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RurouniLoneWolf

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About RurouniLoneWolf

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    Avenger of the Dark

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    Montreal
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    RurouniSaiya-jin

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  1. RurouniLoneWolf

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    The release date they specify in the article is for the original version of Revelator, not the upgrade to Rev2 (The date is actually 2016/5/26)
  2. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    I've seen a few tweets. When you try to play Mai online, it loads Ragna with a weird color instead and crashes the game. Probably just because they haven't released her patch yet.
  3. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Jourdal made this nifty video showcasing all the colors and put in the description how to get each color. Colors 16-21 are DLC https://www.youtube.com/watch?v=JwwZwb93jyM
  4. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    After dismissing the popup that appears about legacy controllers, turn off your PS4 controller and your PS3 controller should work. I think you can also just choose to use your legacy stick when you're at the Player 1/2 select screen after you select Training or Versus Mode.
  5. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Double post caused by a hiccup with DL. Ignore.
  6. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Didn't get the chance to play myself but I heard lots of good things from everyone else though.
  7. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    The second netplay weekend for the CF demo is this weekend https://twitter.com/notBaf0/status/778479786490343426
  8. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Yup. More or less. Just preorder the PS4 version from the JP PSN store and then the demo should appear in your Library and allow you to download it.
  9. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Answered these on the last page but yeah. It's PS4 only and it has legacy support for PS3 sticks.
  10. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Thanks for the clarification. That's great to know ^,^ Also, seems like the demo supports PS3 controllers in case anyone was wondering https://twitter.com/AFGCNews/status/773355144159301632
  11. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Still trying to confirm the exact details but seems like preorders of the JP PS4 digital version are getting access to a CF demo right now. EDIT: So details are: Demo Has all chars except Es and May Has Arcade, Training Mode and VS Has Netplay ONLY this weekend from the 9th-11th You get these pretty DLC colors for preordering - https://twitter.com/takkuten/status/773349491109945344
  12. Evernote for easy passing around: http://www.evernote.com/l/AnCvWVgILgJNybbigq2xhjTK8PgofTwLYGY/ Note: If you have any feedback or suggestions for my guides, I'm always all ears. Hit me up by posting in the Dustloop thread, Private Messaging me on Dustloop or tweeting at me @RurouniLoneWolf Overview Makoto is a character who is easy to mistake for having a more simple and standard mixup and pressure structure. However, Asteroid vision and it's followups gives her a lot of freedom to compliment her basic options in ways that will keep her opponents guessing and can make her very hard to deal with once she pins you down. Tools 2A Good for catching no techs Video Example - https://youtu.be/xi6aGEphD2s?t=2280 2B Solid Low mixup option Stargazer (214A~CC~B) Low mixup from Infinite Rush. Unlike Mars chopper, it can be followed up without meter but it's also punishable on block. 