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[CPEX] Makoto Nanaya Video Thread - "S A D S Q U I R R E L S"
StarGazer replied to Yazumatto's topic in Makoto Nanaya
Goro footage after 2:49:00 http://www.twitch.tv/central804/b/577333666 -
They removed Makoto orb oki completely too if that's gonna make you feel better... ;-;
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Lunatic Upper combos to Mars Chopper! and it knockdowns now even the stand up opponents! Weird, the knockdown change can be a buff or nerf, also having Mars chopper to combo after 214AC could mean that it is faster now (no more getting mashed out of it). j.2C change is finally here, it looks like Makoto now ends up her j.2C active frames with a mini bounce once it tags an opponent as if it was hells fang, according to players it should combo to j.CC after. This change could fix some troubles like how Tager punishes you for landing a j.2C hit EVEN IF IT WAS A CH j.2C duo to his huge hitbox (Makoto literally punishes you for outplaying your opponent) and maybe doing a j.2C so close from ground is no longer punishable after this change. But then j.2C cross up might suffer.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Just what i thought, they killed Space parry one of Makoto most interesting moves, it wouldn't hurt to keep the old parry and add the new one but i guess its too much for asw. New drive change is definitely cool though i personally love to have more 'impact' rather than stable damage. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Since CS2 till this day every change was moving toward bad/boring. Still high hopes for loketest. -
If Makoto is a bad match up for Izayoi then more strength to you guys
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
After all these years of parry practice they change it into a normal input? Why do they want to kill every single niche thing in Makoto? I... I.... im... I... what?! Current parry is so awesome i just discovered recently that you can use it as a break which allows you to open some new cross unders like the first set up in this video http://www.youtube.com/watch?v=ehZkQAJww5M -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
JBBS posts are flooding with "Makoto is trash, buff her already", its like you can go and search the tier list thread for the word Makoto and you'll find 200 result while Ragna name is only being mentioned for once or twice. Its somewhat the opposite here in dustloop but lel whatever. With that being said there is a high chance now that Makoto will receive good changes because CP2 changes is gonna be big unlike CP1.1. Makoto current status is pretty sad, she offers little to no niche to the cast, awfully boring, frustrating to play, pretty weak, obviously outpowered by characters of her same class. I guess this is the result of her being ignored all these games starting to stack now. Barely No one takes the game seriously plays her now, she is a bad character that you don't want to have in your game so i'm almost sure ASW have something for her, CP1.1 changes was placeholder so they can look into her better in the next game (either that or thats what ppl get for calling a bad character "she is still good"). This might work, especially for BBCSE. (The tables and format are ruined after the dustloop update but the content are still ok) http://www.dustloop.com/forums/index.php?/topic/4320-cse-makoto-nanaya-guide/ -
Makoto dash speed is just like Noel and Tsubaki. Her 5A is about as universal as all other 5As and her 2A is only one frame faster than the average 2A, but then that one frame speed comes at the cost of having less range and worse hitbox. I wouldn't call it superfast since there are many characters with similar jab too. Her parry isnt a key tool in the match up. I mean, a move that you can only see it being used once every ten rounds wont make the match up advantageous for Makoto, her defensive options are the worse in game, its only second to Bullets dp. Her offense overall is good especially vs characters like Relius, but yeah all characters are just as threatning as her in that department and even far more better. The match up was even in EX but now its in Relius favor because he hits better. No changes to neutral or pressure.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Yeah it would be awesome if we had a group on skype or something >_> -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
The least of things you should focus on while playing Makoto are combos 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 -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Skype Thats Extend, i think it still works here tho its extremly tight and not DP safe. The only true oki should be j.D 5D, the orb set up after it leave you with a lot of advantage. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
