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Everything posted by Reisi
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Match-ups should still be pretty much the same, except maybe generally worse. Pressure stuff like the 5CC stagger, combo damage and screen carry are all universal to every match-up. We might be worse off against zoners like Lambda due to the changed Asteroid Vision paths though. Anyone with a reversal can potentially counter any orb "oki" we set up now. Increased 5B recovery makes her neutral confirms harder now, but still pretty universal. I think there aren't too many specific changes, but that'd require more exact analysis of the match-ups. -
1) Depends on the punishes available to you. If they're really high and you hit them with the tip of 2C, you could go: 2C > 214A~D > 5CC > 2D > j.D > 2366A~D > 66A > 5D > 'ender' j.B > j.D > 2D > 2C > 236A~D > 66A > 5D > 'ender' on regular hit. j.B CH > 2D > 2C > 214A~D > etc. for punishing them when pushing buttons. If they are too high for j.B > j.D, go for j.B > j.B > j.623C~D so you can keep them in the corner and continue pressuring them. 2) If proration allows it, you can pick up opponents with 5CC > delay > 5D. As stated above, 236A~D > 66A > 5D works as well.
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*tells people who care how to do things* *someone doesn't care* The world is still in order, I see. Just ignore it, okay?
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Nah, problem is, she does a lot of the same stuff Makoto does, just better. Her 2A will beat yours, her 5B will beat yours and if she feels like it, she can do 5C as well and go into 3C on CH. Her midscreen damage exceeds Makoto's in most situations, both weak and strong starters. And then there's her D-button. Plus, she can frame-trap better than Makoto as well now. And end her blockstrings on +. Like you said, she was an annoying match-up before, but back in CS2 you could make her pay for hitting D too hard or capitalise on an opening. Now you've got to deal with her options a lot more often, which makes it somewhat harder. Her nerfs don't really affect this match-up, if you ask me. -
I like to know my options. And being able to get more heat against certain characters is a free advantage. Fuck the damage, who cares about 100 more damage, but I'll gladly take the heat gain. Especially if the heat means I can get some nice carry/damage in, exactly what current Makoto needs.
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I just tried it. You can do a backdash in time when done right next to the opponent. You can also dash under after they cross you up. And I got 2D > 2C to hit in very rare cases. But after that, you can only go into an air combo since they're too high. I tried that for at least 45 minutes now, there seems no way to connect 2D properly. 214A~C~B works on FC, but I can't hit it anytime else and even then it's damn finicky, it's far beyond match practical, if you ask me.
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Here's the list of character specific stuff. Sorry if it's a bit hard to read, but I'm not redoing the font colours for Dustloop's default design. It was tedious enough the first time. :X Regarding the 5D > 6A > 214A~C~D > stuff (thanks to Stargazer for that one): The timing might be tricky to get the 5CC to connect, but you can do 5A > 6A as well (I think Markus stated that before). But, thanks to the long hitstun on Shooting Star, you can confirm it pretty easily. If you hit the Level 3 early, go with 5CC. If you hit it too late or only got Level 2, proceed with 5A. Trying that out in Training Mode will give you a good idea what the charge bar will look like when you nail the timing. Legend: Characters the listed route will work on. Characters the listed route will not work on. Characters the listed route will work partially on. 214A~C~B > 2A > 5CC Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius 214A~C~B > 5A Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius 5D > 5B > 6A/5D > 5CC/j.D > 5B > 6A/j.D > 5CC Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius j.D > 6A Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius 5D > 214A~C~B > 5B/5CC Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto*, Valkenhayn, Platinum, Relius *5B whiffs, 5CC works 5D > 214A~C~C > 5B/5CC Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius 5D > 6A > 214A~C~D > 5CC Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune*, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius *delay 6A > 214AC slightly B+C > 214A~D > 5CC > 5D Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune*, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius *requires > 665CC 4B+C > 2B > 6A > 5D Ragna***, Jin***, Noel**, Rachel**, Taokaka**, Carl***, Litchi**, Arakune**, Tager*, Bang***, Lambda**, Hakumen***, Hazama**, Tsubaki**, Mu**, Makoto**, Valkenhayn***, Platinum**, Relius*** *never crosses up **crosses up after throwing the opponent out of the corner only, allows for > 2366A~D ***doesn’t work after throwing the opponent out of the corner
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Wow, and here I am with not enough great Ragnas to play against regularly and sucking at the MU. V: Online is pretty bleh as well. No idea how it's on the other side of the pond, but I either search ages for some people to play against in my PSR range or play Tager for the lulz and run into a bunch of Hakus who'll do j.2C > 5C > 3C > airdash all day. :/ Player matches are really the only way to go by now, eh? *sigh* -
