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Everything posted by Eshi
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I made no comment on her neutral as it did, indeed, stay almost the same. I like rushdown mixup offensive stuff and I did not like her offense at all in CS2. I also didn't specifically say that they gave her "new" things. She DID get new things, but they were mostly eclipsed by her nerfs. She had many of the same options in CS2 but a few of those options were so good that there was no point in using them except sparingly. That's why I say her changes promote creativity. You may have a point with that I was limiting myself, but if that's true then it only came about because I disliked her so much. I love playing her again and there's not much anyone can say that will change it.
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It's hard to explain, but to me CS2 Makoto was way more "limited". I felt like in most offensive situations there was always one option that was the best and why would you do anything else? EX: every combo resulting in corner carry and orb oki, or her basic frame traps being ridiculously good and rewarding. She was very strong but also very straightforward and I really didn't like it. Extend Makoto's options are significantly less powerful, but I also feel that the ways she was changed were perfect for promoting creativity. It's hard to point out any one thing that caused it, but that's my mindset when I play her and I'm having a blast so far.
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Yes, I'm definitely switching. I'm having a crazy fun time discovering all of her new shenanigans. I'll play with Tsubaki some for fun but she's strictly secondary status for now.
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obviously there are answers to it, but outside of sandbagging it's still a great block string to make people nervous. you can throw out 5A > 5C > 6B to fish for counterhits, and it's +1 on block too. I'm not gonna focus on Tsubaki but dat 5C is so good.
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I KNOW! I was fucking ecstatic when I realized it was there, by far the most convenient way to find ranked matches. if you ever get to play me, you'll see what I mean =p my makoto is fierce.
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The string is pretty darn tight, so 5B gets counterhit when timed well. The vast majority of online players have no idea what's going on so you can just do it forever :D
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the new 5C is pure SEX. My new hobby is doing [5A > 5C > 5D> dash closer] x N against online players, lol
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
Eshi replied to OmniSScythe's topic in Archives
Makoto's 214ACC is pretty nice. She can do a DP safe OS after it by buffering a dash into a forward jump and doing a low jC. Not sure how slow the DP has to be for it to work, but it definitely works in a mirror match. LOVING the new makoto!!! -
I. Fucking. LOVE. Extend Makoto. I still hate PF[2] combos though.
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ivysaur seems to do them just fine. lol
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I've been calling all the gamestops around me and they're saying they're supposed to get the ups shipment today but they still haven't got it... this is driving me crazy. I need this shit!.
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kusoru is coming for umvc3? that's awesome!!
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execution-wise there really isn't anything difficult. it's all about timing. just doing plain lvl3 drives is awfully strict, even goro messes it up with some regularity. Figuring out how to follow midscreen PF[2] is quite frustrating. She can still combo after a DP CH with PF and it's also freakishly hard. the 214ACB stuff is also quite timing strict. I used to play carl and I can do fuerte's RSF loop like it's nothing but lots of makoto's combos are giving me trouble, it's a strange change.
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makoto's extend bnbs are super hard, like damn, the margin of error for timing is non-existant for so many of them. ~_~
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jeeze I am not going to get any sleep @_@
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ohhh using barrier... that's pretty clever.
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how would you OS rolls with PF? is it just like hazama's? because throwing out a 5D if they don't roll is a hell of a lot worse than hazama throwing out 5B. also, what common things does 3C still beat with its janky hitbox? All I know off the top of my head is litchi's DP. it doesn't even seem to go under lambda's 5D now.
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the ragna matchup definitely has a learning curve to it because of that dumb kick. I've never liked him -_-
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This is also a good option and, against better opponents that have caught on to it, probably better since you can get some charge out of it. I personally do it because it's a controlled situation where I know exactly what the opponent's options are and exactly how to counter each on of them by reducing it down to its frames. I love things like that.
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the 6A matrix is ridiculously good against players that don't fully understand it. At worst you put them in a situation that they're forced to block (or DP but whatever, yomi that shit) and you get offensive corner pressure. At best they get trapped in the matrix and you keep OTG 6A'ing over and over again until they die. I've won SO many matches with this tactic alone.
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214AD carries ridiculous risk, is gimmicky and can't be followed up even if it hits without 50 meter. melee range 3C is a terrible idea. There was never a time that using lightning arrow in a block string was "fine". The first 5C is at -6, and even if you train them to not attack after it with staggered 5CC, you're still using 5CC which is the original problem. It carries a disproportionate amount of risk the moment you decide to commit to it.
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In regards to the first question: To me this implies that one button barrier/RC/etc. is allowed, because they are already mapped as the default available inputs.
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1. Question: Why do you rank Platinum's offensive viability so highly? I do not understand how Platinum's offense can be rated as anywhere near S Rank, or above characters like Valkenhyn who have very high offensive power. 2. I also second Bohemian's question about Rachel for the same reason. She is limited by resources, but having 2 wind meter or 50 heat are not uncommon enough situations to warrant her being at borderline C tier in damage, and unlike many characters she can commonly achieve similar damage without the corner. 3. I just wanted to bring up the idea that no character is rated below B rank in the DL list, which I completely agree with. Although Makoto and Tsubaki may be the worst characters, Extend Tsubaki is 10x better and more tournament viable than CS Tsubaki, who was aptly located at the bottom of C tier. The difference between their power level and that of Extend's top tier is also much closer.
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This match kinda confirms something I've been pondering about. 5CC has no safe followups at all. Hazama kept backdashing out of 214AC even on normal block. She could have delayed the C a bit to beat it but then it loses to mashing and pretty much all followups lose to DP anyway, including nothing. I guess you could 214B/C away? meh =/
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wow lol, that's pretty awesome. grats geoffrey.