j.B doesn't launch as high now so j.B j.D is not thaaaat hard to line up. I think Makoto orb oki is a must, Makoto pressure doesn't scale in corner like other characters because of her ass neutral, orb oki fix that. But the option to go for damage enders now is more tempting especially with some effy starters. If thats the case then im thinking about TK DP enders since meteor dive now for no reason has a shitty untechable time. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
WHAT! not even delay helps? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Our goal: to land 5D after j.D for orb oki Problem: new j.B j.D can't land at harsh scaling :/ Eh! we deal less damage in general. Anyway, CT not only lost more than half of its spinning time, also it lost quite a lot of untech time. Now 2C > CT no longer goes into 214AC, we are limited to 2B pick up and even so its about 2~3 frames tight damn. Its stupid because you can't follow it up when your CT catch someone jumping out or rolling off knockdown. PF last hit being faster wont affect the gameplay i guess, it just makes the game faster, should been there since the beginning. Best BnB i did was 6C > 214AC236D > 66 > 2D > 2C CT > 2B 6A > j.B j.D > 5D deals 4200 something while retaining Orb oki woooooo Don't put too many hopes on new 6B bounce, by logic it shouldn't boast our damage that high since it only deals as much damage as 5CC with more than twice its start up, even the options after it is cool but not spectacular. If anything then 6B potential is in midscreen combos after 6A since it lacked options or 2D lvl3, i had so many ideas that might work but none of em turned out right meh :/ 6A CH > 6BC stuff is fun tho. Also, i'm not a mod but can we have 100% absolutely free salt posts? Makoto has been the worst character in game for 3 times now and people still call her good. You have the full right to rant about it but i think we are going overboard here, plus it kills the whole point of staying loyal to Makoto. Yes, without even the need to RC. Abusing Space counter positive P2 been there since CS1 but its far from being viable, just a training mode thing~ -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Wither it was a clevage or underboob, Makoto is best. -
1.1 patch hype. Can't wait to play a crippled version of my character.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
OD PF had a bug which made her deal less damage, this bug is now fixed :3= -
-Use 5A -Use 5A -Use 5A 5A was meant to fix your match up with Tager into something more fair, use it. -5D is viable in neutral because Tager can't punish it -3C beats 5C/5D/6A, thats a good amount of stuff, pretty viable option in here -Your 6A hits pretty high which makes it strong vs his j.2C because the distance required for you to call out 6A safely without being baited would be higher than other anti airs -5B lost its jumpcancel and 214C > j.A > jump no longer works, so keep your strings at A and 2B level if you want it safe, 5A > instant air dash back. -Abuse his height, j.CC is pretty strong in this match up duh.
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End your combos with him sliding, doing so makes him unable to charge his DP on wake up without quick tech. Make use of it and snowball him as much as you can, without doing so the match up would be really hard and frustrating because you cant make use out of his poor neutral and would be left against his ridiculous damage/oki.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Keep writing up Makoto technology in public and it will be impossible to win with her -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
5B doesn't gatling into 6B so you are actually waiting for 5B recovery then start up your 6B which makesa gap of like 26~ frame in total. Frame trap is the anti mashing mechanic, do more frame traps, punish their mashing attempts and buy respect so you can 6B safely. If you are losing to DP mash then: -try fast strings like 2A~2A > 6B -2A > 2A > 2B > (backdash/block) bait for DP > resume pressure -2A or 2B > jump barrier to bait DP > fall down with j.C -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
https://twitter.com/Kei0511Ne/status/457071507466747904/photo/1 -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
ikr. Squirrel tail is so good, it deserves a life of its own. Makoto is slightly nerfed or about the same in 1.1. Tier lists on jbbs and top player tweets so far have her as the worst in game, she is in a tier of her own (and sometimes she shares it with Tager), its no surprise because her current post patch status is already pretty weak if not the worst while everyone else of her class is climbing up in tier. I don't know how it will play or feel since i didn't look much into the new changes for other characters. Word from players is that the game feels more balanced after the update so it might actually be the same or even better than the current BBCP for Makoto? For groups, if anyone wants to join then PM me your Skype handle, we are moving there. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Canada lobby #4. Go