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OmniSScythe

[CSE] Makoto Nanaya's General Gameplay Discussion Thread

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So, I started to play Makoto more but I really struggle with her when approaching and fighting with her in general. What are her best tools to use when apporaching an opponent and fighting?

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Came back from a long hiatus to BB now that the new version is out, so sad to see that my squirrel got nerf-batted. At least it's making me learn how to block :sweatdrop: . That said, I can still manage online fairly well, sans Ragna at least.

Any Ragna with a brain and who can do his BnBs just plaster me and my nub footsies :( .

Anyway, how are you guys dealing with vs. Rags?

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Ragna is ridiculous to deal with online, his combos and spacing vs. makoto are easy as hell and makoto players NEED to rely on reactions to evenly compete against him and punish whiffed normals. Lag makes that impossible. Online play makes the match-up look a lot worse than it really is.

So, I started to play Makoto more but I really struggle with her when approaching and fighting with her in general. What are her best tools to use when apporaching an opponent and fighting?
Patience, dash barrier block and dash 2A/5B. She has some risky approach tools like 3C and 214B/C > jA so she can barrier, but for the most part she relies on fundamentals.

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Anyone having problem with the Ragna match up online should walk into a unlimited lobby and practice against a casual monster's unlimited Ragna. I did a ton of those online because they would always start picking Unlimited against me as some point when I enter random rooms. xD

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BBEX Character Usage ratio Based on my netplay Exp

Zubat: Ragna

Overused: Jin, Noel, Platinum, Hazama, Tager, Relius.

Moderately used: The rest

Rare: Valkenhayn, Carl, Arakune

My Makoto is Ranked the 10th Based on the PSR now (was the 8# but i got bodied by AT's Carl)

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Combos Talk

On Bang Only: 4B+C > 2B 6A 2D > 2C 214AA > 5CC > Aerial

On Rachel Only: 4B+C > 6A/5CC 2D

On Tager/Arakune/Rachel/(And still more to come): You can 5A them after a grounded Stargazer instead of 2A eg: 6BC > 214ACB > 5A 6A 2D (2D Won't Connect on Rachel)

On Arakune/Noel/Makoto/(And still more to come): 4B+C > 2B > 6A > 5D (If you were to close eg: 4B+C > 662B, the 5D will cross under and cause a switching sides punch)

You can use the idea of these links not just in these given combos, you can make your own, eg: 214ACB > 5A > 6A > 5D on Arakune.

Anyone can help me on doing 2D/2C > 214ACB? :v: I really suffer in it.

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having problems with 2d 2c 236 ad on smaller characters like noel. If I dash I can hit the 2c but then the orb knocks me too for back up to follow up with a dash 5cc it seems. Anytips, or is my timing just off?

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Got back from my community meet ... got bodied by Relius, but honestly that's one fun match, against Ignis Duo Bios shit does happen :lol:

Haven't got used with Led Ley, that moves seriously annoying.

Didn't get a lot of Ragna fight so idk >_>, and fighting Mu12 is a little bit easier now.

@Crossel : Get the 236ad came out faster, don't let the 236ad hit for full.

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nods nods, i guess i should just get in the habit of dashing for everyone.

Maybe its just me, but i am really liking the ender of 214 acd for my combos.

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I can't seem to get the B to combo at the end of 6B>5C>214A~CB. Well, it will combo, but only if the enemy is crouching. Ending with CA will never combo no matter if the enemy is standing or crouching. It ending in A meant to just be a defensive thing for if they block 214A~C and try to counter hit you?

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yes, 214A~C~B works only on crouching. And 214A~C~A is mixup, if you hit with this crouching you have 3800+ dmg midscreen, but you must RC it. 214A~C~A also works on aerial opponents as combo ender.

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Small question, since I've been using half assed combos on Jin/Valk lately, what would be an optimal combo from a 2A, 5A, 2B startup. Don't tell me something like 2A, 5CC, 5D, 2D, 2C, 236A~D, 5CC into whatever, those are regular BnBs that reqire a 5CC or 5B pickup and you know the deal.

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Small question, since I've been using half assed combos on Jin/Valk lately, what would be an optimal combo from a 2A, 5A, 2B startup. Don't tell me something like 2A, 5CC, 5D, 2D, 2C, 236A~D, 5CC into whatever, those are regular BnBs that reqire a 5CC or 5B pickup and you know the deal.
For the most part general BNBs still work on them, except the 5D > 5B > 6A > 2D one. So they don't need to be altered at all until the end of the combo. In this case the most high damaging ender is 2B > 5B > 6A > air combo and still allows for some okayish oki. It won't work if the combo has been worked up very high, in which case you should go for alternate enders like 2D LV1, 6B, straight up meaty orb, etc.

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Allow me to rephrase, any legit mid-screen corner carry combo for these two, with a 2A or 2B startup. Since from what I've seen, it's equally the same as other BnBs but w/o the parts that usually follow after a j.D

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Small question, since I've been using half assed combos on Jin/Valk lately, what would be an optimal combo from a 2A, 5A, 2B startup. Don't tell me something like 2A, 5CC, 5D, 2D, 2C, 236A~D, 5CC into whatever, those are regular BnBs that reqire a 5CC or 5B pickup and you know the deal.

2A, 5CC, 5D, 2D, 2C, 236A~D, 5CC <- to this point of combos there's no pick up and does work on Valk and Jin the easy route extension that i can think on them is

5CC > j.B > dj.D > 6C > Super / 214B > j.BC > dj.CC > Corona

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Still need tips getting 236ad to connect correctly on noel. I donno if I'm dashing to late on 2d or what. but either i get knocked back to far, or she recovers too high for the 5cc to connect. :(

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doing it as fast as i can, 2c and swinging it around to 236 ad, if i do fast, than she just falls out after i charge the orb. i don't get pushed back but she is too high for 5cc to connect. if i delay it i get pushed back. i think the problem is with my 662c, as i pick her up right before she hits the ground, but i can't seem to get her any further up.

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