Jump to content

Archived

This topic is now archived and is closed to further replies.

Dark Ranger88

[CP] Makoto Nanaya: OS, Trick, Gimmick, and Setup Guide

Recommended Posts

Makoto Nanaya: OS, Trick, Gimmick, and Setup Guide

Borrowing shamelessly from LuminAbyss's guide...

In this thread, you can post any

  • Gimmicks (things like cross-ups or rapid cancel tricks)
  • Non-ordinary Cancels
  • Option Selects (whether they be in block strings or a part of your okizeme game)
  • Any other tricks you've done that you feel are worth sharing.

The ones who originally discovered/shared the information will be credited with their username in brackets after the name of the gimmick. I will be sure to update the opening post often and regularly. And remember, there is NOTHING to silly or specific to be put into this guide!

To understand some of the abbreviations used in this guide:

CH = Counter Hit

FC = Fatal Counter

JC = Jump Cancel

JCC = Jump Cancel Cancel

HJC = High Jump Cancel

DC = Dash Cancel

(X) = Hold Input

----------

5A Throw Trap OS [Exciel]: 5A > B~C/C~B. This one's godlike. Other characters can do it too so long as you have a 5A that whiffs crouch so it also doesn't work against Hakumen or Tager. If 5A hits/blocked, 5A cancels into 5B or 5C depending on your input. If 5A whiffs (because your opponent is crouching), will instead kara throw. This beats stuff like wake up jump, wake up throw, wake up OS tech, wake up cat chair, etc. But of course loses to wake up dp qq

Makoto-Style Jayoku OS [Exciel]. Should be well known by now but in any case, 21421(4)D~A+B in corner after a correctly timed coroner upper or another downer. If they didn't roll you get 4D kara canceled into barrier, if they roll it will be regestired as 236236D. This is also sort of an OS too. After a good timed corona upper, 2B > 236236D really fast. If they didn't tech then 2B should hit and cancel into PF but if they do tech then 2B whiffs if you did it fast enough.

OS Tager Backstep PF Punish [Exciel]: Dash in 5A > 2362365B~D. Does work on other characters but for what it's worth, should probably be only tried on a backdash happy Tager. Even then beware of IB 720. If he gets hit/blocks 5A then 5B will come out. If he backstepped, PF will come out and you can pretty much always get the punish if it's level 2 or the quickest level 3 possible. [Without meter you can also do the Wakeup Reversal Bait (listed below). If you see 2/5A whiff, then hit Tager as he lands with 5A or 5C for the punish. 720 will still make you cry though.]

-Exciel's original post here -

Wake-Up Reversal Bait [Rokunaya]: A universal game OS, but still very useful to know. When an opponent emergency or neutral techs after a knock down input:

2A > (1)B

or 2A > 5 > (4)B

or 2A > 6B > (4)

This OS works to bait slow reversals with invincibility (like Jin's C DP). Should they decide to attempt any of these, your 2A will whiff, and you will immediately begin blocking after the recovery, which will give you enough time to block the reversal. Should your 2A hit, you will perform either 5B, 2B or whatever option you choose, and can go into a nice punish combo or pressure. You can wait until they neutral tech before throwing out the 2A so that if they roll instead you can chase them.

Note: This works especially well with Makoto because her jab has the quickest recovery in the game. Here is a list of all reversals that can be beaten with the 2A > (1)B option select:

Amane: Drill Reversal Super

Azrael: Growler Field(DP), Scud Punishment(DD), Patriot Apocalypse(AH)

Bullet: Cutting Shear(DP), Hard Kill Bringer(AH)

Jin: C DP, D DP, Ice Arrows(DD), - Note: LOSES to Yukikaze(DD)

Kokonoe: Teleport, SuperBall, Tager Laser

Litchi: Tsubame Gaeshi(DP), Thirteen Orphans(DD), All Terminals(DD)

Platinum: Magical Bat(Both versions), Cure Dot Typhoon(DD)

Relius: Req Vinum(Gear DD), Altar of the Puppet(AH)

Tsubaki: Benedictus Rex(DP, both versions), Confutatis Maledictis(DD), Requiem Aeternam(AH)

Valkenhayn: Sturm Wolf(DD), Blut Vollmond(AH)

v-13: Calamity Sword(DD)

See the original post here.

OS Parry [OmniSScythe]: During a cross up input back then forward and you'll either parry or block the cross up.

Tager! Where Ya Lookin' Brah? [Dark Ranger88]: A character specific cross up. If you do the C version of Asteroid Vision anywhere inside max 5B range you will fly over Tager, making it possible to hit him with a cross up j.C. For the j.C to hit you have to input it slightly after Makoto reaches the apex of C Asteroid Vision. It works whether Tager is crouching or standing, but from max distance you won't cross up if he is standing. On hit or block you can land > 5A to either combo or continue pressure.

However 2C will wreck you, so be wary. You can bait 2C by doing 214C > j.A (whiff) > barrier.

Aerial Throw Resets [Dark Ranger88 + StarGazer]: If you can predict how your opponent will tech, there are many ways to reset them into throws. For example...

