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Everything posted by Teutonicknight
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I like how that sounds. I like it when the characters have something unique to them other than drives. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Which paths? CS1 or 2? I swear they are all different. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Even when used unpredictably, a lot of characters like Noel, Ragna, Litchi, etc have very generous hitboxes. I use Eclipse Turn mainly in combos rather than a crossup move anyways. It's a little on the risky side I think. The most notable character I found it truly works on is Hakumen, whether he Zanshins or does a C attack. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
AV pathways get worse with every game it seems. Is the faster Eclipse turn a bit more useful for crossing up? Because other than making combos look cool, I've never found a good use for that move because 95% of the cast hit backwards, making it feel sort of useless. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Doesn't AV kind of fix that? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I just read a lot of pages back that Makoto lost her 5B, or something along those lines. Apparently, that's not true, false alarm. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Wait, they made her normals worse when they were already the shortest in the game? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
People are still finding glitches in the game too. It would be unwise to not patch it up. I would say a rebalance as well, but so far, I like the way Makoto is looking and I don't want them to screw it up. I want to try an 8.7k combo myself. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Holy s**t, lol So now we gain back enough Heat during a combo to re use it in the same combo like Valk? Now I am interested. 8.7k sounds like CS1 Makoto all over again. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I barely call it a DP because it barely works, lol Some things never change. But if you land that 8.5k, someone is going to get a really salty look on their face. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Does anyone know how many invincibility frames OD activation has? Is it typical DP invulnerability, and is it immune to throws on startup? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Makoto pretty much said it herself, "Rank means nothing." It's people without ranks that make me think twice about going easy, because when you see someone of a high rank, you at least know what you could be up against, unless the guy disappoints you. Low or unranked players are unpredictable, for the most part. And holy crap, 8.5k worth of damage in OD, and it's practical? This keeps getting better and better! Glad to see the shortest ranged fighter is back to having a reasonably high damage output, like she should. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I just don't like the fact that it is one of the few special moves in the game that can't combo normally. On counter, sure it is devastating, but so is a regular Drive attack. I like it in OD though, it becomes as badass as it used to be, and actually works the way it is supposed to. As for neutral tools, we could use a lot of upgrades. I think with her given attack range, she should reasonably be one of the more dangerous fighters in the game, but that's just me. It doesn't make much of a difference to me anyways, because she looks fun, and is still ending up a pretty effective fighter. I just wish she had better ways to deal with long and mid-ranged characters. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Extend was bad for everyone unless you play as Tager, Ragna, Hakumen, and Valkenhayn. But yeah, those nerfs were fricken' stupid, losing Lightning Arrow's former usefulness was one of my biggest complaints. What's the point of having a high-risk special move that can't combo or offer a decent reward on hit? Pointless as hell. Yet they buff the above mentioned characters to no end. And then after seeing Extend Ragna, they all want CSII Makoto back. But yes, I am interested to see what kind of havoc Makoto can cause in CP! I am actually curious to know the highest damage achieved in OD so far. -
[CP] News & Gameplay Discussion (Old)
Teutonicknight replied to kosmos badgirl's topic in BlazBlue Gameplay
I just hope he is not "SSS+ Tier" broken or something of that sort. And I am assuming his normals will have the same range as regular Hazama's, retarded hitboxes and all. -
[CP] News & Gameplay Discussion (Old)
Teutonicknight replied to kosmos badgirl's topic in BlazBlue Gameplay
Terumi sounds freakishly broken. Like everyone said, if he is fighting a character who has their reversal option in the 50 heat category, they are pretty much f**ked. Sounds too good to be true, and if he does take all of your heat, he IS too good to be true. They better give him Unlimited Carl's health to balance him out if that's the case. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Either way, it's a bit unpredictable where she will land. Especially if they did the smart thing and patched this game up, we can end up pretty much anywhere. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I am a bit disappointed that she's no longer rock bottom while still able to kick ass and be a decent character at the same time, but I am still happy she moved up on a later tier list, and on a spot I actually like. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Tao's apparently screwed up again, same with Valk, not happy with another S-tier Litchi either. Haz, Jin, and Haku right behind them... of course. A+ Looks familiar, lol A, Understandable B, Yay Makoto! You now have plenty of friends in B tier! B-, Feel sorry for Plat and Amane, he didn't seem to move at all, I get a feeling he is staying there. C, Clearly unexplored. I'm expecting her to move up as soon as someone good picks her up and figures out how she works. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Amane is the first of the new characters I am trying, he has the more interesting fight style between the new characters along with Izayoi and Kagura. If we get even more characters for console release, I am going to be so overwhelmed for choosing a sub. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I know that's right. When I saw Comet Cannon connect with the enemy from far away during an OD combo, my jaw dropped. The possibilities are huge if you can string that stuff. And we have back all sorts of other sweet crap like USEFUL, combo-friendly Lightning Arrows again in OD! And pretty much all OD Drive attacks are going to be lightning fast Fatal Counters that hit harder than the standard ones, so I'm expecting serious damage off of even the slightest mistake from the opponent, because since Lvl4 D comes out of nowhere, they won't have much room to screw up. I can imagine being under that kind of pressure, and it seems quite scary. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I never thought about wasting bursts to get in extra damage, they prorate like a bitch, haha But damn, it would be a shame if you had all that Heat and the bursts to pull it off, and then you mess up, you wasted a crapload of reasources! But still, the opponent has plenty of time to burst out of it themselves. :/ At least OD combos look cool. Practically, I think the flashy high-damage ones can be functional, but are somewhat situational. Now as for the basic BnB OD combos, deadly and cool looking and I don't think they are burstable, lol Either way, CP Makoto is a lot more robust so far, I like the brutality of her new combos. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I never seen Makoto get that much damage. It's unlikely you'll see 100 Heat with her anyway, the most damage you're getting per round is usually 3k-4k, 5k at best. Now if you do have 100 heat, you will get 7k, but I have never seen 8k done in EX before with Makoto. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
I must see this, lol Is there a way you can get a pic of how low you caught them? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Teutonicknight replied to HiagoX's topic in Makoto Nanaya
Injustice is just MK9 with DC characters. :P And now, 1 MK9 character as well, so far, lol Not a horrible game, but it's on the simple side. Likewise, I treat other games differently.