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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
Yeah, I think we already have a solid base to work upon, it's just that everyone is either too lazy or doesn't want to be responsible for it directly. :x -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Well, hello there! :D As for options with meter, you can do... 6B > RC > 6B/2B 214A~C~X mix-up 214A~C~B > RC > 5B frametrap on block 214A~D fishing for mash, which requires a good deal of yomi or knowledge of your opponent's habits Anything else I might've missed? -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Optimal damage I've found off of a 5B in the corner is exactly 4200. Said combo would be: 5B > 5CC > 5D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 5CC > j.B > j.D > 665CC > TK623C~D Still haven't tried for all characters yet, but it doesn't work on Makoto. Might work on her when replacing 214A~C~B with 214A~C~C, the following 5B should connect then. Not sure if I've tried j.C > j.B and such, been a while. My job basically forces me into bed after coming home right now, so I'm kind of short on time aside from week-ends. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
That...I...what? What do you mean? In relation to what exactly? Sorry, but I have no idea what you're trying to say. xD -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
2A > 5B > 6A> 5B > 5CC > 214A~C~CCCCC (BnB midscreen) Alternative: 5B > 6C > 214C~D (when you're too far away for the combo above) 6BC > 214A~C~B > 2A > 5B > 2D(1) > 5B > 6A > j.CB > j.CB > j.623C~D (damage and knockdown) 6BC > 214A~C~B > 2A > 5B > 2D(1) > 5B > 6A > j.CB > j.D (corner carry) Above combos should be universal. In the corner you can do: 5B > 5CC > 5D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 5CC > j.B > j.D > 665CC > TK623C~D (off of a strong starter; j.D > 5CC doesn't work on Jin and Valk) (2A >) 5B > 5CC > 5D > 66 > 5B > 6A > 2D > 2C > 214A~D > 665CC > j.B > j.D > 665CC > TK623C~D (5D > 66 > 5B doesn't work on Jin and Valk) You can use this one on Jin/Valk instead: (2A >) 5B > 5CC > 5D > 66 > 2B > 6A > 2D > 2C > 214A~D > 665CC > j.B > j.D > 665CC > TK623C~D If you aren't sure proration will screw up your combo, you can go for this one: 2A > 5B > 5CC > 5D > 662D > 2C > 236A~D > 665CC > j.B > j.D > ender (again, j.D > 5CC doesn't work on Jin/Valk, needs a 2B to pick them up) If proration is *really* bad, just go for knockdown with 214A~C~A or 2D(1). This is a pretty rough list without any RC combos midscreen or timing heavy stuff like 2D/2C > 214A~C~B midscreen, so you can start off with some basic combos and get a feel for the character. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
I was sitting here, watching the video, and literally going O: for a few seconds there. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
You have to delay the 214A~C a bit longer then, after a 2C it's simply timing, after a 2D you can actually hold 4 and make it a tad bit easier by repositioning, it won't change that much though. Remember to catch them as low to the ground as possible in order to connect the ~B as well. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Because I felt like it; |||Damage/Heat Gain||| lolRelius: 623C > (clash) > 214AA > 665B > 6A > j.B > jc > j.D > 662D > 2C > 236A~D > 66A > 5D > 66 > 5CC > j.B > jc > j.(burst) > 2141236D |||death/---||| Side switch, midscreen to corner: 6BC > 214A~C~B > 662A > 5B > 2D(1) > 5C > 6C > 214B > j.B > jc > j.D > 665D > 66 > 5CC > j.B > jc > j.C > j.B > j.623C~D |||3257/42||| Tager only (?), midscreen: 6BC > 214A~C~B > 5A > 6A > 2D > 662C > 214AA > 5CC > j.C > j.B > jc > j.C > j.B > j.623C~D |||3203/35||| Facing opponent, corner: 4B+C > 2B > 6A > 5D > 662C > 2D > 236A~D > 66A > j.B > jc > j.D > 5CC > 6321473C~D |||3316/42||| Corner: 214B~D (FC) > 236A~D > 66A > 5D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 5CC > j.C > j.B > jc > j.D > 665CC > 236236D |||5451/0||| Corner: 2C (FC) > 214A~D > 5CC > 5D > 66 > 5CC > 2D > 236A~D > 214A~C~B > 5CC > j.B > jc > j.D > 214A~C~B > 5CC > j.C > j.B > jc > j.C > j.B > j.623C~D |||5887/63||| Random j.A combo I'm leaving out because I can't be asked. Facing opponent, corner: 46~D > RC > 2C > 214AA > 6A > 5D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 665CC > j.B > j.D > 665CC > j.B > jc > j.C > j.B > j.623C~D |||5215/>41||| Corner: 6BC > 5D > 662C > 214A~D > 236236D [3/3/-] > 662D > j.D > 2366A~D > 665CC > hjc > j.C > j.B > jc > j.D > 2362366D |||6038/6 or less||| (5D > 662C on standing = mind blown) Corner: 2C (FC) > 214A~D > 236236D [3/3/-] > 632146D (1 hit) > 6A > j.D > 2366A~D > 5CC > 2D > 214A~C~B > 5CC > 5D > 214A~C~B > 5CC > hjc > j.C > j.B > jc > j.C > j.B > j.623C~D |||7813/51||| lolTager: 623C > (clash) > 236236D > (clash) > 46~D > RC > 66 > [5CC > j.CC] x3 > 665A > 5B > 6A > 5B > 5CC > 2D(1) |||4327/22||| Crouching opponent, Makoto in corner: 5CC > 214A~C~B > 5A > 6A > 5D > 2362366D [3/3/-] > 662D > 5D > 6321466D |||3982/---||| Corner, HP<30%: 236A~D (FC with ~D) > (burst) > (burst) > 631246D (2 hits) > RC > 6 > 2C > 214A~D > 5CC > 5D > 214A~C~B > 5CC > 2D > 214A~C~B > 5CC > j.C > j.B > jc > j.D > 214A~C~B > 5CC > j.C > j.B > jc > j.D > 2362366D |||11563/5||| lolRelius #2: (Why yes, I'm enjoying myself, you too?) 623C > (clash) > 2B > (clash) > 623C > (clash) > 2B > (clash) > 623C > (clash) > 2B > (clash) > 46 > 236236D > (clash) > 5CC > 623C > (clash) > 632146D |||uncosciousness/20$ from your opponent's wallet||| -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Again adding to what Eshi said (sorry, you just bring up important points xD): Learn to delay your 623C~D to the maximum after a short air combo midscreen. A level 3 knockdown close to the ground is somewhat hard to emergency tech, and - given that you're doing it correctly - you will land and recover fast enough to punish them with a pick-up. What I've been told: they can't regular tech in time (keep in mind that I'm relying on others for that and haven't tested it properly yet), giving you a substantial amount of additional damage and heat. This requires decent proration to get a proper knockdown in your favour afterwards, of course (otherwise you can't delay the second 623C~D). -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Alright, time for some discoveries: Aside from the midscreen to corner use of BBS, it is also possible to combo it after hitting someone very high with 2D. For example (using 5CC starter, because I'm pretty sure it won't work with lower proration): 5CC > 5D > 5B > 5CC > 2D > BBS (this needs to be level 2, otherwise the opponent won't fall into the active frames and your recovery is too high on level 3) > 66 > 5CC > j.B > j.D > PF The problem is, te optimal combo I tried nets somewhere around 5k, the same as if you'd go for a 5B > 6A > 2D > 2C > 214A~D > stuff combo with PF ender, effectively wasting 50 heat for style. Maybe there's something to be had with a 2C Fatal, since that's the only other opportunity I know of to connect 214A~D and make it comboable for great damage, so that you can use 2D > BBS without unnecessarily spending 50 meter. Another thing: You can actually combo 5D > 2C if you hit the opponent in mid-air, for example after a 2D. This is probably useful for converting random hits/situational opportunities into damage rather than general combos, but it's useful to know either way. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
You need to hit them really high with the 214A~D, otherwise they'll touch the ground before you can get 5C out. Combo example (corner): 5CC > 5D > 66 > 5B > 6A > 2D > 2C > 214A~D > 5CC > j.B > jc > j.D > ender Above combo is hitbox-specific due to Valkenhayn and Jin not being OTG'd by 5B. You also have to hit with the tip of 2C and link the 5C after 214A~D correctly. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
Seriously though, setting an orb on neutral is basically saying "choose your favourite CH combo to perform", except for some characters. Such as Carl or Tager, given that they are a decent way over on the other side of the screen. Doesn't help that it clashes even with stuff like Jin's Ice Swords now. Anyways, I think a bit of disappointment, whining or analysis of the new character is fine. Heck, I was really bummed to experience the nerfs first hand as well. Just give people time to adapt to the changes and make the most of what we got now. After all, it is a whole new (worse) character. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Reisi replied to OmniSScythe's topic in Archives
236A is still an amazing anti-air...if you place it BEFORE they jump. V: Also was able to finally play some ranked matches with bearable delay, CH 5B > 2C feels really useless outside of the corner. >_> -
Oh wait, this means that there are people with not-so-terrible connections online now! Finally~ ...and then there were updates. :V
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But you should be showing off the most optimal options for every combo. So, off a grab from midscreen, midscreen to corner and corner situation. Same with other combos, just that things like maximum damage/best knockdown/furthest carry should be shown separately as well.
