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Everything posted by Eshi
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
you're right 6C works and does the most damage :3 I also learned today that OTG 2B > Particle Flare also functions as an option select to punish roll techs... got off an almost completely unprorated super in a match today and did a TON of damage with that punish. -
hmm I'll try to get on and play you if I can manage but wednesdays is when I do my roleplaying campaign.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
her neutral was hardly change... most of her nerfs were to damage or melee pressure. the trajectory on 214B/C are different and 3C is a bit worse and that's really it. The proration is work up really high so they might not work (6C is slower, 5C needs you to run closer). I'll try it when I get home. Some notes I've been taking regarding Makoto - One of the most important things to remember for Makoto is the importance of punishing people who don't emergency tech. Thinking they're clever or it will get them out of oki. If you have 50 meter then picking up people with 2B > (5B >) Particle Flare is a nice 1240+ damage way to say FUCK THAT! Otherwise if people don't tech after 214ACC or 623CD then you get more free damage + better corner carry. I did some grinding in training mode to better calculate the frame data. 2D LV1 and 214ACC don't work as safe jump setups against people with 7 frame DPs. This only makes me hate Ragna more. However this isn't street fighter and people can block in the air, so they do create decent high/low/throw/block mix-up after an emergency tech. This is part of why it's important to train people take the tech instead of lay on the ground. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
Yes after a couple times landing it I finally got level 3 to work and it's super hard... and it's only 30 damage lol. Still, that's the maximum! EDIT: Take it back, dashing in with 2B and immediately doing PF adds in a TINY bit more damage and removes the need to dash buffer the super. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
Optimal midscreen combo from forward throw: B+C > 214AA > small pause > 66A > 2D LV3 > 214ACB > 5CC > jB > JC > jD LV3 > 2C > 236AD LV3 > 66A > 5D LV3 > 2362366D 4470 damage is the maximum assuming all LV3 on the PF (LV2 on the first hit makes it easier to land). Dash buffering PF is pretty friggin' hard. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
Also, hitting them as high from the ground as possible lets the 214AD hit during its later active frames. The attack is very meaty at 10 active frames so doing this makes it VERY easy to follow up. -
This past weekend, my boyfriend and I took a brief vacation to chicago and volunteered our house to some friends as a place to stay for a nearby blues convention. A bunch of people stayed there with a comfortable amount of space, so it should work out great. Just try to not make messes and stuff, generic house guest rules =P Two questions - are yall bringing sleeping bags or pillows or whatever else? If not then let me know so I can make certain that we have enough sleeping supplies to go around. Also, how many of you are 21+ for alcoholic awesomeness?
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
2B > 5B > 6A works exactly the same except for situations where the combo has gotten too prorated. In those cases just use a different ender like 2D LV1 or 214ACA. Valkenhyn has the same strange hitbox. -
I do think canada has a problem using paypal through the website. my friend tried to register while on a recent business trip to canada and it kept causing him problems until he manually routed to the U.S. paypal site.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
Could someone help me calculate the frame data for 2D LV1 corner setups? The untechable time listed on the wiki's chart assumes that they don't hit the ground before it ends. Characters hit the ground a lot faster than 45 frames after jD LV3 > 2D LV1 and I want to calculate how strong of a safe jump setup it can create. If it's totally safe then she can create a very ambiguous high/low/throw mix-up off of it. -
xdest is fuckin good at this game. takes all of my focus to take a round off of him.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
Okay, lets say they try to DP the mixup on reaction and you want to be safe. 214AA has a total of 24 frames of animation. If you special cancel into it right after 5C>C then your total disadvantage is -6, which is 1 frame faster than Ragna's DP (I think it's the fastest one in the game) so it can bait it. If you expect mashing, 214AC will punish it. Makoto has tons upon tons of options to open people up. In regards to GETB - Tager forces Makoto to play more differently than any other character in the game since he can punish options most others can't. Still, you can beat him down in many ways that other characters aren't vulnerable to either. For example, jC can actually cross up on Tager's fat hitbox. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
2B > 5C > 214AA > 2B is a good mix-up for people that try to block overheads based on rhythm. Like say, lordknight. =P -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
pretty much all of makoto's normals can be staggered for frame traps. Mixing in 214AA for resetting pressure along with 214AC for punishing mashing are also good ideas. -
carl's new wavedash is seriously good. Ivysaur says it's one of the biggest buffs to Carl in extend.
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if you're angry because of times where you know players are going to noob out with when they use their throws then just DP, or quick rise DP, or jump. Up back is very easy to time.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
Ragna is so. fucking. annoying. I know he's always been an easy character to pick up and everything, but all these nonstop back-to-back ragnas in ranked makes me feel like he takes no effort to play like a pro. His moves are so good for spacing and basic stuff shuts down all of her defensive options. Also, Noel's footsies are surprisingly strong against Makoto. Her 2A is just as fast as and has better range than Makoto's 2A, just about as much as 5B. She has some really safe block strings too. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
I would assume that it would connect, don't see why not. As for optimal, 5B > 6A > 5B > 5CC > etc. does the most damage. -
today I learned that my gamertag is actually kokonoe. rofl, ggs to crazyape/obliske/little subby/tectal eastside/stasis, that room and the 3v3 matches were super fun
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slightly less awful but still awful, I want makoto and noel damnit
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ugh I can't stand this announcer anymore, please arcsys, release the dlc ones for america before I kill myself from listening to this bitch
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
Completely wrong, even disregarding its use as an oki tool you're still wrong. For example, since CS1 it's helped her a LOT with the Carl match-up, albeit it's not as good since nirvana absorbs it now. Makoto's pressure isn't "sloppy". It's worse than before, sure. She still is extremely dangerous up close and, like tsubaki, she has lots of decently damaging and fairly safe frame traps that get limitlessly better in the corner. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
I get comet cannon CH's all the time. We understand that lightning arrow isn't very good anymore. That is not an invitation to be negative about everything. Following up on this - Makoto's DP is actually remarkably fast at 9 frames. Litchi, Jin, even Bang's Ashura are all as fast or slower, so the same setup works on them. I don't think it works on Ragna or Hazama though, whose DPs are 7 frames. I'm gonna experiment to find other potentially useful setups. EDIT: I take the above back, when timed correctly it DOES work on Ragna. So it might just work on everyone! except the obvious DPs with autoguard. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
pretty much the only thing I don't like about makoto is that lightning arrow itself no longer has a use. It's sort of frame trappy on block, maybe, but the risk in using it is drastically disproportionate to the reward. -
LOL. that's a pretty awesome story. When I play against ivysaur though he'll occasionally counter assault me into nirvana, combo me down to 1 health and then chip me out. Carl will be Carl! oh yeah, and he made one of my friends quit playing tager from a similar situation. Tager literally played perfectly, predicted a burst and punished it with magna tech wheel... except nirvana was behind Tager and when he bursted he activated nirvana, she ate the magna tech wheel and DRAGGED TAGER AWAY. So, Tager had to RC to make it safe and eventually died because he correctly executed a burst punish. I'll never forget that!