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Everything posted by mAc Chaos
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throws > U hakumen lul
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damn im awesome
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oh god what am i doing on the screen
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stage powerup wins again
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fffffffffffFFFFFFFFFFFFFFFFFFF
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Hakumen VS Makoto General Strategy This is mostly a footsies match. It's like fighting Ragna. You'll spend lots of time jousting at neutral, until one of you screws up and gets thrown into the corner. You'll want to stay back and chisel away at her health as she attempts to get in. Then, when you get a knockdown, you can use all the stars you stored up to go in hard. Like fighting Noel, Makoto has high mobility, and has moves that will let her completely avoid yours, like her 3C. You want to either be in her face on offense, or have her at just 5B and 3C range. Long Range Just sit tight and gain stars. She can't do anything from long range. She might try to throw orbs, but just cut them. Mid Range This is where the meat of the matchup occurs. In fact, there are two slightly different mid ranges that give either party the advantage. If she's in Haku 3C or 5B range, then you have the advantage. But if she's just outside it, she has the advantage because she is more mobile and will be able to quickly get in if she makes you whiff a move or makes the right read. A lot of Makotos will hover just around this range. At this range it will come down to guessing and who baits what. Kishuu Enma will go through her 6C and 5B. She will try to get in with a combination of either 3C, IAD j.C, or slowly working her way in. She can also use 6C, which throws Makoto forward, to initiate an attack from outside your range and hit you. Zone and play footsies until you gain knockdown, then go in on her. Close Range Haku on Defense If you're on wakeup and she does the orb, just counter it. Makoto has a setup where she can do the orb and dodge your counter, but it's still worth doing because that just puts her back where she started. If she tries this, use 6D instead of 2D as it is more likely to catch her. If you feel confident of your reflexes, block out her pressure until she goes for 6B or 2C, then counter. Otherwise, wait until she gets pushed out, then poke out with 2A or jump out to give yourself space. If she does j.2C, don't try to anti air it, either air throw or counter with 5D. If you block any of her D moves, then that's the end of her pressure. You can punish them. Haku on Offense Hotaru will beat her DP, and 2B will beat it as well with proper spacing. Use lows to beat her parry. Watch out, she can punish your 6B with her fastest 5A if she IBs it. Your Best Tools 3C: Beats her parry and her own 3C, stops aggressive attempts to get in. 5B: Much faster and safer to poke with than 4C, but still has a deceptively long range. 2B: Beats her DP, has long reach, is fast and safe. 5C: A lot of Makoto's jump ins have hitboxes that are too big to hit with 5A, and with spacing that interferes with 6A. 5C will beat these, but you have to do it a little early. 5A: Useful as a standard anti air, but loses to her jump ins. Use it to catch attempts to jump out, rather than defense. 6A: If she just jumps right at you, 6A her. But her j.2C will give you a hard time. 5D: A lot of her moves will put her back in charge if you block them, or are hard to beat, like j.2C. Use 5D to counter it instead. Air Throw: Another good counter to j.2C. Hotaru: Beats her DP outright, but watch out, she can delay it slightly to beat Hotaru. If she does that, catch her out of it with 2B until she stops. Kishuu: It will go through her 6C and 5B. Reversals Has a DP? Yes. Her DP has invincibility, but you can beat it with Hotaru. However, she can slightly delay it to beat Hotaru instead. To counter this, catch her with 2B until she stops. Alternatively, a well spaced 2B can beat the DP too. Her astral is also a good reversal that will either clash or beat Hotaru. If you smell it coming, then just block or counter / Yukikaze it instead. Things To Look Out For Haku 6B gets punished on IB. Makoto 3C will cause a lot of moves to whiff. Her parry beats non-low attacks and is dangerous against jump ins. On that note, be careful against her 6A, it can combo even on trade. A lot of Makotos like to use that giant punch distortion to punish whiffs from full screen. Be careful what you throw out when she has 50 heat. all this typing why
