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kotokot

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Everything posted by kotokot

  1. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    i would prefer untechable knockdown on 6B) i like how makoto is now, thought i would like if some things was a bit adjusted.
  2. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    no, this doesn't work. Only if you beat deadspike during startup.
  3. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    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.
  4. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    "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.
  5. http://www.arcsystemworks.eu/thankyou dat rachel art<3
  6. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    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.
  7. kotokot

    [CSE] Arakune Technical & Gameplay Discussion Thread

    http://www14.atwiki.jp/arakune/pages/132.html blockstrings info(japanese, but you can see movements and ★★★stars★★★)
  8. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    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.
  9. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    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
  10. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    i'm so salty after mu=(losing with makoto about 4-15 and win same mu with haku 10-1=(
  11. 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:<
  12. play makoto@be salty squirrel i almost not playing Rachel since csex, though sometimes i think to start again maining her.
  13. kotokot

    [CSE] Arakune Technical & Gameplay Discussion Thread

    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.
  14. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    not much, mu just failed combo and whiffed dp=)but pf to avoid lazers seems good.
  15. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    it just too sad. No one wants make sad squirrels.
  16. kotokot

    [CS2] Makoto Nanaya's Combo Listing and Discussion Thread

    i think when orb hits meaty(or just a bit later) it gives you more advantage.
  17. kotokot

    [CS2] Makoto Nanaya's Combo Listing and Discussion Thread

    when opponent see 236A he can mash dp i think? And what frame advantage of orb?
  18. kotokot

    [CSE] Hakumen Combo Thread

    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
  19. kotokot

    [CSE] Hakumen Combo Thread

    http://www.dustloop.com/wiki/index.php?title=Movement_(BBCSE)#Advanced_Input
  20. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    on midscreen 2D>2C is better compared to 2C>2D, because it carries to corner better and does 1-2 dmg more)
  21. kotokot

    [CSE] Hakumen Combo Thread

    afaik it's possible on Rachel and Tager
  22. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    4D became more stupid
  23. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    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=(
  24. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    (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)
  25. kotokot

    [CSE] Hakumen Q & A: New players check here first

    Renka have 1F gap before 2nd hit.
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