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kotokot

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Everything posted by kotokot

  1. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    5CC>j.CC>5CC>j.CC>etc for optimal combo on tager=) also you can try reset after 214A~C
  2. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    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.
  3. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    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.
  4. kotokot

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

    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.
  5. kotokot

    [CSE] Makoto Nanaya's General Gameplay Discussion Thread

    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.
  6. kotokot

    [CSE] Makoto Nanaya Changes Discussion Thread

    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.
  7. kotokot

    [CSE] Makoto Nanaya Changes Discussion Thread

    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.
  8. i'm stuck with cores because i spent my wild ooparts( because it i switched to sc5 and watching HnK.
  9. 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.
  10. kotokot

    [CSE] Makoto Nanaya Changes Discussion Thread

    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.
  11. kotokot

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

    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.
  12. kotokot

    [CSE] Makoto Nanaya Changes Discussion Thread

    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)
  13. kotokot

    [CSE] Makoto Nanaya Changes Discussion Thread

    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.
  14. i hate new school episodes. But now i'm hyped for evil shu, or shu Ω %) Rachel don't have matchups anymore, lol.
  15. kotokot

    [CS2/EX] Hakumen Info and Discussion

    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)
  16. kotokot

    [CSE] Arakune Technical & Gameplay Discussion Thread

    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.
  17. kotokot

    [CS2/EX] Hakumen Info and Discussion

    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.
  18. kotokot

    [CSE] Rachel Alucard Frame Data

    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?)
  19. kotokot

    [CSE] Rachel Alucard Frame Data

    FUCK YEAH I CAN ANTIAIR THIS FUCKING DOG!
  20. kotokot

    [CSE] Hakumen Video Thread

    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).
  21. kotokot

    [CS2/EX] Hakumen Info and Discussion

    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
  22. kotokot

    [CS2/EX] Hakumen Info and Discussion

    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.
  23. kotokot

    [CS2/EX] Hakumen Info and Discussion

    airborne during very short time
  24. kotokot

    [CS2/EX] Hakumen Info and Discussion

    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)
  25. kotokot

    [CSE] Carl Changes and Discussion Thread

    what's current carls bnbs? something j.B (j.2C) j.C 2D etc 8D? I want to try him again in csex
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