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OmniSScythe

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Everything posted by OmniSScythe

  1. Marvel is deeply rooted in our genetic.
  2. I have to use that (For the Analog) to avoid the shit that is DS3. Dislike aside I don't mind which console we play on.
  3. Character breakdown of play style, strengths, and weaknesses: Makoto Nanaya is a rush down based character who revolves around charging to amp her drive ability and using her Astral Vision to aid in both confusing the opponent and closing the distance. Strengths: Above average damage for both mid screen and in corner, favorable hitbox, various options on defense, decent pressure, excellent mix up and excels at corner carry. Weaknesses: Short range, DP can be low profile. 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, 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. Asteroid vision A/B/C: Makoto's illusion special, causes 2 afterimages to support the real one's movement which depends on the version and has follow that only possible during AV. Asteroid vision B/C can get increased range if done during dash. 214A~A/214A~B: A stop's movement from Asteroid 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. Posting means about to start on her combo thread and later in the week her Combos and Strategy part of this project.
  4. Beat her 5B with your own 5B or parry her if it's getting too obvious.
  5. Nah we actually just counter pick with Bang at this point. Nice write up, Sans.
  6. Xbox 360: Blazblue CS2 Had me at 360.
  7. Shoutouts to being Satoshi's first CS2 match IN AMERICA Shoutouts to three hype black guys Shoutouts to bang players being tall Shoutouts to Spirit Juice giving shoutouts to Bible Black during Grand Finals Shoutouts to Jason .D and Ricky being gdlk team mates Shoutouts to being to tired to play casuals but staying up to 5 am playing AE and MvC3 Shoutouts to there not being any laggy monitors Shoutouts to Mori drawing Noel on LK's stick and Mu Sasuke on Zeromus stick Shoutouts to Huey remaining gdlk after being screwed over. Shoutouts to Jason .D again for giving us a ride to Carls Jr Shoutouts to the TL staff, hopefully you guys got some real sleep Shoutouts to Hotenjin!
  8. Ah my apologies, I actually though you was talking the standard dp whiff version. You have to j.C < delay j.B and then dp right before you it the ground. It should help if you buffer the input during j.B then hit C for the dp to come out.
  9. I know, right! Also if you're coming to rev I don't mind giving you a few pointers here and there if you want.
  10. It's most likely during the j.B > delay j.B part that's messing you up. It's the right place, we're a really small group but at least we're helpful!
  11. Thank god you didn't lol. It took me about 3 days to get consistent with the timing. Drives like 2D/5D/j.D, 214A~D and 623A~D both air and ground version all have the same timing. Charge after 214B/C~D, parries follow up and the supers is different. Best way to find the timing is to watch the drive rings, when the rings are near or already connected is when you release. When you get used to it make sure you no longer have to look for the rings or drive bar for the timing.
  12. Nicely done!
  13. My thought exactly, also do you mind linking me to the section you was in on the jbbs. I honestly don't know how to search it that well.
  14. I have quite a few .5 differences but nothing to big. I understand Tao becoming a good match up especially due to no longer being low profiled, a lower damage output overall and her new counter assault. But Litchi being that good of a match up, THAT I find pretty questionable.
  15. I like to mention that Makoto's current 3C can only be used at a reactionary move now, only the first spin will low profile and second spin is even open to 5B.
  16. I would go but for some reason I think I'll end up playing Marvel the whole time.
  17. Something wrong, with the right spacing you can easily make the match a living hell for Makoto... or at very least work for it. On neutral you should rarely let them get at 2A range.
  18. It's a myth! That's like doing Shaq's shuriken in one swift motion.
  19. Exposed! But I manage to get the email now. lol
  20. I was wondering when did you actually ship those tickets, it's been over 12 days yet I haven't received it.
  21. PSN Makoto = 15,490 XBL Makoto = 6,763 Outside JP where the heck is those cave dwellers!
  22. Someone teach me ah3, still getting blown up by "not" mashing 4GC/6GC.
  23. Yeah it was. Good stuff excelence!
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