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Everything posted by StarGazer
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Makoto Damage got nerfed actually. However, the new Shooting Star can turn most of her confirms into a corner combo now which dramatically increases her average damage. So, overall her damage got a little bit better. OD makes everyone does insane shit and Makoto isn't an exception here.
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Works fine for me. Enjoyed it. Keep em coming
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Makoto vs Tao is 4.0 : 6.0 You better not expect an easy win. As a quick tip try to pay all your attention on Anti Air'ing. Air to Air battles are not really good in this match up but still viable when its right, especially using j.B when she goes very high. All your tools are viable in this match up which makes it kinda fun. 2B to beat her 2A/B, use your 6C disjointed hitbox to beat her pokes, you can whiff punish her 6C although its hell hard to do. Try 668j.CC.
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Match up Rating: 4.5:5.5 Overview: A versatile character with a lot of options in any given time. Have a solid average reward, insane oki and very strong offense. Neutral: Her 5B staff range and disjointed box wrecks all your moves, make it whiff then punish with 5B in mid range or j.CC it but be really tight with your j.CC timing and spacing. Staffless 5B is much faster in both start up and recovery and although it lacks range but it still retain a good disjointed box (i heard it can be beaten easier with 2B but i never tried that). Just remember this move can stop your rush in with its speed(feels like 8 or 9 frames), feel free to bait it or 6C it. Staff 6B and 2B have insane range on ground so you must either advance carefully and try to IB (try to break your dash early so you don't IB it with barrier and avoid the pushback) or jump in on her (3C can also beat 6B, but will lose to 2B). Her staffless 2B is used in mid~long range especially with the staff launched to lock you down, beat it with 2B as the outer half of our 5B hitbox seems to be missing Litchi during her 2B, also, 2B can beat itsuu Guard point. Remember her lack of solid Anti Air options. If she ever tried to hold her ground you can easily beat her by switching between j.CC and rush ins. With this given info you'll find Litchi often in the air so always prepare to chase with your j.A/j.B or Anti Air her j.B/j.C with 6A. She have a pretty strong backdash with a special follow up that can be very annoying but can be easily beaten with 5A/6A once you get used to it, just remember to be ready for it with 66 once your move whiff. Her staff j.D can counter your Anti Air and chase attempt's while its hard to punish. Litchi crouching hitbox is hilariously small, make sure you jump in accurately with j.CC second hit. Her staffless 236B is god send fast and have Head Invul, but it's not safe for most of the time. If she uses Daisharin in neutral then you can BBS the hell out of her. Keep in mind which staff launch she set up and act accordingly. 3C can avoid the staff launch which can come in handy in positioning or can even beat Litchi from close range launch staff Possibilities after the staff launch is endless and hard to list it down on here. As a general tip, keep up a good mobility vs Litchi, if she tries to catch you down with her staff launch or limit you in neutral then try to escape or catch her by surprise. The neutral and the match up as a whole is not difficult to win but requires you to be on a high level of skill to start even doing something. Offense: Litchi's DP cannot be RC'ed so baiting it with stuff such as 5B > Jump Cancel Barrier > j.CC or Reset pressure > guard > resume will be rewarding even if she have the heat for RC. Her DP also requires her stuff which leaves her helpless without it. In corner you can bypass the DP with Astroid Vision in the same fashion as this. Her Counter Assault can be low profiled with a well timed 2B. Expect a lot of jump out and backdash attempts when you fight Litchi. Defense: Litchi offense as a whole is strong, and can get to insanity levels with proper staff set ups. Staffless: Her overhead 6A can come out of her A series and 5B, it's 22F fast and leads to meterless combos. 