit, instead of ending your gatling with OB, u can extend the combos with Spring Raid>66c>j.d>... for more damage ... and probably not too important advice ... Playing Hell AI may get you develop bad habit exploiting their flaw and you can't mix up them since they break 95% Tick Throw attempts and Read input For high low/ frame trap mix up ... i'll suggest dropping the difficulty to normal, where they're more like a sandbag but more random.
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2a>anything 5b>anything 22c>22a 5c>6c any D Special The 22c>22a is very good for frame trap ... on extended use, u can easily break 2 primer with 22c>22c on mix up. 5c>6c... if they mash poke out, they will get FC.
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That's for canceling dash break recovery frame in anticipation of mashing out, or breaking dash to grab (run>fd>grab) some character need this technique for tick throw since their dash break recovery frame is very long (eg: Axl). I didn't play xx... and my memory just go as far as reload, and i'm certain u can't cancel any normal/special with fd, on Impossible dust case you do double jump>fd really fast so it may look likes canceling normal with fd ... but no u can't
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Thanks i'll try that, when i thought it'll be easy, but the long delay after 6c(2) into dash 6c feels awkward for me
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Question about this combo -> 6A > 6C(2) > 6C > 4D > d.6C > d.2D > d.623D > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D I've doing this a lot from almost halfscreen away last week and have quite a trouble with dashing timing 6[6]c so it's either i'm droping combos, blue beat 4d>d.6c or 6c hit and then crossing up because of dash momentum... any tips to get this down easier?