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Everything posted by Eshi
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next time y'all are playing a hundred matches with skeletal minion I'm gonna try to get in on it. I live in the same house and somehow missed it, lol.
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i need one on makoto's ass ;-;
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I got gate-keeped by a Naoto in my pool. I wanted to play Marlinpie and body him so badly, but it wasn't meant to be. Another Liz player, The Arm, came from south florida. He's also good but got eliminated by a Chie.
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yes, everyone's OD works like a blood kain install.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Eshi replied to HiagoX's topic in Makoto Nanaya
but, I know I've seen it connect a couple of times and the player couldn't tech before hitting the ground. It might be the increased gravity but either way I'm glad CH jB is trollworthy again :3 From twitter: @jiyunaJP If Makoto blocks Ragna GH, she can mash 2B after the first hit and it will beat both of Ragna's options. #BBCP has this worked before? -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Eshi replied to HiagoX's topic in Makoto Nanaya
minor correction, her oki is the same (which is to say it still sucks lol). -
Makoto? What makes you say that?
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Eshi replied to HiagoX's topic in Makoto Nanaya
This is accurate. However her new midscreen hit confirms will definitely be a huge boon to her gameplay so I wouldn't short sell her. I think she'll end up mid tier - she has just as many (a few more) tools as in Extend but hits harder and carries to the corner more easily. -
it could possibly be used to bait throws and CH. But amane also has to be level 3 drive and it's pretty hard for him to build and keep level.
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CT combos had an ACTUAL timer on them, and the hit stun deterioration was linked to that timer. It made combos somewhat inflexible since they had to be short in duration. CS hit stun deterioration was increased by each individual move in a combo. Some moves added very little so all of litchi's hit confirms were MvC3 combos.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Eshi replied to HiagoX's topic in Makoto Nanaya
Makoto is Ragna in drag. Their specifics are different but they basically have the same, simple frame trap/footsie play style. It doesn't surprise me that people say this, but no character is brain dead. Except Taokaka. New side-switching combo, works on a lot of characters: [stuff on crouch] > 214ACB > 66 > 2A > 5B > jump combo http://www.youtube.com/watch?v=MIAjfWHa9pM&feature=g-u-u&t=2m25s -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Eshi replied to HiagoX's topic in Makoto Nanaya
Can't think of what he's referring to, sorry! I was playing pretty badly at summer jam, but I've been practicing regularly again and will wreck nec. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Eshi replied to HiagoX's topic in Makoto Nanaya
That is because Taokaka is more and more OP each game. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Eshi replied to HiagoX's topic in Makoto Nanaya
yes, i remember reading that everyone got about 500ish more HP in this game. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Eshi replied to HiagoX's topic in Makoto Nanaya
okay, added comboability after 2D LV2 is fucking awesome. And there's no more SMP between different levels. Officially excited for makoto after that combo video, fucking hype! -
I, too, am pretty disappointed with CP Makoto. EX Makoto is really basic and gets incredibly boring after a while. The last thing I was looking forward to is more of the same. My least favorite changes by far are removing 5B's jc on block and the double jump after asteroid vision B/C. She already has issues with her inherent risk of committing to offense since everything is unsafe... that's why her high level play is based around whiff punishing. So why are the making it even MORE risky by removing her only two safe moves? If it's because they want her high level play to be based on boring whiff footsies then why are the nerfing her run speed? Does ArcSys think her EX version was in a good place? That would explain why they're toning most people down. But still, she's sooo boring to me now :/
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Definitely going to give Izayoi a try, but honestly. Tsubaki is the most fun character in the game for me to play and always has been. I don't see that ever changing.
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SHE CAN COMBO OFF OF AIRTHROW WITHOUT METER AGAIN JESUS CHRIST FINALLY It looks like Makoto's gameplay is identical to Extend, though. Changes to her are pretty minor.
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I was referring to things like. If you bait Mitsuru's DP, punish it in the air. Yu's DP, run behind him first. This is literally the most basic match-up requirement for these two and yet so many top 8 results are decided by it. It's just two specific examples but a lot of things that players complain about actually do have clear answers, or available options at the least. I'll just stop myself here so I don't come off as ranting xP
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P4A is an incredibly good game for its first iteration - that notwithstanding, it's an otherwise solid good game with lots of little flaws. Despite admitting that, I have a problem with how widely criticized the game is because the US is, as a whole, fucking terrible at it. Individual match-up knowledge is extremely important in P4A and most players lack it at a really basic level (like safely punishing DP > super). I agree with the above poster.
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Oh yeah, I forgot about 5C. It could be really abusable in neutral for this match-up, it has longer range than Liz's 5B and stays active forever and is hard for Liz to get around. Liz definitely needs to stay at a range where she can eat it on start-up. Your points are pretty logical. It's a fairly fluid match-up but overall Labrys is just a more mobile Kanji. If Liz does something dumb and lets Lab in then she's in trouble, but otherwise Liz's space control beats Labrys handily and Labrys really needs to keep momentum to seal a fast win.
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I think that Liz does now. I live with a decent Labrys player now so he's exposed some of her technology to me. I'll post what I can think of and update later. Labrys' sweep > Tsurugi okizeme is just so underwhelming that everyone has universal options to beat it, so Liz's bad defensive options don't matter. Roll will beat everything but throw or explicitly trying to bait it. I'm pretty sure that wake-up mind charge > select correct option will beat literally everything Labrys can do after it. jB is definitely fucking annoying. If you are certain that 2B will work, then do it. If you're even slightly unsure, roll it. This works quite well for stopping mindless IAD jB, and not letting her jump in for free is a very high priority. Play footsies against Labrys. Her ground footsies are not good and Liz's jB is LOLOL good. Rushing her down is a bit unnecessary, force her to take risks instead. Do not IAD in on Labrys, 2B will beat it for free - however, jumping around and baiting it with Garu still works very well. labrys can't punish Garu on block so it's really really good. If labrys has 50 meter and you are full screen range, DO NOT DO ANYTHING REACTABLE. Her super will beat it for free, and if she has red axe then the game is probably over. Labrys is only scary when she has red axe since basic hit confirm into super can immediately kill Liz. It will drain away after a while however, which is why playing footsies and running away from risky situations is really important. Garu combos are SO EASY on her and increase the combo's time, so abuse the shit out of it.