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Everything posted by farranpoison
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So how are you supposed to use 2D? I know you can use it in some combos, but mostly I use it for midscreen ground control, though something tells me I'm using it wrong.
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GGs to all I played in the online lobby tonight. I can tell a lot of you are still learning your characters, so keep at it! Also shoutouts to Chrono_vex (I think?) who ended my winstreak. Nice matches yo.
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MAKOTO IS AMAZING. The way she announces her own selection is way too cute. Anyone get Azrael?
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Yoo, just got the game, I'll be wandering around US1 lobby or US3 lobby to play with my Californian friend, maybe I'll run into you guys. So far it seems my skills from Japan haven't gone away yet, though lag does not help Makoto play in the slightest. Go by farranvolfen. GGs to this one US Jin player that managed to beat my Mu, and though he will never see this, ggs to a JP Amane player who steamrolled me.
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Is 6C punishable on block? When playing a friend (he uses Jin) I'd 6C and still be able to block a retaliatory 2A. Now it could be because he didn't IB but still, anyone know? Also this character is crazy fun, though I'll still probably stick to my core three of Makoto, Mu-12 and Azrael.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
farranpoison replied to HiagoX's topic in Makoto Nanaya
Yo, dunno if this is the right thread or not, but I got some vids of me playing a random Japanese player. I was wondering if there is anything you guys could suggest to improve my play. http://www.youtube.com/watch?v=EHq0d65ofKY Also I swear that Japanese players are conditioned for throws. Like, I'll sometimes play Melty Blood with Makoto and do stuff like 2A > dash > 2A > dash > grab and whiff the grab, and then immediately 2A and it's always a CH. I thought it was a fluke at first, but after playing a couple of players and getting the same result I'm pretty sure this is the case. It's pretty hilarious. -
Ugh man, so many bad games tonight. Got bodied by pretty much everyone in the arcade. I need JP players to watch so I can see what the hell I'm doing wrong in matchups like Amane and Bullet. And if only I could remember to cancel blocked C attacks with steins... oh, and actually land the midscreen Ikutachi combos and not drop them like a noob.
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That's fine, the combos coming out now all seem to have Ikutachi > jD > bdc > jC > j2C so I guess no one's using 5B anymore.
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I get that, and I was doing the same things as that nicovid. But they just showed the Ikutachi > jD > bdc > jC > j2C in the corner, while the combo before says to do jD > bdc > jC > 5B, and I have no idea how the hell you're supposed to link 5B after the jC. Look at the vids, there's no way that link works, unless I'm missing something.
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What the hell does "bdc" mean? I assume it means backdash cancel after the jD but for the life of me I can't figure out how to connect 5B after a jC after a air backdash. I can do jC j2C instead but they tech before I can land and do 5B. Also, got bodied by a Plat today, and similarly bodied a Makoto player before going home. Unfortunately my friend left so I couldn't get any footage. (Makoto's so easy to fight against as Mu wut)
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EF and EXCEED are two of the best games I played of all time. OF ALL TIME! You get only one guess as to who my favorite character is. That's a good idea, I saw some of them and was itching to try them out. I'll see if I can get some footage or something later.
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Its cool lol, its a vid my friend and I did for fun. And we have like no good recording equipment and stuff so the quality'll be bad. I'm usually a Makoto main, but now I'm torn between Nu and Mu. Also, the vid cuts off because my friend ran out of space on his camera, later I was doing stuff like throw > 6A > 6B > 6C > Ikutachi > followup but sometimes the comp could tech out after a 5B pickup, there has to be a better combo.
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Well I'm sorry for sucking. Never played Mu before seriously.
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I'm pretty hype for Mu, the Ikutachi midscreen combos are hilariously intuitive. I found out some combos by myself before I came here and found those very same combos were already done by Japanese players, lol. Dunno any good stein burst combos or OD ones yet, I tried OD combos but the constant laser spam didn't really seem to do much. I saw this when I accidentally picked Arcade with Mu (not sparring lol) and was all O_o. Think a shy robot who suddenly realizes she has basically no clothes on. In front of Ragna. I need to get a picture of that sometime. Also, I keep seeing that you can do 3C > Tsurugi but I tried to do that and keep failing. Is 3C special cancellable or is the tsurugi after the 3C kd recovery animation?