6B A solid overhead option Mars Chopper (214A~CC~A) Overhead mixup from Infinite Rush. You can't follow it up without RC so keep that in mind before deciding to go for this mixup Throw Standard throw. Sirius Jolt (41236C) Makoto's new special in CF that's unblockable unless you crouch block it. You'll typically see it used in situations where you would expect the opponent to stand up to block 6B. It has a slow startup though and can be mashed out of so be careful. Comet Cannon (236A) A great oki tool in the corner. More on this after we finish covering all the tools Asteroid Vision A > Brake (214A~A) One of many good options for resetting pressure when your opponent isn't expecting it. Asteroid Vision B > j.D (214B > j.D) Good for resetting pressure because of the frame advantage you'll get from doing level 3 j.D so low. The blocked j.D will cause some pushback though before landing so prepare to adjust accordingly Lander Blow (214A~CC~D) Level 3 Lander Blow is pretty plus on block and is a good way to reset pressure. It does have a good amount of startup though so to prevent getting mashed out of it, be sure to vary your pressure well so that your opponent doesn't expect it Cosmic Ray (214A~D) Another good option for resetting pressure. Compared to your other options, Cosmic Ray is good when you're midscreen since your opponent's additional options to escape makes it hard to reset pressure comfortably after 214B > j.D and Level 3 Lander Blow midscreen. It can also be a good option in the corner when you've been pushed out a bit far Video Example - https://youtu.be/N8ZyYzEQZ2E?t=384 Video Example - https://youtu.be/T3T9cS_JcPQ?t=150 Video Example - https://youtu.be/T3T9cS_JcPQ?t=379 Infinite Rush (214A~CCCCC) Mostly just good when combined with Rapid Cancel to reset pressure. Video Example - https://youtu.be/ne7BVIKV7Q0?t=5269 Comet Cannon Oki Because of the increase in Comet Cannon's size when you let it grow, it's become an especially good oki tool in the corner. It'll catch rolls and no techs and it'll meaty the opponent to put them into blockstun before you start your pressure, allowing you to easily bait reversals. The size of the orb also makes it hard to see what mixup Makoto is going for now. Setting up Comet Cannon Oki As mentioned previously, Comet Cannon oki is a corner only oki tool and can be set up at the end of most of Makoto's corner combos. One important thing to keep in mind though is that you need to be sure to take into account what combo you're doing while preparing to set up Comet Cannon oki. Most corner combos will push you out enough that you'll need to do a microdash 236A in order for the Comet Cannon to be properly on top of them. However, some combos ending in air Corona Upper don't require the microdash. No microdash Setup Example - https://youtu.be/T3T9cS_JcPQ?t=679 Microdash Setup Example - https://youtu.be/FGw9ARf4nA4?t=1280 Bad setup Example, opponent can jump out - https://youtu.be/xi6aGEphD2s?t=74 Mixups Comet Cannon oki > 6B mixup Video Example 1 - https://youtu.be/ne7BVIKV7Q0?t=5196 Video Example 2 - https://youtu.be/FGw9ARf4nA4?t=1327 Video Example 3 - https://youtu.be/FGw9ARf4nA4?t=1517 Comet Cannon oki > 2B mixup Video Example 1 - https://youtu.be/ne7BVIKV7Q0?t=5247 Video Example 2 - https://youtu.be/xi6aGEphD2s?t=2177 Comet Cannon oki > 2A > Microdash Throw Video Example - https://youtu.be/xi6aGEphD2s?t=4496 Comet Cannon Oki > 214A~A > 2B Low Video Example - https://youtu.be/KwPe9_bOQrQ?t=846 Comet Cannon oki > 214A~A > Throw Video Example - https://youtu.be/KwPe9_bOQrQ?t=6012 Comet Cannon Oki > 41236C Unblockable Video Example - https://youtu.be/KwPe9_bOQrQ?t=5390 Blockstrings Here are some pre-canned blockstrings for you to practice. This is by no means an extensive, exhaustive list of everything you can and should do but it's something to let you start getting used to applying mixup and pressure with Makoto. With time and experience, you'll start making your own blockstrings to optimize opening people up and dealing with unique issues you encounter in matches Midscreen 214A~A Cross Up > Throw Video Example - https://youtu.be/k6lJ2Ovq6Ok?t=424 Run Up Throw Going for a throw immediately. Video Example 1 - https://youtu.be/FGw9ARf4nA4?t=1367 Video Example 2 - https://youtu.be/T3T9cS_JcPQ?t=261 Video Example 3 - https://youtu.be/T3T9cS_JcPQ?t=839 2A Stagger Pressure Video Example - https://youtu.be/KwPe9_bOQrQ?t=5195 2A > microdash 2A > microdash Throw Throw reject Miss Setup Video Example - https://youtu.be/FGw9ARf4nA4?t=1442 Run Up 6B Go for an overhead immediately. Video Example 1 - https://youtu.be/ne7BVIKV7Q0?t=5190 Video Example 2 - https://youtu.be/k6lJ2Ovq6Ok?t=647 Video Example 3 - https://youtu.be/T3T9cS_JcPQ?t=166 2Ax2 > 6B Video Example - https://youtu.be/ne7BVIKV7Q0?t=5596 2A > 2B > 5C > 41236C Unblockable Video Example - https://youtu.be/KwPe9_bOQrQ?t=5699 2B > 5B > 5CC > 6B Video Example - https://youtu.be/fzZZ6jdugt0?t=708 2B > 5B > 5CC > 214A~A > Reset Pressure 2A A good use of Asteroid Vision A > Brake to reset pressure. Video example - https://youtu.be/fzZZ6jdugt0?t=363 5CC > 41236C UnblockableVideo Example - https://youtu.be/4M8APfxmy_M?t=4527 2A > 2B > 5B > 214A~A > Reset Pressure 2B Video Example - https://youtu.be/T3T9cS_JcPQ?t=566 5B > 214A~A > Throw Variation of the above where instead of resetting pressure you go for a throw mixup. Video Example 1 - https://youtu.be/k6lJ2Ovq6Ok?t=566 Video Example 2 - https://youtu.be/k6lJ2Ovq6Ok?t=689 2A > 5B > 214A~A > Throw Video Example - https://youtu.be/KwPe9_bOQrQ?t=587 2Ax2 > 214A~C~D Lander Blow > Reset Pressure Video Example - https://youtu.be/xi6aGEphD2s?t=3982 Corner 2A > 5B > 2B > 214B > j.CC Pressure Resets Video Example - https://youtu.be/T3T9cS_JcPQ?t=1595 2A > 2A > 2B > 5CC > 214B~D > Reset Pressure Video Example - https://youtu.be/fzZZ6jdugt0?t=196 Stuff into 5CC > 214A~CC~Lvl.3 Lander Blow pressure Resets Video Example - https://youtu.be/1g55m4PS5Hk?t=1958 Video Example - https://youtu.be/fzZZ6jdugt0?t=706 Video Example - https://youtu.be/FGw9ARf4nA4?t=1270 5B > 2B > 5C > 214A~CC~A Overhead>RC Video Example - https://youtu.be/ne7BVIKV7Q0?t=5058 Max Range 5B > 214A~CC~A Overhead > RC Video Example - https://youtu.be/xi6aGEphD2s?t=1717
  13. Evernote link for easy passing around: https://www.evernote.com/shard/s624/sh/acfa1db7-d029-49fc-b4ba-3a40621cc2de/16759e9973a5b3d736a4b6b8e435626e Note: If you have any feedback or suggestions for my guides, I'm always all ears. Hit me up by posting in the Dustloop thread, Private Messaging me on Dustloop or tweeting at me @RurouniLoneWolf Overview Makoto's neutral revolves around playing a very precise footsies game. Really good movement and well spaced pokes are the cornerstone of her path to success but she also has tools like Comet Cannon and Asteroid Vision to help her out as well.Footsies Makoto doesn't have much range on her normals so you're going to have to focus a lot on the way you move with this character. Luckily, Makoto is one of the faster characters in the game and she can cover ground quickly. When combined with the right movement, it's going to be very useful in closing the gap between you and your opponent. Dash > barrier brake Dash barrier brake is an all around good movement option to have as Makoto. If you just dash in and try to go for pokes, a lot of the times you're going to get poked out of it on reaction. Instead, you should try and work in dashing towards your opponent and breaking with barrier block so you end up just before an opponent's maximum reach. Video Example 1 - https://youtu.be/fzZZ6jdugt0?t=311 Video Example 2 - https://youtu.be/T3T9cS_JcPQ?t=62 Dash > Jump forward Barrier (> Double jump forward Barrier) This one naturally synergizes with the above movement option. This movement option aims primarily to create whiff punish opportunities against people trying to poke you out of dashing in from the ground. Video Example - https://youtu.be/fzZZ6jdugt0?t=61 Additionally, dash > jump forward barrier can also sometimes just put you in situations where you can open up the opponent or get in on them with a falling j.C. It's a nice low risk option that gives you many benefits Video Example 1 - https://youtu.be/fzZZ6jdugt0?t=171 Video Example 2 - https://youtu.be/fzZZ6jdugt0?t=491 Video Example 3 - https://youtu.be/fzZZ6jdugt0?t=902 Video Example 4 - https://youtu.be/fzZZ6jdugt0?t=1622 Dash > Jump forward Barrier > Air backdash retreat While jump forward barrier can lead to many good situations, sometimes you'll jump forward barrier and it'll risk putting you in a bad situation. If you can recognize these situations as you are in the air from the jump forward, you can air backdash to keep yourself in a good position Video Example - https://youtu.be/fzZZ6jdugt0?t=155 Short dash > stop or jump up barrier This is a movement tactic that's somewhere in the middle of dash > barrier brake and dash > jump forward barrier. Doing a short dash and suddenly stopping is good for making it harder for your opponent to react when you really do dash in for a poke. On the other hand, Short dash and neutral jump barrier aims to whiff punish opponents trying to approach you. In both cases, there's little risk and little ground given up in comparison to dash > barrier brake and dash > jump forward barrier. Video Example - https://youtu.be/fzZZ6jdugt0?t=166 Dash 2A Finally time to attack! 