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Get it modded!!! Or find someone who has one and borrow it for like a day, then get on for the Hakufest of a lifetime. Also: OK, so it's been a long time since I seriously delved into the matchup, but my body still remembers a thing or two from the matches I'd play with Omni and Nini Heart among others in CS1 and 2. And then there's Gold in EX but it's not as brutal since she doesn't have touch of death anymore. It is basically a footsies match, like against Ragna. Your footsies moves are 3C, 2B, 5A, 6A, 5B and 5C. Don't use 4C, she will airdash over it or 3C under it and body you every time. Her 6C is pretty strong too since it throws her forward, so she can start it from a safe range and hit you out of your attack. It's practically made to destroy 4C. Use 3C to counter her attempts to run in. 5C is a good way to anti air her. It depends on the angle she tries to get in. 5A isn't so good an anti air because all of her air to ground normals have a big enough hit box that you will just eat a counter hit. So you want 6A, or 5C. 5B is a good way to poke when you're not using 3C, since unlike 4C it doesn't let you get counterhit easily and it has a deceptive range. If you want to play the matchup by the book, then you basically have to keep her at arm's length and chisel away at her life as she tries to get in. You can use Hotaru to beat her DP. Watch out though, Makoto's have a trick where they can slide forward just a teensy bit on wakeup, then do a delayed DP and do Hotaru. So if they start doing that, catch them out of it with 2B until they stop. You can also space 2B at max range to beat her DP, but I can never get that in the heat of a match. I'd rather just Hotaru. Use counters against her orbs on wakeup, but watch out because she can set it up so your counter will whiff and she can come in with a jump in right after. But it's still worth it to counter the orb anyway. Don't bother anti airing her j.2C, the angle is too awkward, just counter it. Her anti air is strong, don't challenge it. Even on trade she can combo. When in doubt, go for low pokes because it beats both her parry and 3C. If you trust your reflexes, then block during her pressure and counter her 6B or 2C. Otherwise block until she gets pushed out, then poke her on her way back in or jump out. If she does any D attacks and you block them, that's the end of her pressure. You should be able to punish it too. Her damage isn't as ridiculous as it used to be, so you can afford to be more aggressive against her in EX. In CS1 and 2 I would back off even when I had the advantage because I didn't want to get randomly 2A'd into 7k. But here you will have a lot of stars, and can do some good damage, so don't feel afraid to go in hard on her once you gain the advantage. You can neutralize her DP so you can get her to block and then from there it's Haku Time. Oh yeah, and her astral is actually good as a reversal. Good luck. If you have any questions just ask. If any Makotos see anything to correct or add feel free to say so too.
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The things a man has to do for his supply. Isn't it like 7 AM over there. I would be a zombie that early in the morning.
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Not this early. I was doing a job interview. :V
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Eventually you'll get the hang of it. I can practically do them in my sleep at this point.
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So suddenly it got quiet here lately and on XBL. What's the deal.
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I need to come up with more then before I get figured out.
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You people are giving my SECRET away
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Ah, so it was you. It was weird, whoever the Makoto was, was playing weird, like they knew what I was trying to do. Even though we hadn't played, so I was wondering what was going on.
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zzzzzzz There was actually a Makoto player in the room, his name looked familiar. But he wasn't gold Makoto, so it wasn't the same.
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Tried to play, nobody on, hit by Sunday slothfulness. GGs everyone in Nombre's room.
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I would if you were on XBL.
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> Celica was a mage belonging to the Mage’s Association. Did I just stumble onto a Fate/Stay Night forum. This makes me want to see these characters in BB's story mode.
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Well, there's nothing wrong with B tier.
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Ah in that case, gotta be right up in her grill.
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> playing a laggy match u dun goofed
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[CP] News & Gameplay Discussion (Old)
mAc Chaos replied to kosmos badgirl's topic in BlazBlue Gameplay
There needs to just be a game of all Ragnas. Ragna, Unlimited Ragna, Bloodedge, Azure Guardian Ragna, Black Beast Ragna, young Ragna. I'm sure they can come up with more. -
[CP] News & Gameplay Discussion (Old)
mAc Chaos replied to kosmos badgirl's topic in BlazBlue Gameplay
Azure Guardian Ragna? -
5C range was what I was thinking too. But all she has to do is backdash.
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Oh right. I forgot. That might as well be the entire controller for us.