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So according to the notes, you can do 6A > TK Crescent in CP, am I reading this right? I've been trying to do it in CP and I've never been able to, but I can do stuff like 2DD > TK Crescent so I assumed you can't do it after 6A. Is this correct that you can still do it? Maybe I just suck at inputs... And much lol at that one dude who said that FL combos are too hard in the Japanese chat. I'm feeling that way too, if you stick to one mode and combo that way it's like CT/CS Nu/Lambda all over again, but putting FL into the mix puts a huge level of complexity to muscle memory.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
farranpoison replied to HiagoX's topic in Makoto Nanaya
Dunno if it's been already answered somewhere, but from what I've seen it's relatively safe, though I can't tell if its because it wasn't IB'd or the skill of my opponents. 214A-C-D(3) is a great tech trap though. Almost everyone I play falls for it. -
The game's still new so there'll probably be an answer to this later, but I honestly can't see a use for the form changes outside of combos, and even then they're not that used. I saw a Nu player at the arcade beat some people just by staying in Dia mode. He knew the form change combos, but when a real match came he just stuck to Dia form. Also 3C > FL > 6A link is goddamn difficult. You have to do the FL in the middle of the 3C. Too early or too late and you'll FL but the 6A won't hit them. Is 623C supposed to be an AA? I didn't even think it had any head invul, and it most definitely not a DP to my unending sorrow. I tried using it as combo fodder in the corner but you can't do 623C > 2DD except on CH. Perhaps time will tell what its use is. Edit: Seriously, I am digging Nu though. Dia mode is basically CT Nu with lower damage and lacking some of the bullshit properties, but man I love the old 236D. Interestingly enough the Dia mode 236DC appears from about three quarters of a full screen away, not from the other end of the screen like in CT. Perhaps that could be used as combo fodder for times when the opponent is too far away for a regular 236D to hit? Double edit: 5C does the full sword hits, no matter how long you press it. Is this new for CP or was this in CSEX?
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
farranpoison replied to HiagoX's topic in Makoto Nanaya
Sorry, I meant easier to combo with. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
farranpoison replied to HiagoX's topic in Makoto Nanaya
I can confirm a lot of what people are saying. CP Makoto from what I've seen from using her so far is far easier to play than previous installments. Asteroid Vision actually is something to do during midscreen pressure rather than an unsafe gimmick, 214A-C-D is incredible for frametraps, 214A-B is fast enough to be somewhat safe, the 214B/C moves are actually viable in certain situations. The one thing I'm still sad is that her bad matchups are still crap, and so she really does feel like a worse Ragna sometimes. She may have a bit more damaging combos than Ragna now, but lack of a good poke or jump in, or even an AA (6A is only good for so long, against characters like Tao it's like Russian Roulette because of its severely short range) severely limits some parts of her neutral game now with everyone getting new shiny toys to play with. Abare is a huge part of her game now though now that j.B is good again, and I'm sad to say I suck at abare still, lol. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
farranpoison replied to HiagoX's topic in Makoto Nanaya
I usually play at Yu Space Magical, right next to the JR station. Yes, I'm alive. Suddenly, I appear! XD I haven't been here in a long time since I quit BB and moved on to other games, but since I'm in Japan now anyway I thought I might as well try CP out. And so far, I'm liking it a lot more than I ever did CS. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
farranpoison replied to HiagoX's topic in Makoto Nanaya
I was pretty sure that the Spark Bolt hit me in the middle of the animation of 3C. I was at neutral game and thought "hey, this is probably when I'm gonna be SB'd" so I did 3C, then the Spark Bolt came out and hit me into much sadness. I could be completely wrong though, I was pretty frustrated over the matchup. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
farranpoison replied to HiagoX's topic in Makoto Nanaya
Whoever said 214A-C-D was safe of block was correct. I was playing against a Tager for a while the past hour and after a 214A-C-D I could get in a CH 2A. I also had the most horrifying revelation during that time. 3C can't go under Tager's Spark Bolt, which I could have sworn you could do in CS1, unless I'm delusional. Either way, I am not looking forward to this new Tager vs Makoto matchup. His new air grabs have gotten me from time to time and his new body slam thing clashed with my 6A once and went through it. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
farranpoison replied to HiagoX's topic in Makoto Nanaya
So since I'm in Japan right now, I've been working on learning Makoto's new game (at least until Nu comes out >_>) and there are some things I've been wondering. Keep in mind that I didn't play BBCS:EX at all so I only know how Makoto worked from CS1. It seems like 214A-D lvl3 is frame advantage on block, though I'm not sure, is this true? Also what is the point of the new 214A-C-D? Is it safe on block? I haven't used it much in my matches so I'm not sure. Man, j.2C feels really useless now. Even on CH I could get hit out when I landed, the hitstun looks terrible. And the blockstun is almost negligible. A midscreen combo I've been trying to do is 5B 5CC 2D(2) 5B 6A 2D(3) into aircombo, but the timing feels a bit iffy, especially if I tacked on a 2A before the initial 5B. What exactly can you do after a successful 214A-C-A? I thought you could follow it up with a 5D but it looks like you can't anymore. Without RC, all I can think of doing after that is some 2A frametraps, though sometimes I have been able to connect that 2A into a combo, though the reasons why I'm not too sure, possibly a CH? As for the people here thinking Makoto will be overused, that sure doesn't look like the case in the arcade I go to in Sannomiya. I've seen a lot of Bullets and Jins, but only like two other Makotos besides me. I'm sad to see also that her range is still pretty crap, and her projectile 236A-D doesn't seem like it has any use anymore other than random zoning, and on CH its pretty difficult to land a combo because the wallbounce has a strange trajectory. Perhaps that's why I haven't seen any players using it. I'm really digging her new 236D properties where it wallsticks. Makes corner combos pretty easy to do. -
I see you're still drawing dat China girl.