2A is great because it's fast, making it easier to beat an opponent trying to outpoke, and has little recovery. Video Example 1 - https://youtu.be/fzZZ6jdugt0?t=964 Video Example 2 - https://youtu.be/T3T9cS_JcPQ?t=1623 Dash 5B Has slightly more range than 5A and 2A so it's not too bad to use as a poke sometimes Video Example 1 - https://youtu.be/xi6aGEphD2s?t=1496 j.2C to beat AAs In the event that you find yourself directly above an opponent and are in danger of getting anti-aired, you can use j.2C to beat an anti-air. j.2C briefly stalls Makoto's fall and can mess up an opponent's timing, allowing you to not only dodge the anti-air but also punish the whiff recovery of the anti-air. Video Example 1 - https://youtu.be/N8ZyYzEQZ2E?t=1921 Video Example 2 - https://youtu.be/T3T9cS_JcPQ?t=1097 Video Example 3 - https://youtu.be/xi6aGEphD2s?t=3754 Comet Cannon and Break Shot New in CF, Comet Cannon will now grow considerably in size when you leave it alone for a while. This has 2 great applications Hindering Approaches with Comet Cannon If you leave Comet Cannon to grow and don't fire it, it'll just sit in front of you in its giant state with plenty of active frames. This is really good at creating an impassable wall between you and your opponent from the ground level, which is great against rushdown characters. It's especially great against characters with specials or drives where they can rush forward at you quickly like Azrael's Gustav, Valk's Wolf movement, Taokaka's drive, etc. Video Example 1 - https://youtu.be/ne7BVIKV7Q0?t=5402 Video Example 2 - https://youtu.be/N8ZyYzEQZ2E?t=1778 Video Example 3 - https://youtu.be/k6lJ2Ovq6Ok?t=412 Controlling Space with Break Shot As you also might've imagined, the new giant orb is even better at stopping people from freely doing stuff on the ground when Makoto punches it across the screen as a followup. This can give your opponent extra incentive to be more cautious in some cases and give them incentive to approach from the air in others. Depending on what you want to accomplish, you'll probably need to adjust the timing on the followup. The quickest possible 236A~D will fire quickly and be better at catching people trying to do things but it'll also be smaller in size since you didn't let it grow. Choose which one you need based on the character you're facing and the objective you wish to accomplish with it. Video Example - https://youtu.be/fzZZ6jdugt0?t=33 Video Example - https://youtu.be/fzZZ6jdugt0?t=453 Video Example - https://youtu.be/ADRnZCooZvM?t=3478 As an added bonus, you can also use Break Shot to partially cover an approach by dashing in behind it. It's not as great as following behind a slower moving projectile like Kagura's Dragon Spirit or Bullet's Flint Shooter but the blockstun of blocking Break Shot does lock the opponent down for a small amount of time, limiting their options for answering your approach when they finally get out of blockstun. Video Example - https://youtu.be/N8ZyYzEQZ2E?t=432 Anti-Zoning If you can get it out, Comet Cannon projectile level is high enough that it can eat some projectiles and keep going Video Example 1 - https://youtu.be/4M8APfxmy_M?t=6393 Video Example 2 - https://youtu.be/4M8APfxmy_M?t=6446 Asteroid Vision As you might've imagined from a special with as much utility as Asteroid Vision, Asteroid Vision gives Makoto 2 good options in neutral that can be very helpful for closing the gap between you and your opponent. Well Spaced 214C > j.C When well spaced, the C variation of Asteroid Vision can be a great way to jump in at the opponent because of the arc she travels. Video Example 1 - https://youtu.be/1g55m4PS5Hk?t=740 Video Example 2 - https://youtu.be/fzZZ6jdugt0?t=1615 Video Example 3 - https://youtu.be/ADRnZCooZvM?t=3485 Video Example 4 - https://youtu.be/T3T9cS_JcPQ?t=1706 Well