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Everything posted by OmniSScythe
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[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
You have to let her descend more, another thing is to just replace 5CC with 6A. -
[CS2] Community Project: Makoto Nanaya Tutorial Video
OmniSScythe replied to HiagoX's topic in Archives
Thanks, I tend to do that a lot when I try to copy paste to save time. Only things that needs to be work on now is: -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
Actually what I posted was characters that allow you to do 6C > 214A~C~D. -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
Small recent update "5B(CH) > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 2D > 2C > 214B~B > jc j.D > 2366A~D > 214B~D > PF1(2)2(3)3(3) 5B/5C CH combo 6C(CH) > 214A~A > 5B > 6A > 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki 6C CH combo" Should had been added from the get go, sorry. 2A > 5B > 6C > 214A~C~D > 66 5D > 2C > 214B~D > 2C > 2D > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Platinum, Lambda, Hazama, Makoto, Valk and Noel only combo, in order of easiest to hardest to land on. -
[CS2] Community Project: Makoto Nanaya Tutorial Video
OmniSScythe replied to HiagoX's topic in Archives
Combos Basic combos: 2A > 5B > 6A > 5B > 5CC > 6B~C > 214A~CCCC > 5A > 5B > 6A > j.B > jc j.B > j.623C~D 2A > 5B > 5CC > 6B~C > 5D > 2C > 214B~D > 2C > 2D > 2C > 214B~B > j.D > 2366A~D > 214A~D > 5CC > jc j.B > j.623C~D orb oki Advanced combos: 5B > 5C > jc j.B > jc delay j.B > j.623C~D (whiff) 5B > jc j.B > jc j.D | > 5D > 2C > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Backdash punish combo 2A > 5B > 6C > PF1(2) 2(2/3) > 2D > 2C > 214B~D > 2C > delay 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > j.B > j.623C~D(2) Standard corner carry/corner switch combo Counter hit and Fatal Counter combos: 5B(CH) > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 2D > 2C > 214B~B > jc j.D > 2366A~D > 214B~D > PF1(2)2(3)3(3) 5B/5C CH combo 6C(CH) > 214A~A > 5B > 6A > 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki 6C CH combo Character specific combos 2A/5A > 5B > 5CC > 6B~C > 214A~C~A > 2D > 2C > 214B~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 214A~D > 5CC > jc j.B > j.623C~D Tager and Hakumen only combo. 2A > 5B > 6C > 214B~A > j.B > jc delay j.B > delay j.623C~D (whiff) > 5B > jc j.B > jc j.D > 5D > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Standard corner carry combo, builds up to 49 meter and doesn't work on Lambda and Carl. 2A > 5B > 6C > 214A~C~D > 66 5D > 2C > 214B~D > 2C > 2D > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Platinum, Hazama, Lambda, Makoto, Valk and Noel only combo, in order of easiest to hardest to land on. -
I asked Mori if he would consider it, what he said hasn't been translated yet.
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Hey Choke Knight, why you choke? Seriously question, where are some of the common areas in a block string where a staff'd Litchi would attempt to set it to continue pressure. Also would like some example block strings if possible.
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Alright I'll bite. Old: Now cough up these fuzzy guard set up(s).
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I'm happy Goro, Tetsuwo and Dora made it. I lol'd.
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Basic knockdown, no orb. Should be possible to low profile Hotaru from a distance with 2B, 5CC as well can OTG a possible roll pretty well.
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Evolution 2011 at the Rio, Las Vegas NV - July 29-31. Get hype!
OmniSScythe replied to TGS's topic in Archive
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I like how they used the proof of concept art. lol
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[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
Yep! Which is saying something since I hardly watch BB match vids. lol -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
The delay only work when damage scaling isn't too high. I'll post something that should help a lot of people problems later today, -
Poor BLAZE chicken, tokido was hunting him down. I lol'd at Tager's backthrow astral.
