-
Posts
52 -
Joined
-
Last visited
About Exciel
- Birthday 09/08/1992
Other Info
-
Location
765 Pro
-
PSN
ExcielP
-
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Exciel replied to HiagoX's topic in Makoto Nanaya
She's certainly better than before. Even if 10 months from now she's ranked the worst character it wouldn't mean the same thing it did in CSEX. Don't worry about it too much. As a side note Arcadia tier lists are hardly any more legit than ones you can find on jbbs. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Exciel replied to HiagoX's topic in Makoto Nanaya
So if Makoto is good she's braindead and if she sucks Ragna's braindead. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Exciel replied to HiagoX's topic in Makoto Nanaya
Hey this character looks good which means I probably won't ditch her ʅ(・‿・`)ʃ Compilation of unorganized shit I've been observing from matches and streams so I could be wrong on stuff. 5B - Recovery might be quicker again but this is purely based on sight. 3C - Also looks faster to me in total. Invincibility windows and properties may have been altered as well, was actually able to duck under Amane's 5B. 2D - Seems impossible to follow up level 3 with 2C unless it's against a high airborne opponent, due to increased gravity? j.B - CH still long untechable time. 623C/j.623C (Corona) - Probably have SMP but they aren't shared between ground/air versions. Either that or only the air version has SMP. Also j.623C might have invincibility now as I saw an opponent burst as Makoto was ending a combo and it went through corona. Actually sort of an indirect nerf to bursts as a result of being quicker since I've seen this happen unintentionally against Hakumen and Carl's slides as well. 236D (Star) - Level 3 connects from 6C which is really nice. Wallsticks in corner even on level 2. 214A (A Vision) - I swear to god I saw Ragna or someone 5B and it went through Makoto but I might just be tripping. If it does have some sort of strike invincibility that'd be hilarious. 214A~B (Eclipse) - Faster? What people seem to be saying. 214A~C (Lunatic) - I believe this has SMP for whatever reason. I wasn't really expecting it but I saw Makoto do an RC combo with it and the second time he did it the opponent flashed blue, I THINK. 214B/C~D (Arrow) - Still sucks. Was beat by Bullet's 5A, which looks like a good anti-air in general anyway. 214A~D (Cosmic) - Travels really far distance quickly. Might be fun against keepaway characters. On block seems to be safe enough and pushes the opponent a considerable distance even. 214A~C~D (Lander) - The timing for level 3 in particular looks kind of tight and it seems hard to place it in combos. 46 (Parry) - It's still there. That's about it OD - Obviously Makoto's drives become level G allowing for silly combos. Otherwise level G moves may have better frame data than level 3s. Level G 5D spam is legit. If you do Particle Flare just before OD ends all 3 hits will still count as OD version (which also means you don't have to time anything!) -
rip squirrel
-
Her JP voice actress is actually still Tomomi Isomura, the rest of the JP BB cast should be unchanged as well. source From a guy who played 1st location test twice: I don't know how to translate the descriptions for the new moves well so I'll only attempt the changes to old moves. 4Throw - can't be followed up with 2B. 3C - untechable knockdown time decreased. Can't link into 2D L3. 5D - untechable time increased. Enough time to link dash 2C after a whiffed jab(?). 236D (Shooting Star) - Level 3 still wallsticks. 2C>Sh.Star>6A>2D L3>j.B>j.D L3 works 214A~C~B (Star Gazer) - Start up slowed. Can't link on a crouching opponent from Lunatic Upper (214A~C). 2DL3 - vector was changed so that 2C no longer links from 2D L3. 5B and 5CC are still ok. 236236D (Partical Flare) - Similar change for PF. Doesn't feel like you can follow up with 2D L3 after two hits. 46 (Parry) - Parry hit (not to be confused w/ Space Counter) staggers backwards(?).
-
Big Bang Smash combos look mad fun. Very nice.
-
He got like 2 or 3 buffs that matter making him S tier in CSEX. I don't see how he wasn't already really good other than being outclassed by better characters who would all be S tier or higher in CSEX.
-
I assume for the furthest corner push the highest 6A BBS is required though, especially to link to 5D. 6A doing a reverse hit gives even more untechable time on BBS so that's something to keep in mind, now that BBS has more recovery too. Uhh.. that'd be quite a statement to make since CS2 Ragna was already really good. I think CSEX Makoto has to rely on too many gimmicks and resets to win or just the opponent defending poorly. But she definitely isn't unusable.
-
Eh, after seeing what Makotos can do as of late I don't care too much. As long as I can dash in 2A then I'd rather use her than any other character. http://www.youtube.com/watch?feature=player_detailpage&v=70ZF2TioujI#t=321s Midscreen BBS combo is pretty sick, may replace PF for meter-to-corner combo. Not sure how many chances you'll get to though if it requires real precise positioning.
-
If you can, check if j.2C (blocked) 5A (pseudo-fuzzy) is guaranteed or if there's too much landing recovery on j.2C now.
-
>I can't remember the changes in CS:E properly, can you still follow up 214ACCCCC in the corner? Nope. http://www.youtube.com/watch?v=OWTQjqxRKfk http://www.youtube.com/watch?v=Ps_LQWw9KHU Rest of that Makoto, he's really good actually but has some pretty crappy opponents as well, like that Noel who thought pressing buttons on 6B > orb was a good idea. Some forms of orb oki should still work especially on bad reversal characters but a safe corona ender might be better often just for the sake of damage. I wish Eclipse Turn could cross up in the corner or at least have one move that still wallbounds so you could do (facing away from corner) ...6C > PFx2 > 2DLv3 > j.DLv3 > etc. back into the corner set ups.
-
Well here's more nerfs from jbbs. Feel free to proofread my translations, sorry I ignored you last time hakimiru I never check PMs. (  ̄з ̄) New stuff in bold. Nerf List -Dash initial velocity down -4Throw recovery increased -Air throw cannot follow up without meter -5B recovery increased, CH5B dash 2A doesn't link -5C > 5CC delay window decreased -6B start up to 22f, can only link from 5CC on crouch hit, doesn't force crouch, attack level lower, still links to Lunatic Upper and 5DLv3 -2C same move prorate at 70% -3C invincibility near the end is removed* -5DLv3 has less untechable time -2DLv1 and 2DLv3 count as the same move for same move proration -2DLv3 has less untechable time -j.B on counter hit floats opponent more, less untechable time* -j.2C hitbox weakened, landing recovery increased -j.D range nerfed so that the old reverse hit is impossible -236A Comet Cannon recovery increase, 236A~DLv3 doesn't wallbound -623C Corona Upper changed so that you can't pick it up off a counter hit or aerial hit -46 Parrying has counter hitbox, can only cancel into dash, can't use repeatedly -214B/C~D Lightning Arrow can't be followed up -214A~B Eclipse Turn recovery increase -214ACA Mars Chopper drive cancel removed -214ACB Star Gazer recovery increased (he's unsure) -214AD (and probably 214ACD) Shooting Star doesn't wallbound -632146D Big Bang Smash recovery increased -236236D Particle Flare Invincibility changed, something about the bar (I'm unsure about this one)* * for translations I wasn't too sure on. And take this with a grain of salt since it's from jbbs which isn't 100% reliable but odds are your character is suck.
-
I miss the old 10 frame start up and partially invincible BBS. Punishing shit randomly all day.
-
This seems to be true. Read it off jbbs early on so I had suspicions before but it seems to be pretty apparent now, Star Gazer is slower than before. It's to prevent ...5CC 214ACB 2A etc. standing combo.