After a corner combo or 214A-C-B, instead of doing the air combo finisher you can do, 5CC > HJC > .jA (delay) > 9B+C. If they forward or backward tech in the air (even midscreen) you'll grab them for 2k or like 5k if you have meter. You can even wait for the tech-flash before you jump and still get them.

After 623CD >if the opponent decides to delay wake up > otg him with 2B > if he air techs backward > dash jump grab him

Another thing you can do is after a Corona ender delay the meteor dive so that the opponent is above you when you hit them. If Meteor Dive is level 1 or 2 then you can rapid and grab really quickly. If they were anticipating a lvl 3 and trying to tech you can catch then off guard with a grab. (Similar to Tager Gadget Finger RC scumbag purple throws).

j2C Fuzzy Guard Setup [Dark Ranger88]: In pressure after a j2C you can RC > jB > 2B. If they blocked the j2C standing the jB will hit them followed by the 2B making it a pretty hard mixup to block. Most good players will try to punish you after j2C, so this will make them think twice before pressing buttons. Doesn't work on shorter characters.

2 Ways to Cross Under! [Goldchampion200 + Dark Ranger88]: After Stargazer midscreen, you can either do Eclipse turn or 66 2A to cross up their neutral tech.

Auto 6C Hitconfirm OS [Exciel]: 5C > 6C. In a situation where a 6C is necessary, when throwing out a 5CC instead input 5C > 6C. On block 5CC comes out, on hit 5C 6C comes out. example: an opponent is over anticipating overhead and not blocking low, 2A > 2A > 5B > 2B (hits) > 5C > 6C etc.

j.C -> j.B/j.CC OS: j.CB~C [Exciel]. I don't really have a use for this but it does exist. When throwing out j.C randomly, follow up with B~C. On hit/block you cancel into the better j.B but on whiff it cancels to j.CC. Ghetto air tech shenanigans?

Pseudo Cross-up [Dark Ranger88: After a close range 6A or on your opponent's wakeup, doing a quick double jump forward will cause Makoto to turn around in midair. This will turn j.C into a cross-up instead of having it face away from your opponent. Most people don't expect cross-ups from Makoto, so this will catch people who remain crouching and try to 2A/2B you upon landing.

Planet Crusher Whiff [Goldchampion200] Astral whiff > Whatever you want usually grab in my case.

When you can use it is limited to your distance against the opponent with lvl 3 working best when both players are near the edge of the screen

I find the best success is against zoners like Lambda since its usually quite the chore to get in close and this is basically an I'm gonna get up in your face button.

i honestly think you should never do this unless you plan to end the match with it or if your completely confident in your ability to win once you get close to your opponent since if you miss you will be left without a burst (or no burst if its the last one) and without any heat quite the gamble but very satisfying when it works.

----------

If I didn't explain something right or you want to add something just post below and I'll update the original post.

Happy low tier-ness everyone! Lawl

Share this post


Link to post
Share on other sites

After 214ACC hits: micro dash > 9 > falling j4C

When executed precisely vs. an emergency tech, this is a safe jump that beats all DPs slower than Inferno Divider.

After 2D LV1 hits in the corner: neutral jump, falling j4C

Same safe jump, but if spaced correctly will also beat rolls (if I remember correctly)

Share this post


Link to post
Share on other sites
ID is 9 frames in Cp. Jayoku still 7 I think :)
Thank you jesus! That start-up is one of the reasons I fucking hate this match-up in Extend.

Share this post


Link to post
Share on other sites

Not to derail but ID is also Body only now . So we should be able to 3c thru it too, as well as parry it now.

Share this post


Link to post
Share on other sites

Added a new throw gimmick and a little j2C fuzzy guard setup. I only use the fuzzy on normal sized characters though. I have to test it out to see how it works with Tager, Haku, Carl, and Plat though.

Share this post


Link to post
Share on other sites

Jayoku was never an issue, ID always has been. Heck, it must be the only DP that you can't even IAD else you'll get hit by its rediculous hitbox.

Share this post


Link to post
Share on other sites

most things i thought of are already here...:arg:

only thing i have left is astral whiff > Whatever you want usually grab in my case.

When you can use it is limited to your distance against the opponent with lvl 3 working best when both players are near the edge of the screen. have yet to judge the optimal distance for lvl 2 and 1 since i usually dont risk it.

i finds the best success is against zoners like lamnda since its usually quite the shore to get in close and this is basically an im gonna get up in your face button.

i honestly think you should never do this unless you plan to end the match with it or if your completely confident in your ability to win once you get close to your opponent since if you miss you will be left without a burst (or no burst if its the last one) and without any heat quite the gamble but very satysfying when it works.

And as i have learned after the first use you must vary what moves you do after the whiff cause people wise up after they recover from the shock.

welp thats all i have use it if you wish or not whatev :3.

Share this post


Link to post
Share on other sites

Thanks Gold! This is a good thing to have in the thread so that people at least know they have the option to do it.

Also...about most of the stuff you thought of already being up there...I only started using 214A-B after stargazer after a match we had a while back where you used it on me...so I gave you credit in the thread.

Share this post


Link to post
Share on other sites

Updated the thread to take out all of the stuff that doesn't work in CP. Also I added a list of reversals that the 2A > 2B option select will work on in the new game.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×