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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
5CC>j.CC>5CC>j.CC>etc for optimal combo on tager=) also you can try reset after 214A~C -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
recovery on orb is waaaaay to much, 60F/73F for launch lv3 =(it could be useful if Makoto broke her legs, but you can waste this time to trying dash 2A with better succes. -
[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
214A/C~D still good for punishing mash. She have tools for everything in offence. Just go into corner or confirm CH for rape. 214A~C can be beaten only on ib or with invulnerable attack. -
j.A can be canceled on whiff into j.A or j.B. Not sure about j.B, but if can be canceled it'll be much slower.
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[CSE] Makoto Nanaya's General Gameplay Discussion Thread
kotokot replied to OmniSScythe's topic in Archives
dash before 2D or before 2C or both lol. for midscreen stuff>214A~CCCC, 5B/5C CH>2C>2D>214A~C~B punish/frametrap. On crouching you can stuff>214A~C~B>2A>5B>etc. Learn how to do 214A~C~B after 2D and 2C. Other starters goes into 2D>2C>214A~C~B, i.e. 3C, 214A~D CH, 214A~C~B CH/RC, Throw>214A~A>66A, PF(2), 214C~D CH, 214A~CCCC RC etc. -
throw combo for midscreen is B+C>214A~A>66A>2D>2C>etc better to start combos with minimal heat for combo subtitles with combo, dmg and heat gain something for most important/hard combos like "bnb" or "*" before combo) and it'll be useful to show oki for different enders and ways to reset pressure.
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don't forget about CH combos and corner/reverse variations of combos. And different starters like 214A~C~A/B, parry, 214A~D and etc. i posted some combos with dmg/heat: http://www.dustloop.com/forums/showthread.php?12551-CSEX-Makoto-Nanaya-Changes-Discussion-Thread&p=1248889&viewfull=1#post1248889 http://www.dustloop.com/forums/showthread.php?12551-CSEX-Makoto-Nanaya-Changes-Discussion-Thread&p=1245379&viewfull=1#post1245379 http://www.dustloop.com/forums/showthread.php?12551-CSEX-Makoto-Nanaya-Changes-Discussion-Thread&p=1246962&viewfull=1#post1246962 mark somehow combos to learn, corner bnbs, midscreen to corner with rc, punishes and other.
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 7.0!
kotokot replied to gli's topic in Archive
i'm stuck with cores because i spent my wild ooparts( because it i switched to sc5 and watching HnK. -
[CS2] Makoto Nanaya's General Discussion Thread (Still god tier outside of Japan)
kotokot replied to HiagoX's topic in Archives
She needs very strong neutral game for going into offense, since her pokes are bad. And she have shitloads of frametraps/ways to reset pressure, you must make opponent respect Makotos blockstrings by confirming counterhits into 4k damage and reading reversals for nice punish. And when you are in corner things are much better since you have ~50% and good damage from anything. she don't have much things about air game. j.A is really fast, j.B have better hitbox and leads to some damage on CH, j.C only for jumpins and airthrow with combo on RC, she don't have long horizontal air to air pokes. 6A is good AA, but it needs some timing since it does not have invul on active frames. -
something like 214A~D>PF(2)>2D lv3>2C>214A~C~B>5CC is enough hard i think%) you can like this 5C CH>2D lv3>214A~C~B>5CC>j.B>j.D lv3>5D lv3>2C>236A~D or 2A>5CC>214A~CCCCC RC>2D lv3>2C>214A~C~B>5CC>j.B>j.D>5D>5CC>sj.B>j.C>j.B>dj.B>623C~D untech time doesn't affects how hard is her combos, biggest problem is hitting at right height. Hardest things are PF>2D>2C, 5D>2C, 2C>214A~C~B and 5D>dash 5CC ender in long corner carry combos. Or just practice bnbs on chars with stupid vulbox, like noel. gdlk though my fav is http://idol.sankakucomplex.com/post/show/269984 THAT ... TAIL! and other from this set.
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i think strictest is corner 6C>mugen combos from random AA near corner, something like 5A>(j.B>)j.2A>ad>j.2A>j.C>(6A>)6C>mugen>etc. midscreen hotaru isn't now that good as it used to be in cs2, since haku have that godly corner carry combos without it also dash tsubaki>iad>j.2C>etc iad hotaru(crossup mixup)>ad>j.2C>etc and i remember that i've seen something(j.2A)>ad>j.A>j.B>5C>2C>j.B>j.2A>ad>j.2A>j.C without sj, after j.B opponent was like above haku.
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subs are always good especially if it have fluffy tail anyway sub makoto is much easier than sub carl or arakune, after this guys it feels pretty easy)
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PF(2) is super frustating, i can follow it 1 of 10 times with right combo. 214A~C~B timing depends on usage, it's hard after 2C on grounded opponent and much easier after 2D/2D>2C. 2C>236A~D isn't hard, though on some chars it have tougher timing. Using RC after parry for choosing needed side is pretty hard, but it rewards you with corner and higher damage.
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 7.0!
kotokot replied to gli's topic in Archive
i hate new school episodes. But now i'm hyped for evil shu, or shu Ω %) Rachel don't have matchups anymore, lol. -
midscreen close zantetsu>2C>sj.B>j.2A>j.B>j.2A>j.C ~4k dmg far zantetsu>623A>2C>etc ~4,5k dmg very easy and have nice damage. But works only as starter. Can be used to punish backdashing from blockstrings, or if your opponent forgot about zantetsu)
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you can press CD during 2A startup, or use barrier to press C or D(not same time, lol). Or do something relatively safe while you pressing buttons.
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no, tsubaki is much better if you want to spend 3 stars, since it have much better p2 and bonus proration, or hotaru into j.2C>5C>2C, or renka>kishuu. Or you can spend stars on shippu at the end. Zantetsu isn't usable in combos at all.
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eh? Are you sure? 6C H (but 6A is pretty bad in this case, 5A/5B it) j.C H (NO SAFEJUMPS BITCH LIKE ON OTHER AA, HITSTOP+HUGE HITBOX WILL CRUSH VALK) [w]j.A H (can sometimes work, but 2A/5B/236A are better in most cases) [w]j.B H (who does use it?)
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FUCK YEAH I CAN ANTIAIR THIS FUCKING DOG!
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dont know, but try update flash or your browser. You can try http://www.youtube.com/html5 or other things to view youtube(xbox for example, lol).
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3C RC>5B>j.B>j.2A>ad>j.B>j.A>2C>sj.2A>ad>j2A>j.C 3007 on midscreen, with 5C>3C ender 3220
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this does 50-100 damage more, than 6A at combo start. I think sometimes 6A can whiff but 5C hit. And it have repeat proration.
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airborne during very short time
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yes, you can 2D>2C>j.B>etc on AA CH with 5A/5B you can do 5C>623A>2C>etc from 2C CH you can j.2C>5C>623A>2C or j.2C>5C>2C>sj.B>etc 3C can now worth RC on normal hit, you can do 3C RC>5B>j.B>j.2A>ad>j.B>j.A>etc *whoa, haven't noticed that quoted post was a long ago at first)
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what's current carls bnbs? something j.B (j.2C) j.C 2D etc 8D? I want to try him again in csex