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Everything posted by kotokot
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
i would prefer untechable knockdown on 6B) i like how makoto is now, thought i would like if some things was a bit adjusted. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
no, this doesn't work. Only if you beat deadspike during startup. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
no way. you have enough disadvantage after knockdown. 2362366D seems the only reliable option. Sometimes you can jump or mash dash 2A, but not 6C. Tager always was gay, now he have shitloads of damage and meter from anything(5C>7k). Carl is pretty hard to fight, but everyone drops combos and resets even in japan. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
"Fuck Netplay, really" though 4 feels almost like offline(xbl), but there is only 1-2 ppl with that good connect( i don't even try to dash in blockstrings and do 2362366D online. -
[CSE]The Rachel Sanctuary (Free for all, some posts NSFW) 8.0!
kotokot replied to gli's topic in Archive
http://www.arcsystemworks.eu/thankyou dat rachel art<3 -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
2B>5CC>j.623C~D or 2B>5CC>sj.C>j.B>j.CC>j.623C~D or 2B>5CC>j.B>j.D>PF. 2B>6A at combo start ruining proration. -
http://www14.atwiki.jp/arakune/pages/132.html blockstrings info(japanese, but you can see movements and ★★★stars★★★)
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
almost every char gives makoto problems in neutral. Damage on tager seems much better, since you have to use 214C~D sometimes after 5CC and you have better combo for standing on midscreen. Worst thing in that that matchup, tager now have cs2 makoto corner damage and meter gain from anything lol. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
tager isn't that annoying in neutral game. But you have to play safely or try to read your opponent, his risk-reward is much higher in any your mixup(spin to win). But tager specifics makes life better, i.e. 5A on crouching and 5CC j.CC 5CC combos -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
i'm so salty after mu=(losing with makoto about 4-15 and win same mu with haku 10-1=( -
[CSE]The Rachel Sanctuary (Free for all, some posts NSFW) 8.0!
kotokot replied to gli's topic in Archive
speaking about top rachels: rin-hime, sesu, kurehane, middian are fine too%) btw they promise to upload bluerevo matches^^ http://blazblue.jp/blue-revo/info/index.php#info19 already uploaded rin-hime(?) matches:< -
[CSE]The Rachel Sanctuary (Free for all, some posts NSFW) 8.0!
kotokot replied to gli's topic in Archive
play makoto@be salty squirrel i almost not playing Rachel since csex, though sometimes i think to start again maining her. -
it because height restrictions for his airdash. Some combos are really tight for iad timing, like 5A>2A>5B>5D>iad j.4AA>5B>5D, because you can land too far for 5B>5D if you hit j.4AA too early.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
not much, mu just failed combo and whiffed dp=)but pf to avoid lazers seems good. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
it just too sad. No one wants make sad squirrels. -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
i think when orb hits meaty(or just a bit later) it gives you more advantage. -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
when opponent see 236A he can mash dp i think? And what frame advantage of orb? -
you have at least 5F for iad input. j.2C timing is pretty easy. on close CH Tsubaki afair you can do iad j.2C>Gurren
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http://www.dustloop.com/wiki/index.php?title=Movement_(BBCSE)#Advanced_Input
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
on midscreen 2D>2C is better compared to 2C>2D, because it carries to corner better and does 1-2 dmg more) -
afaik it's possible on Rachel and Tager
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
4D became more stupid -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
ragna can ib 214A~C and mashdp. 214A~C~D can avoid it with specific timing, with rc you can block dp. Ragna is very special for Makoto because his dp is too good. Safejumps does not works too=( -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
(from anything)6C>214A~A>66A>2D>etc(~3.5k midscreen) (delayed cancel)5B/5C CH>2C>etc(~4k midscreen) (delayed cancel from jab)B+C>etc (from 5B/5C/6C)214A~C CH>B>etc(~3.2k midscreen) (from anything)214C~D CH>2D>etc(~4k midscreen) (from anything, will)214A~D CH>2D>etc(~4k midscreen) when she will respect you you can reset blockstirings anytime and mixup 6B, for dp mash reset blockstring anytime(assuming it isn't Ragna) -
Renka have 1F gap before 2nd hit.