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Everything posted by StarGazer
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Although I haven't seen this in match, but the changlog says that you can't combo with 2C after 3C anymore, which hurts its damage A LOT. Then go play her They made her way much easier in CP (probably the easiest character in game?). So... I'd say ASW is aware of her current placement. That's the problem. She is no longer that character you are talking about. I went through this but then i realized that its never fun unless I'm playing Makoto <3, plus its piss easy to master anyone in BB, so better stick with Makoto and improve that life time footsies. Doing this since my first day. And i regret nothing. Buff for me. I've never stayed on one palette in CS, but maybe i could now in CP... just maybe... Anyway. Makoto died long time ago back after CS2, no need to cry about it, hope the haters enjoy what she became now. And please guys stop with the "Makoto is low tier, but still good, and i'll never drop her because im awesome" discussions, its becoming all what i read now -
[CP] Makoto Nanaya Video Thread - Treehouse Theater
StarGazer replied to Blubba_Pinecone's topic in Archives
OD Combos http://youtu.be/BWxNvkXNJq8 -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
You can tech throws during parry in CS2. However, that's not possible anymore in EX since it puts you in CH state. Reverting the parry nerfs back to its CS2 status and with the cooldown that would be just perfect. CS2 3C was just right on spot too. -
So. Mu's mix ups are poor?
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Make sense. I was mistaken, Mu mix up is weak indeed.
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Why not?
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1- while its true but that doesn't mean Mu can't do the same 2- Noel have 2b 2c, Mu have 2b 3c. Noel 3C is not used as a mix up. Anyway, having more lows barely helps 3- Mu can do the same and even better with lasers in pressure 4- Agreed, but Mu does have j.2c stuff too which can be as beneficial as 2D cross up 5- Agreed again but that doesn't have a great impact on her offense. Again Mu can jump and do j.B j.2C stuff which some players might finder better than what Noel can do 6- Noel drive mix ups are rather weak Don't bash me. I'm not saying that Mu mix ups are good but rather decent. But in the end her offense is still good as a whole even through her mix up is lacking.
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Noel, a rushdown character, have the same specs except with a slower overhead. Makoto too, her one and only high/low game comes after 2A, no 6A/5B into a safe high/low. Also don't ignore the fact that her Oki and pressure helps her mix up game a lot.
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I don't think her mix ups are weak, Its more like her offensive options are weak at long range. Her C move aren't more risky than other characters so thats can't be a cons no? ofc 6C is only one move
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BlazBlue Question Thread - Ask your questions here!
StarGazer replied to KayEff's topic in BlazBlue Gameplay
Bare in mind that instant block can ruin frame traps. For example: Makoto's 5CC > 6B have a 4 frames gap which makes it a frame trap by nature, however, if the 5CC is instant blocked then the gap becomes 7 frames which is a wide enough gap for a 5A to come out and beat Makoto. So... Best frame traps are usually of 1~3 frames gap. Also, awesome stuff you got there Dreize. -
Its all yomi. People usually burst after getting hit by strong starters, Counter hits and Fatals, to avoid being put in corner, to avoid death, to send you to corner, or they burst once they get hit duo to sudden proliferation of salt level. However, good players will try to avoid bursting at obvious locations even at the cost of taking extra damage or wasting a burst on a not so strong starter to avoid being baited. If you think they will burst -> Jump cancel your attack (5CC for example) -> block the burst -> punish them with 5CC starter combo. Other methods are: using 214C to avoid the burst while resuming your momentum with something like j.CC or 214CD in case they didn't burst and it was a wrong read, j.2C extra air time can be useful too. Also you can gatling into 3C, its Invul can avoid the bursts and reward you nice on hit, and just like 214C, if they didn't burst then you might hit them with 3C which is + on block or fake it into 2A/6B/throw/parry, so even on wrong reads you can do something unexpected after. Just make sure that your baiting method is both effective and allows you to reset or do something if they didn't burst. 6B is not jump cancelable on hit or block so you might want to use the 3C or 214C method after it to bait. Makoto combos is by far one of the worst in game when it comes to beating bursts. a lot of the moves in your combo have more than 20 frame start up which means that people can just burst on reaction to any of em. To make it even worse, you can burst in some places of Makoto combos to punish her! most notable is bursting at 2C 214AD. You can beat that by delaying your 214AD, RC > block, or 214AA > block > if no burst is coming > 5B > resume your combo. Other places to burst won't be mentioned to make our life easier ¯\_(ツ)_/¯ Your drives have a big hitstop on impact which makes it easier to RC > block a burst for you by reaction, especially after 214AD since it have an absurd hitstop that makes you see the burst coming after it a mile ago. You'll be surprised by the amount of people who burst at impact like that duo to the lack of Makoto experience. Baiting Counter Assaults is similar to baiting the bursts. Except in CA they burst to get out of your pressure rather than your combos.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
I dont think its a new DD. It might be U.Particle flare in OD thats all. -
Come on, sure that Makoto isn't Goro level but still he was really good
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You and your naming xD
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1-Starter > 5D > 214ACB > 5B 6A 2D > j.D > 662C 214AD > 2366A orb oki Not much of an improvement but gives you a solid KD 2-Starter > 5D > 214ACB > 5B 6A 2D > j.D > 214ACB > 5CC > j.B 623CD Won't work on bad proration combos and tends too miss some characters if the proration is missed up a bit
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Our tip dash speed got nerfed but our acceleration got buffed. Our dash speed is now similar to Noel. Our top dash speed is still the same. This change is the epitome of retard'ness but whatever~ How's 2A/2B/5B/6B/6C Frame Data? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
iirc. I did a guard bonus a month ago by using String> 214ACCCCC > RC > String > 214ACCC.... in one of my matches Oh. My. God. Words can't express my happiness right now. R.I.P Double Downs -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Even better. Other characters seems to be nerfed in quite a lot of places. -
Oh wow... wooooow... Not sure if its Makoto's birthday or Noel. Even so its not as good as the rest of arts... Welp. At least they didn't completely forget about her... god exist \o/
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;_;
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Lets not forget Mars Chooper from every hit into full corner carry combo.
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[CP] Litchi Faye Ling - Gameplay Discussion (Read first post!)
StarGazer replied to Lord Knight's topic in Archive
I'm still not sure about it. Will test it tomorrow. -
[CP] Litchi Faye Ling - Gameplay Discussion (Read first post!)
StarGazer replied to Lord Knight's topic in Archive
1- I think you IB'ed the first hit of Lambda's 3C then used the autoguard. It works for Makoto when you can IB then Parry Lambda's 3C 2- Maybe they hit Litchi too late? -
https://www.youtube.com/watch?v=VcVkgT-j8AA&feature=youtube_gdata_player If it gets hit by all the disc hits then it will lose by default as shown in video . If not then Makoto could recover safely of it. This happens because Space Parry negates the disc Vaccum effect. Anyway. It can be beaten and sometimes it helps Makoto escaping the oki. Should be considered a gimmicky tool. Not 100% hopeless.
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I might hop in after an hour or so