Simply get used to the timing of 214B > j.A, there's not a lot of advice I can give you there. Yes, j.B > jc > j.D. Corona ender can be anything from j.CB > j.CC > j.623C~D to 6321473C~D, the former being most damage and the later best oki. In any case, delay the ~D as much as the proration will allow you to. (Oki is awesome btw.) You are most likely doing the 236A too early. The enemy will bounce off the orb 3-4 times, but will then fall down. That's because your ~D is whiffing entirely, due to the opponent being too high. You have to wait a bit after doing 2C so that your opponent is in the middle of the orb when it starts hitting them. Then the ~D part will hit and you'll have enough time to do 66 > 5CC/6A.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Just to make sure, I'm talking about people who *think* about what they do when playing the game, not random button mashers. 1) Show your opponent that you know your character's mix-up capabilities, for example an overhead, and use it in your offense. Your opponent may react to it, he may not. 2) Reproduce said scenario, but go for something different instead. That doesn't have to be a low necessarily, it can be a throw, a cross-up, anything. The question at that point is, is your opponent capable of quickly judging a situation and how many options can he cover in his head? Is he expecting another high/low mix-up? Then he'll watch for certain cues (animations in this case), taking his mind off of other possibilities, like a throw, or an entirely different move. Congratulations, you've got mix-up. 3) Your opponent should be trying to avoid the scenario, beat your options, basically cover as many of the possibilities as he can. So, in order to counter those attempts, we add more things to our scenario, making it even more complex. Instead of going for a mix-up in the same scenario, we will continue the pressure (which is technically still a part of mix-up), creating a new scenario, with new possibilities that your opponent has to take care of. He'll have to consider your new options in a different situation and that in less than a second. That's how you do good mix-up. "Keep your opponent guessing", as many put it. But what you're actually trying to do is making your opponent mess up. By training him to do a certain thing, by going faster than he can keep up, by beating him inside his/her head. If you can achieve that you "open them up". And that will allow you to win a match (along with a bunch of other factors, of course =P). This doesn't mean you can't react to something, but if you aren't prepared for it, it'll obviously take you longer. Blazblue isn't an insanely fast fighter, there are no 2 frame overheads or something like that. You can react to an overhead, you can break a throw. But, as said in the post before, most of it is influenced by what someone's mind is focused on. The Millia Blocker is a good example, what might seem like pure reaction in a game are several factors coming together at once. -
214A~C~B, requires a crouching opponent. 6B~C doesn't force crouch anymore, so you'll have to set up the training dummy accordingly.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
I don't know if it's fitting or ironic that I overslept her birthday... Anyways, thanks for helping me out on Jin's hitbox, I appreciate it. Also, 214A~C~X is pretty scary with meter, ~A is already a damn good starter and ~B can be confirmed into PF. Saying that, still haven't tried to get optimal damage from it...hmm... -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
I think the more recent Hori sticks all have Sanwa buttons, at least the more expensive ones. The cheap models most likely don't. Ahh, interpreted your comment the wrong way then. Yeah, her footsies are decent, as long as you don't face some demonic 5B-being. (Valk and others are a given, but have you played a Hakumen who knows how to utilize his 5B? That move is so damn good!) Btw, I'll be done with the character specifics...in some time. Don't worry, haven't forgotten, I'm just a lazy bum. :x Has anyone tried doing B+C > 214A~D > 5CC on Jin yet? Want to make sure it's not my execution that's not making it work. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
^Have to disagree with you disagreeing there. Her footsies aren't bad at all. Her mobility greatly increases the usability of her pokes. A dash 5B is quick and has nice reach, a 6C will beat quite some moves pretty clean. Of course her neutral game has its faults, but at least Makoto possesses various good to great pokes, that's more than other characters can say of themselves. Makoto's just aren't as godly as other characters'. Also, Stargazer, I wouldn't call her pressure bad, the ability to reset and stagger is quite nice. (Her mix-up is still ass without meter though. xD) Would like to know what other people think though. In regards to stick, I started off with this really crappy Hori: http://www.amazon.de/PS3-Fighting-Stick-FS3-Hori/dp/B000MWE3BI/ref=sr_1_1?ie=UTF8&qid=1333145650&sr=8-1 Cost me 40€, was pretty decent for a first one, especially considering the price. You'll notice the difference to a *good* stick, but only after trying one of those later on. That stick lasted me two years before the buttons messed up and the cable ripped. That was enough time to decide that I actually want a proper stick for myself. Since I only tried a couple of TEs briefly, I can't tell you too much about them (but I didn't like the feel). What I can tell you, is that my current Hori is pretty sensitive in regards to the joystick. I like it that way, no idea what you'd feel more comfortable with. Although, it is pretty fun to watch other people (who're used to their TE) try the stick out and mess up every single combo. <3 -
So, this will be Round Robin, I presume? Which means... 1) Face every person in your bracket. 2) Play them in a best to three matches, default round settings. 3) Character choice is free for the first match, loser may change characters, winner has to stick. Is that correct so far? Just want to make sure~
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
The best. :3 -
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Reisi replied to DaiAndOh's topic in Bang Shishigami
Just dropping by to say that I've never seen Dacidbro as happy as when he won his match against that Platinum in BBBR. Good job to you guys, hope you made (are making?) use of the time in Japan! Congrats~ -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Snapping range feels noticeably nerfed, I also don't feel confident in using it as an anti-air anymore due to reduced catch time and worse snap range. The problem with Rachel's 5B is that it's a projectile (=> no hitbox in/around 5B's hurtbox) and her character hitbox barely changes during the move. If she'd dash in afterwards or use a move that'll push her hitbox into range (3C, 6B, etc.) and Parry is still active, you might catch her. Or, if she is out of range to hit you in time, maybe even Fatal Counter her with the follow-up. -
PF [3/3/-] Particle Flare [Part 1, Level 3 Charge/ Part 2, Level 3 Charge/ omit Part 3] PF [2/3/3] Particle Flare [Part 1, Level 2 Charge/ Part 2, Level 3 Charge/ Part 3, Level 3 Charge] Just listing how many of the 3 parts of Particle Flare should be used and to what level they should be charged. I'm a lazy bum, so I note it like that, but also to save some space.