236C Also is an overhead but it's much slower and not safe if blocked, but remember, the fact that it is a special move means that it can come out of any hit, also it can late gatling into the follow up as a frame trap (rekka style). Keep in mind that j.236C have a positive advantage for most of the time. 6C is a 2hit move, the second kick hits overhead and have a solid frame advantage. Not really used as a straight overhead in strings because you can mash out of it in between the two kick or IB the second hit to take the momentum, but it can catch you by surprise between time to time since it can come out of most gatlings and since Litchi have a lot of overheads and stuff to deal with which make things confusing. 6C is usually used as a meaty to avoid the blockstop of the first hit which makes it hard to read, beware of that. With staff: 6A can't combo normally without RC or FCH, however it can gatling from 2B now while carrying the staff placement. 4D is an overhead that requires the staff, slow and have 4- advantage but it hurts on hit and can come out of a wide variety of gatlings. j.2D is a fast cross up tool with a high frame advantage that will get you locked down if the second connects. Anticipate it usually after her 5B since it's jump cancelable on block or as a meaty after wake up since it ruins your dp input with benefits. Try to jump out or jump and AA it to beat it, 6A is hard to use vs j.2D and even when it works i always end up trading with knockdown advantage. Litchi's 6D have a 2~3+ frame advantage which can be escaped by IB, and since her 2A is only 7F compared to our 6F fast 2A, you win the momentum. Its easy to IB the second hit of 6D because you know it will come at this exact time after blocking the first hit. Staff set up/launch can be used to used to reset the pressure and its quite hard to read duo to its speed/animation/flexibility. Just make sure you that you react to it really fast and with a 662A if needed since the pushback of the string might trick you into whiffing your mash out attempts. You can avoid the Ittsu (41236D~B/C) 2nd hit which have gigaton amount of frame advantage by dashing valiantly toward Litchi after the first hit. I score a lot of "IB Itssu > 665B CH" but if you feel lazy then you can try Block > 3C. Hope that helps Discuss
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-j.A > j.A > j.B > 623CD or jc > j.B 623CD -j.A > j.A > j.B > jc > j.D > corner? (yes)> 662D > 2C 236AD > 66A5D > ender Yeah, you have to delay the 236AD or else it won't hit properly. Also, Break Shot itself shouldn't be done asap, try to delay it a liiiiitlle bit according to your opponent height + hitbox.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
SWEET. Finally I can do combos safely. Airthrow is much better now. Better Damage, better heat gain, better carry. Mu and Nu airthrows seem to be changed in the same way too. -
Hitbox changes had only a slight effect on Makoto's 2A and j.2C (Which no one use anyway).
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
StarGazer replied to OmniSScythe's topic in Archives
I do. Just had a set with ATG Warlord godly Litchi, will write about it soon because i'm on the phone right now. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Goro is back to his 15 dan spot http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank The top 5 players are using Taokaka, Taokaka, Taokaka, Hakumen, Hakumen... --' Hiago you said you have Goro twitter, gimme! -
Try 2A is a very strong pressure point, try to play more around it and see what happens. You can also try to use 2B that hits low which will catch those who are afraid from your 6B or mash DP since they are not pressing 1 while they are mashing the input and such scenarios. Add to that; that 2B can be delayed easily to make it frame trap or reset the pressure after it since it have a very short recovery and a good frame adv. As Bibi said. 5B jump cancel is legit to retreat or reset with jump > barrier to bait dp > falldown with j.CC, but it can be beaten if its expected. 214AC CH? > Confirm into 214ACB or you wait for recovery then do 5CC > combo. Try these stuff and check the guide section about blockstrings.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Ah one more question. How is Cosmic Ray on block? Thank you for everything. -
Delay your chains to punish mashing, bait for reversals while staying on offense by using methods ;special for each character. Resting the pressure after 5CC can be done with 214AA or by just waiting for the recovery but you must buy some respect first by doing 214AC frame trap or 6B although its not tight if 5CC is IB'ed, 2C can be jumped out of even without IB'ing the 5CC but you might consider it once in a while because it have a game changing reward, and it wont hurt to throw 214CD too. As you noticed, the amount of frame traps in Makoto pressure is insane which make up for her lacking mix up options. I can show you how and live on PSN if you have one.