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[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
True, this is my combo off parry RC into gold burst: 46~D > RC ABCD > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 2D(1) > 5CC > 2D(1) > 5CC > 2D(1) > 5CC > jc j.B > jc j.D > 66 2C > 2D > 236A~D > 214B~D With an optional PF if they aren't already dead. -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
I may have the to write out various enders to avoid carbon copy combo. Now I like this, any chance of 214A~D > 2C after 236A~D part? Though it isn't necessary. -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
Guess I missed the CH 623C~D(whiff) into PF combo, adding it now. Thanks. -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
5D~B+C meaning grab with 1-4 frame of hitting 5D will make her grab while moving backward and may or may not let her drive gauge show slightly. 2A > 5B > 5CC > 6B~C > 5D > 2C > 214B~D > 2C > 2D > 2C > 214B~B > j.D > 2366A~D > delay 214A~D > 6A > BBS > PF Same as above, I just tend to show the weakest possible starter for something. -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
Reserved. Feel free to start posting now, post any combos you think should make it to the OP as long as it practical. -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
OmniSScythe replied to OmniSScythe's topic in Archives
Misc. tips/tricks A lot of combos doesn't work on Carl and Lambda. Against Makoto, Tsubaki and Lambda you may had to adjust your timing to keep the combo going. A dashing start makes Astral vision B and C gain more range. Throwing jab during Astral vision B and C gives you the ability to jump and cancel into barrier. Parry has very short recovery, you can go straight into another normal or special. Or even use it to punish mashing during you pressure without dropping it. You can Kara-cancel 5D into her grab, however if force you to go backward while whiffing a grab. -
Brought to you by Morton's salt. Starters and description: Normals: 2A: Leads to her basic combos, breaks up to 6k damage with meter. 5A: A less useful version of 2A, can be used to jab people out of air normals. 5B: Fast poke, air unblockable, can be jump cancel on hit or block, leads to some of her stronger combos and can combo to 2C on CH. 5CC: Strong starter, low range, air unblockable, can be jump cancel on hit, can stagger between hits and leads to her stronger combos. Can combo to 2C on CH 5C 2B: Low, OTG's and leads to her basic combos. 6A: Anti-air, can be jump cancel on hit or block, air unblockable leads to air combos or 2D/5D. 6B~C: Overhead, air unblockable leads to some of her stronger combos, forces crouch. 6C: Decent poke, air unblockable, can be used after 5B if 5C can't gatling. and can be combo'd off of with 214B~A/B and on CH can be combo off of with 214A~A. 3C: Low, slow start up, leads to most of her stronger combos, can gatling to 2C/2D. 2C: Can cause Fatal status, slow start up, low, anti air and air unblockable. Goes into 214B~D on hit and used in almost all her good combos. j.A: Quick air jab, can gatling to j.B. j.B: CH gives a TON of hitstun, normal hit also have decent hitstun. j.CC: Can gatling to j.B after first hit. j.2C: Clashes with almost anything, same damage potential as 5A/2A. j.B+C: Makoto's air throw, it has a unique property of allowing the opponent to burst during the 2nd hit which depending on the timing will either allow you go right through it or block it. Specials: 46/ Parry: Can parry high and mid moves and if close enough stuns the opponent. On ground parry causes the opponent to spin and must RC'd to combo off of. On air parry it can be combo from if higher enough without using it's follow up though it highly prorated. Space counter breaks a primer. Has very short recovery. 623C/j.623C: DP, air unblockable with both versions, used in corner carry combos, if the D is used near the peak you can fall faster and make the follow up whiff which can be used to extend a combo. Knocking down a opponent with a level 1 or 2 2D follow up give them increase untechable time before they can tech. 5D: Causes ground slide, is air unblockable on any level, standard combo filler, breaks a primer, can fatal, 5D (1) and (2) has different uses than 3. 2D: Causes ground slide, is air unblockable on any level, standard combo filler, breaks a primer, can fatal. 2D (1) and (2) has different uses than 3. j.D: Causes ground slide, breaks a primer and can fatal. 236A/~D: Nick named orb oki, projectile, hits 4 times and is active for a short while. The ~D follow up at full charge goes 4/5ths of the screen, can break a primer, takes 2 primer at close range since Makoto's fist adds a hit, causes wall bounce anywhere and can fatal. Astral vision A/B/C: Makoto's illusion special, causes 2 afterimages to support the real ones movement which depends on the version and has follow that only possible during AV. Astral vision B/C can get increased range if done during dash. 214A~A/214A~B: A stop's movement from astral vision A. B allows you to go through opponents. Lighting arrow B and C (214B~D and 214C~D respectfully): Breaks primers, CH causes Fatal status and C arrow crosses up on Tager. 214B~D is great to use as a combo finisher due to the large amount of untechable time on hit. 214A~D: Has invincibility on juke, breaks a primer, can cause fatal status, causes wallbounce in the corner. 