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Ah, alright, then a few suggestions (keep in mind I'm going off the sample here, so some of the stuff I'll be saying might be redundant): Start off the video with her basic ground BnB, then go from there. Use the lowest possible starter, so don't go for a combo with j.C, but instead use 2A (maybe even 2AAA, etc.) or any other practical starter with which the combo is still doable. Don't go for maximum damage, instead use the option that grants a nice middle-ground of knockdown and damage. (No j.B > j.C > jc > j.B > j.CC > j.623C~D, but rather j.B > j.623C~~D or similar stuff.) It would be nice to have the combo route and the damage, maybe even heat gain, be displayed during the video, but that depends on the software you use and the time you're willing to spend, it's not an absolute necessity. Oh, right, forgot: When recording the combos, reset the heat to zero so, even if the heat gain isn't listed, people can at least see it.
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Are you going for practical match combos, optimal stuff and so on? Or will it be a collection of all sorts of combos?
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I wouldn't call her pokes bad, they are decent by themselves. Combine that with a fast dash and you get some nice control, even if it's no Jesus Kick (at least our hitbox covers our arm's hurtbox :V). j.C for jump-ins, obviously. I don't use it at all in air-to-air situations, since j.A is faster and does pretty much the same job. If they are below you in mid-air, it's probably best to simply block or throw, depending on your position. j.B still has great hitstun on regular hit, usually enough to land and continue comboing after jumping back up, given that you're close enough to the ground. Usually my go-to tool for air-to-air if my opponent isn't dashing right into my face for some j.A. Especially useful for punishing Rachels summoning frogs uncovered, Tager mashing j.2C (6A is so bad ;_; ), you name it. Reward is still pretty decent depending on height and distance to corner. j.A is the move I use the most though. Fast start-up and a great hitbox make it an almost universal air normal. Going after an airborne opponent, putting them into a blockstring mid-air, heck, I even use it relatively often as an anti-air, if the situation allows/requires it. Due to said hitbox, it also covers some spots that j.B and j.C already cover, just it being faster, so there's that as well. Oh, and throws, because their hitbox in the air is weird~ But mostly, squirrels should stick to the ground, methinks.
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Makoto relies heavily on a properly played neutral game, especially so due to lacking mix-up, although her pressure options are pretty decent. Since her damage has been nerfed, I was able to finally notice just how bad some of my decisions must have been in the past. Not being able to kill off the opponent within very few combos showed me how much I must've been counting on said damage, since my neutral game is...lacking, to say the least. No idea about other people, but maybe that, along with many other reasons (like a pretty big nerf to our squirrel), makes you think that EX is unbalanced. Unless you're talking about the cast in general and not specifically Makoto. :V (I do think that this iteration is the most balanced one though.)
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No, it's got nothing to do with highly demanding execution or such. The timing is different and needs getting used to, but 2C > 236A~D is fairly easy. 2C > 214A~C~B midscreen is a bit more precise, that will take practice at first, but it's nothing that's too hard or complicated to do in a regular match.
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Okay, went to the lab, you're right, j.2C isn't as terrible as I thought, but still terrible. Tager can IB 360B j.2C, but only if you get your j.2C instant blocked at the highest part of Tager's hitbox, A.K.A. his head. Or you do it close to the ground for whatever reason and hit him before you accelerate. In that case, he can actually regular block 360B you.
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You can't combo from j.2C unless it's either a counter hit or hits a crouching opponent on it's descent, so it's actually somewhat hard to combo afterwards, with the landing recovery and all. Add the bad proration to that, and you won't get anything decent out of it. It's so bad on block, I'm pretty sure Tager gets a free 360 on regular block for that. If it's blocked mid-air, your opponent will usually be able to counter-hit you mid-air as well. Seriously, that move must be somewhere between -3 to -6 depending on how high an opponent blocks it, probably even worse. You can do this on a standing opponent however: 5C CH > j.2C > RC > j.B > 5B > 6A > 5B > 5CC > 214A~C~CCCCC for...I forgot, probably 2.5k or so. :V
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Heck yeah. I mean, she was already showing..."tendencies" towards Platinum in her Arcade victory speech, so I could envision her to pull a Robo-Ky. Make it happen, ASW!
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Argh! Spoilers! D: That picture makes me sad. She looks so helpless. ;_;