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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 have a lot questions -How's the tip Dash working with Makoto? is it still good? -What about the new dash top speed buff, is it notable? -Any change to the jump trajectory and gravity in neutral? -Does 5B Recovery feel less? -Is there any change 6A Hitbox and Invu time? -2A Hitbox is back to its old days? -3[C] have invu through the whole duration? -With 214AC speed buff, is 5CC > 214AC a tight blockstring? -How you feel about the new Makoto in general? Satisfying? Not trying to be an asshole or anything but, 6B > 5D on crouching works in EX too. It's extremly shitty since 5D is a very risky move and the link had to be done asap so you can't confirm it properly. But we can combo 214AC after 6B in CP no? If yes then that will be great. 214ACB problem in CP isn't the launching, its in doing it on an airborne opponent or as an OTG. But i'm okay with that because Makoto can carry now so no need for dealing farming damage in midscreen anymore. Astroid Vision/Lightning Arrow was already good in EX imo. The new pathing in CP is a step toward making it a bit more viable, all good. Tier Wise. Try to name one character that Makoto is better than, or, try to name one character that is worse than Makoto... can't? For the current time I can only name Amane and Izayoi but that is susceptible for change since they are new characters and even so, other players might disagree with me. so? Goro is stuck at 14 Dan and the rest of players like Matsu the Bang god can't even go past the 12 Dan if this could mean anything. -
Infinite Rush carry is epic and i still prefer its knockdown over 214ACA. Also theoratically speaking i think it gives even better heat. Test it out to confirm. 50% Heat midscreen combos are on a diffrent topic. But to sum it quickly. PF if your back is close to corner and 214ACCCC if the corner is in front of you
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2A 5CC only happens if you are sure that it will hit. otherwise 2A 2A and other starters are more viable, and the damage lose is negligible anyway. In midscreen standing combos adding more hits doesn't ruin the combo since the combo by itself is short/doesn't have a key moves like 5D and 2D to save the proration for.
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Stargazer Trails I. Basic midscreen BnB: -Anyhit > get 5CC > 214ACCCCC -Anyhit > 5B or 5C > 6C > 214ACA or 214ACD Examples: 1- 2A > 5B > 5CC > 214ACCCCC 2- 2B > 5CC > 214ACCCCC 3- j.CC > 665A > 5B 6A 5B > 5CC > 214ACCCC Comments: 214ACCCC ender is better than 6C > combo. However, the 6C combos are still important to learn because in a lot of scenarios you'll find yourself far away for your 5B to combo into 5CC; so you must go for 5B > 6C > combo. To make 214AC connect in both combos, train yourself into doing 214A > C by timing rather than 214ACCCCCCCC mashing because the slightest delay could drop it. II. Basic Midscreen BnB on crouching opponents (crouch confirm) - Anyhit > Get 5CC > (Optional: add 6BC) > 214ACB > 2A pick up into air combo or 2D level 1 relaunch into air combo if the proration is good Examples*: 1- 2A > 5B > 5CC > 214ACB > 2A > 5CC/5B6A > j.B > 623CD 2- 6BC > 214ACB > 2A 5CC > 2D level1 > 5B 6A > sjc > j.B > jc > j.D * Set training dummy to crouching Comments: You can add a dash between the 214ACB and the 2A to make the 2D level1 switch sides. j.D ender can extend the combo if you are close to corner while 623CD ensures a decent knockdown. 2A pick up into 5CC doesn't work on Noel and Rachel. III. Basic corner combos BnB Anyhit > Get 5CC > 5D > Corner Combo Examples*: 1- 2A > 5B > 5CC > 5D > 662D > 2C 236AD > 665CC > j.B j.D > Ender 2- 5B > 5CC > 5D > 66 > 5B 6A 2D > 2C 214AD > (66)5CC > j.B j.D > Ender 3- 5B > 5CC > 5D > 214ACB > 5CC > j.B j.D > 2D > 2C 236AD > 665CC > TK 623CD *Requires corner **Combo 1 & 2 is most the optimal Comments: There is a lot of variation each have a good reward, pick the one you like. Some variations are optimal but requires specific hitboxes and very good starters. 5B 6A 2D pick up doesn't work on Jin, Valkenhayn and requires you to be very close on Carl. The ender can be anything you like, from Air combos, tech traps, oki, to super ender (use it if its the round finisher only). You can try 2D > 662C instead of 662D > 2C as suggested but 662D is better to learn now as it comes in handy in other combos as you will see. IV. Anti Air into Corner Combo -Anyhit > j.B j.D > Corner combo Examples*: 1- j.AB > jc > j.D > 662D > 2C 236AD > 66A 5D > Ender 2- 5B > 6A > j.B j.D > 665D > 662D > 2C 214AD > 2366A oki *Opponent must be airborne + close to corner Comments: Nothing to add :3 Go to practice room. Nail those combos. Any question? feel free to ask. I'll update this with more stuff later if needed. Check the guide or the wiki for overall gameplay information.