214A~C: Can combo into C~mash, on CH combos into ~D and air unblockable. 214A~C~A: Overhead, can go into 5D/2D on hit and air unblockable. 214A~C~B: Low, or CH hit can be combo off of with 2B. 214A~C~C: C~CCC or C~Mash, can be combo'd off up with rapid cancel 2D/214B~D or 2A > 6A when in the corner. Particle Flare: PF for short, a three part distortion that does more damage with level 3 charges. Can be stopped at part 1 and be combo'd off up with part 2 using dash then 2D(3). Leads to Makoto's highest damaging combos. Can also OTG with the first hit but must charge to level (2) during the second hit to avoid a blue beat. Air unblockable Big Bang Smash: BBS for short, projectile, full charge hit 3/4ths of the screen, can punish other projectiles and can be used to combo into PF if timed and spaced right. 6A+B: Her counter assault, can be combo'd if it CH's with the opponent is in the corner. Counter assaults cannot kill but will leave opponent with 1 HP. Notes: All drives are level 3 unless stated otherwise. | > = means next to corner continuation of a combo. orb oki means do 236A so your opponent can't roll out. http://www.youtube.com/watch?v=OdGPacgqT7k ^ A video with more of Makoto's basic to advance combos in it. All combos listed are with their weakest possible starter. Mid screen combos: Grounded: 2A > 5B > 6A > 5B > 5CC > 6B~C > 214A~CCCC | > 5A > 5B > 6A > j.B > jc j.B > j.623C~D Simple corner carry combo off of 2A, builds quite a bit of meter. 2A > 5B > 6C > 214B~A > j.B > jc delay j.B > delay j.623C~D (whiff) > 5B > jc j.B > jc j.D | > 5D > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Standard corner carry combo, builds up to 49 meter and doesn't work on Lambda and Carl. 5B > 5C > jc j.B > jc delay j.B > j.623C~D (whiff) 5B > jc j.B > jc j.D | > 5D > 2C > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Combo off a punished backdash, can be done with " 2A/5A > 5B > jc j.B " as well but must omit 2C > 2D to just 2D. 5B(CH) > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 2D > 2C > 214B~B > jc j.D > 2366A~D > 214B~D > PF1(2)2(3)3(3) 5B/5C CH combo 6C(CH) > 214A~A > 5B > 6A > 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki 6C CH combo 214A~C (blocked or CH) ~A (hit) > 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Combo off Astral Vision's A overhead. 2A/5A > 5B > 5CC > 6B~C > 214A~C~A > 2D > 2C > 214B~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 214A~D > 5CC > jc j.B > j.623C~D Tager and Hakumen only combo. 2A > 5B > 6C > 214A~C~D > 66 5D > 2C > 214B~D > 2C > 2D > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Platinum, Lambda, Hazama, Makoto, Valk and Noel only combo, in order of easiest to hardest to land on. 5B > 5CC > 6C~B > 5D(2) > RC 2C > 214B~D > 214A~D > 6A > 5D > 2C > 2D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Rapid cancel combo 5B > 5CC > 6C~B > 214A~CCCC > RC 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Alt rapid cancel combo 46~D > RC 2C > 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Parry rapid cancel combo 2A > 5B > 6C > PF1(2) 2(2/3) > 2D > 2C > 214B~D > 2C > delay 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > j.B > j.623C~D(2) Standard corner carry/corner switch combo, the delay only matter if your in the corner otherwise use it asap to get farther push into the corner's wall. 5B > 6C > PF1(2) 2(2/3) > 2D > 2C > 214B~D > 2C > 214B~B > jc delay j.B > delay j.623C~D (whiff) > 5B > jc j.B > jc j.D > 5D > 2C > 214B~B > j.623C~D(2) > orb oki Corner to corner combo when you mess up the corner switch. CH 623C~D(whiff) > PF1(2) 2(2/3) > 2D > 2C > 214B~D > 2C > delay 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > j.B > j.623C~D(2) Make them REALLY respect your DP option. Grab: 4B+C > walk backward 2B > 6A > 2D > 2C > 214B~D > 6A > 5D > 2C > 214B~D > jc j.D > 2366A~D > 214A~D > 5CC > j.B > j.623C~D(2) Standard backthrow combo B+C > RC 66 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D Corner carry combo j.B+C > 2B > 6A > 2D(1) > 5B > 6A > 2D > 5B > 6A > jc j.CB > jc j.D Simple corner push combo. j.B+C > 2B > 6A > 2D(1) > 5B > 6A > jc j.b > jc j.D > 66 5D > 2C > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Better one if some what near the corner. Anti-air: CH 6A > 5B > jc j.B > jc delay j.B > j.623C~D (whiff) 5B > jc j.B > jc j.D | > 5D > 2C > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki Can do the same off non counter 6A by omitting the 5B CH j.B > 2C > 2D > 2C > 214B~D > 2C > delay 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > j.B > j.623C~D(2) Standard j.B CH combo. Corner only combos: 2A > 5B > 5CC > 6B~C > 5D > 2C > 214B~D > 2C > 2D > 2C > 214B~B > j.D > 2366A~D > 214A~D > 5CC > jc j.B > j.623C~D orb oki Standard corner combo 5B > 5CC > 6B~C > 5D > 2C > 214B~D > 2C > delay 214A~D > 6A > 2D > 2C > 214B~B > j.D > 2366A~D > 214B~D > orb oki Good starter version B+C > 6A > 5D > 2C > 214B~D > 2C > 2D > 2C > 214B~B > j.D > 2366A~D > 214A~D > 5CC > jc j.C > j.623C~D(2) > orb oki Corner grab combo. 2A > 5B > 5CC > 6B~C > 5D > 2C > 214B~D > 236A~D > 2C > 2D > j.D > 5D > orb oki can alternatively be ended with j.D > dash 2C > Particle Flare or j.D > dash 6C > Big Bang Smash (input of the last bit 66C3216D ) this combo deals slight less damage than her regular BnB but is easier to land (no 2366A~D required) and should work perfectly against all characters.