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Not the exact combo, but at least better~
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
You shouldn't do that corner combo for two reasons: 1) Depending on your starter (for instance 2A), the proration will be too bad to allow 214A~C~B by then. The hitstun will be juuust not enough. 2) If your starter is a strong one (5B or 5C), you should go for a different combo altogether: 214A~A > 6A is character specific. For the rest of the characters, you'll have to do 214A~A > 66A, if I'm not mistaken. (I should really go to sleep. :V) -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Side switch, so your back to the corner. Works from the corner to 1/3rd away from the corner. It's...kind of midscreen, you might want to say. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Before posting my wall of text: Can someone please test B+C > 214A~D > 5CC on Jin again? I can't hit the link. I feel stupid. But maybe it's Jin's retarded air hitbox that makes 214A~D hit too early, no idea. I'd appreciate it. As always, I got distracted when doing something in training mode...and found THIS: A sideswitch combo, dealing 7k damage, working from the corner until 1/3 away from the corner. Costs 100 meter though. 5C CH > 2C > 214A~D > PF [3/3/-] > BBS > (66)5D > (66)214A~C~B > 5B > 6A > 2D > j.D > 2366A~D > 5CC > hjc > j.CB > j.CB > j.623C~D Deals 7060 damage exactly, I was able to delay j.623C~D in the combo above, so you'll be able to end with a better ender in terms of oki. There are quite some things to keep in mind about this combo, I'll try to explain it in-depth without it becoming too complicated to understand. One of the most important things is the way you're hitting the 214A~D > PF. It requires you to be at a quite specific distance when launching the opponent. Try to be as close to your enemy as possible when hitting the PF. For that, you have to delay it a tiny bit, so that the 214A~D pushes you into the opponent a small distance, but before he gets launched off into the distance. Obviously, PF[2/3/-] will make this easier, since you can let yourself be pushed further/have more leeway in terms of timing. Just make sure the 2nd PF is level 3, so that the opponent gets pulled in a bit. Start inputting the following BBS after you've launched the opponent (already in the direction he *will* be going, not the side he currently is on) and hit the D once he crosses you up. (If you think you missed the proper timing of the PF, you can rectify that by moving towards your opponent for a split second before doing the BBS.) This is another part that'll require some practice, since you'll have to get a feeling when BBS will hit the opponent and when it won't. Usually, you'll start the move when the opponent is descending. That way, the BBS will hit while it's already out for a while, allowing you to recover faster and making the combo possible. (The height the opponent is at can be different depending on how you hit the PF earlier.) Depending on your distance from the corner by then, you might or might not have to dash in for the following hits. Also, if you're doing this when you and your opponent are literally at the edge of the corner, you'll have to add a 6A after the BBS to make the combo work. This'll also make the 5B > 6A > 2D a bit harder to hit, but not incredibly difficult either. It really sounds a lot more complex than it is, practicing this for a couple of minutes will give a much better idea of what the fuck I'm talking about. It's not extremely difficult either, practical in a match, if you ask me. Plus, learning a few things about BBS will come in handy when you need to improvise a carry combo on the fly. Actually, this combo also works when your opponent is in the corner, but there are so many tight timings, so precise spacing and most likely tons of hitbox-related specifics that it's way too risky doing in an actual match. I didn't expect to write this much about one single combo...(I could also list some trouble-shooting advice here, but I think this is quite enough already. :V) -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
I did not expect this to work off of 2A, very handy for Valk/Jin: (2A >) 5B > 5CC > 5D > 66 > 2B > 6A > 2D > 2C > 214A~D > 665CC > j.B > j.D > ender Also, I suppose it would be handy to know character specifics, so anyone who wants certain combo paths that might be specific tested, do share them. I've got some time this Saturday/Sunday/Tuesday, so I might try them out, along with these: 214ACB > 2A > 5CC /// 214ACB > 2A > 5B > 6A 5D > 5B > 6A j.D > 5CC /// j.D > 5B > 6A j.D > 6A 5D > 214ACB > 5B /// 5D > 214ACC > 5B Also also: Whoever mentioned the 2D(1) > j.C safe jump setup earlier is my freaking hero. Felt like a boss going through/blocking Ashura *and* punishing it. That OS destroys people online.