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[CP] News & Gameplay Discussion (Old)
StarGazer replied to kosmos badgirl's topic in BlazBlue Gameplay
I remember reading this tier list on jbbs. But it could be a similar list. Anyway. The placement of characters is extremly legit. Its just the gap between characters is a bit exagerrated in here, it shouldn't be more than S to B tier or B+ -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Makoto height during 2B is not good enough to low profile Ragna's CA unless she stuck the exposed hurtbox of her head into Ragna's body to avoid being hit and that only happens because characters during CA have Invu and allow the opponent to go through or really close to the core of their hitbox. Anyway, I don't remember Makoto 2B being able to bypass Ragna's CA, even if it happened its like one of a million chance. Thats because Ragna's CA have so many active that it spoils our opportunity to low profile it, it must be something new in CP. Either Ragna CA having less active frames, or Makoto hitbox is now smaller. Also, great work on the video thread Mr OSD I love watching Kuroko. Good player, fun to watch, and one hell of a big Makoto fan (✿◕ᴥ◕) -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
Its pretty known that 2B kills Litchi CA, especially if you ended up with orb oki on Litchi and she have 50% heat but no staff. I respect Makoto wins against Tao so much because its always done by hard work rather than throwing braindead stuff (✿◕‿◡) j.CC cross up is only reliable when we fight Tager. Dunno about CP, link me to the match were you found it. -
Neat. You made me love Naoto with your work, keep it up (✿◕‿◡) Also, I'm so stealing this emoticon (◕‿◕✿) sry
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Smaller UI? wow, you had some serious problems with your display man. I'll try to mess up with my set up, might reduce the lag in some way or another maybe. Thanks for the heads up.
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What did you change? how did you change it?! is it much better now?!?
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http://www.dustloop.com/forums/showthread.php?15651-Hmmm-not-sure-their-head-designer-at-this-leading-French-createur-wou&p=1449625#post1449625
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
CS2 Makoto can only get like 1800 of Midscreen hit, another hit after the knockdown = corner combo => 4000. So thats only 6000. In CP midscreen hit = 3000 + orb oki, hit after knockdown = 4000. CP Makoto is the bessssst. As far as tier list goes. Makoto is not as weak as it used to be in EX, that's all what we need to know for the time being further improvement is also possible. With time things might get better. I'm ok with CP Makoto so far, i just want her dash to be back, i want a waaaaay much more complicated combo build, and a lot of advanced stuff or stuff that gives the character its special persona (such as litchi/carl glide throw) it feels pretty lacking in BB tbh. Squirrel fetish is always welcomed in the group -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
StarGazer replied to HiagoX's topic in Makoto Nanaya
It is related to gameplay in a lot of ways. Edit: I want Goro Makoto science so bad right now