Spaced Cosmic Ray At closer ranges and well spaced, Cosmic Ray Level 3 can be a great way to close the gap. This is partially because of the distance it travels and the frame advantage it'll leave you at on block to start pressure. However, it's also because Cosmic Ray has the ability to force Fatal Counter on counter hit and convert into a full combo, making it even more rewarding on hit if you managed to hit an opponent out of doing something. Video Example 1 - https://youtu.be/fzZZ6jdugt0?t=317 Video Example 2 - https://youtu.be/fzZZ6jdugt0?t=449 Video Example 3 - https://youtu.be/fzZZ6jdugt0?t=694 Video Example 4 - https://youtu.be/N8ZyYzEQZ2E?t=1684 Video Example 5 - https://youtu.be/N8ZyYzEQZ2E?t=1730 Do note, that there's heavy emphasis on the well spaced part. On whiff, Cosmic Ray is easy prey to whiff punishing so make sure to get the spacing right. Also, you'll want to aim for times when you expect your opponent to stay on the ground since an opponent jumping over Cosmic Ray can be problematic for the same reason as not properly spacing it. Video Example 1 - https://youtu.be/N8ZyYzEQZ2E?t=412 Video Example 2 - https://youtu.be/N8ZyYzEQZ2E?t=1850 Dealing with Air Approaches 6A Makoto's AA. It doesn't have much horizontal range but it does have a good amount of vertical range. Video Example - https://youtu.be/ne7BVIKV7Q0?t=5483 Video Example - https://youtu.be/fzZZ6jdugt0?t=224 Video Example - https://youtu.be/fzZZ6jdugt0?t=732 Video Example - https://youtu.be/T3T9cS_JcPQ?t=154 Jump Up j.A In situations where 6A's lack of horizontal range prevents you from dealing with an air approach, you can try jumping up and trying to hit them out of what they're doing with a fast j.A instead. Video Example - https://youtu.be/N8ZyYzEQZ2E?t=629 Video Example - https://youtu.be/N8ZyYzEQZ2E?t=1639 Video Example - https://youtu.be/ADRnZCooZvM?t=3372 Video Example - https://youtu.be/k6lJ2Ovq6Ok?t=475 Video Example - https://youtu.be/FGw9ARf4nA4?t=1360 Jump Up j.B As one of the few jump normals in the game that hits above the characters, Makoto's j.B can be great for hitting opponents higher up than you and in what would usually be hard to reach places like super jump height. Video Example - https://youtu.be/N8ZyYzEQZ2E?t=1655 Video Example - https://youtu.be/xi6aGEphD2s?t=105 Round Start All right. Time to go over some round start options. I'm only really going to cover a lot of the common general options here. It's up to you to fine tune your round start options for each individual matchup. Dash > Barrier Brake Video Example - https://youtu.be/FGw9ARf4nA4?t=1219 Jump Back > Air Dash j.C An airdash j.C jump in to go on offensive off the bat. The jump back is to get just the right spacing for the j.C Video Example 1 - https://youtu.be/fzZZ6jdugt0?t=852 Video Example 2 - https://youtu.be/fzZZ6jdugt0?t=1604 Dash Jump forward Barrier > falling j.C Fishing for a whiff punish at round start Video Example - https://youtu.be/fzZZ6jdugt0?t=1036 Jump Forward Barrier > Jump Back Variation of the above that aims to keep you in an advantageous position in the event that you jump forward barrier to whiff punish something and your opponent didn't try to poke at you at round start. Video Example - https://youtu.be/fzZZ6jdugt0?t=947 Backdash > 236A Create some space and put up Comet Cannon to discourage approaches Video Example 1 - https://youtu.be/N8ZyYzEQZ2E?t=369 Video Example 2 - https://youtu.be/k6lJ2Ovq6Ok?t=25 Confirm what the player is doing > 214A~D A more rare option since if they jump at round start or push a button, it can end in you getting punished Video Example 1 - https://youtu.be/fzZZ6jdugt0?t=1183 Video Example 2 - https://youtu.be/fzZZ6jdugt0?t=1363 Video Example 3 - https://youtu.be/k6lJ2Ovq6Ok?t=631 Video Example 4 - https://youtu.be/FGw9ARf4nA4?t=1506 IABD A good option to create space between you and your opponent when you feel like you need the additional spacing to start with to comfortably play footsies. Video Example - https://youtu.be/FGw9ARf4nA4?t=1352
  14. RurouniLoneWolf

    [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    Like I said, I don't remember how she'll be unlocked or if it was said, only that you can get her in-game.
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