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HiagoX

[CS2] Community Project: Makoto Nanaya Tutorial Video

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http://www.dustloop.com/forums/showthread.php?11073-Community-Project-BBCS2-Character-Tutorial-Videos-UPDATED-MAY-2ND

1) Introduction

* Character breakdown of play style, strengths, and weaknesses

* Breakdown of normals

* Breakdown of special moves

* Changes from CS1 to CS2

2) Combos

* Basic combos

* Advanced combos

* Counter hit and Fatal Counter combos

* Character specific combos (if needed)

3) Strategy

* Mixups

* Pressure

* Okizeme

* Misc. tips/tricks

Alright, so we're getting started on this. CS2 is right around the corner so we should at least have the thread set for all the information gathering and necessary discussion regarding our part in this project.

I'll be filling this with more info and a better format later, as I need to get some sleep.

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Guys, we've gotta get started on this.

Could someone check this out to see if there are changes left or mistaken?

5A:

2A: Startup now is 1F slower.

6A:

5B: Less startup; now jump cancelable.

2B: Added "2B > 5B" gatling (cannot reinput 2B).

6B:

5C:

2C:

6C:

3C: Hitbox is bigger and doesn't go under some projectiles anymore.

j.A:

j.B:

j.C:

j.CC:

j.2C: Less hitstun on hit; isn't jump cancelable anymore.

5D: Bigger hitbox; charge time has changed slightly; less hitstun; safer on block.

2D: Charge time has changed slightly; less hitstun.

j.D: Bigger hitbox; charge time has changed slightly; less hitstun.

Throw: Not special cancelable anymore; damage increased to 1500.

Backthrow: Not special cancelable anymore.

Airthrow:

236A: Has Same Move Proration.

236A~D: More startup; charge time has changed slightly; has Same Move Proration.

214A:

214A~A:

214A~B: Much faster overall.

214A~C:

214A~C~A:

214A~C~B:

214A~CCCCC: More untechable time.

214A~D: Wallbouns in corner only; cannot cancel into 5D or 2D anymore; less recovery.

214B~D: Trajectory course and distance have changed; charge time has changed slightly.

214C~D: Trajectory course and distance have changed; charge time has changed slightly; stops momentum.

623C~D: Floats more on hit; charge time has changed slightly.

46~D: Doesn't knock opponent in the air anymore, but makes it spin on the ground.

632146D: Only wallbounces in corner; minimum damage decreased; less freeze time.

236236D: Minimum damage increased.

Don't mind if it has some stuff mistaken; I'm very tired and can't think straight.

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I'd be glad to help out with this if I could... I'm still learning mechanics though, so if anything I'd have to collab with one of you guys who are more experienced. At the least I could make the video if no one else wants to/can.

I made a little guide video on 214a~d > 6a, dunno if that's of any use.

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I'll be able to confirm that list entirely later, Hiago, though all of that should be correct already. If someone else wants to go ahead and confirm it before me though, go right ahead. I'll also do some messing around with 3C to see what all it doesn't go under now.

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Yeah... saw that a little while after I posted... kinda facepalmed a bit at my post.

Other than changes for moves... anything else on that list you want to tackle right now?

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Quickly running over, here are a few more stuff. 2A was actually 5 frame start up in CS, now it is 6 frames in CS2 so it's slower. Particle Flare's max minimum damage went up from 1320 to now 1520. 623C~D's downer also had a change in charge time, now faster. 214A~D now wallbounds in corner only, doesn't cancel into 5D/2D anymore and has much less recovery. If you want to add info about her astral, according to frame data it went from 5+0 on all levels to 5+10 / 5+0 / 5+2 for levels 1/2/3 respectively and this is sort of system change but it can no longer be jump cancel canceled into (like the old parry cancel). And lastly as far as I know 5D is also actually the same on block as it was in CS.

I'd be glad to help with whatever anything that's needed on this project, just let me know.

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I think I've updated everything on the list. Don't think we'll be needing to fill info about her Astral Heat.

Uh, as far as I know, Omni should be working on Part 2 and will be posting it here shortly. He has also worked on descriptions for all Normal and Special moves from Part 1. We should start the "Character breakdown of play style, strengths, and weaknesses" since that's pretty much what's left for Part 1.

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Should something be mentioned about how much less knockback/bounce is caused by 236a~d? I think it also only combos into (66)214b~d from far-mid to fullscreen, now...

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If you still need help, I graduate Wednesday. So I'll pm you some information Haigo and see what you think.

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Should something be mentioned about how much less knockback/bounce is caused by 236a~d? I think it also only combos into (66)214b~d from far-mid to fullscreen, now...

I'v been running in with 6A>'whatever' quite succesfully when I'v caught people with the orb.

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do you mean only the breakshot hit or orb and break shot?

breakshot only combos into a lot of stuff, most importantly 2D and 5D( in the corner).

whole comet cannon combos into all of the above including 2C witrhout counterhit.

You can carry them to the corner if you hit with any part of the orb into the D followup and proceed with your combo as usual.

you cannot use CC again though, because auf same move proration. A okay substitute would be 2C into 214A~D>ender.

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Character breakdown of play style, strengths, and weaknesses:

Makoto Nanaya is a rush down based character who revolves around charging to amp her drive ability and using her Astral Vision to aid in both confusing the opponent and closing the distance.

Strengths: Above average damage for both mid screen and in corner, favorable hitbox, various options on defense, decent pressure, excellent mix up and excels at corner carry.

Weaknesses: Short range, DP can be low profile.

Normals:

2A: Leads to her basic combos, breaks up to 6k damage with meter.

5A: A less useful version of 2A, can be used to jab people out of air normals.

5B: Fast poke, air unblockable, can be jump cancel on hit or block, leads to some of her

stronger combos and can combo to 2C on CH.

5CC: Strong starter, low range, air unblockable, can be jump cancel on hit, can stagger between hits and leads to her stronger combos. Can combo to 2C on CH 5C

2B: Low, OTG's and leads to her basic combos.

6A: Anti-air, can be jump cancel on hit or block, air unblockable leads to air combos or 2D/5D.

6B~C: Overhead, air unblockable leads to some of her stronger combos, forces crouch.

6C: Decent poke, air unblockable, can be used after 5B if 5C can't gatling. and can be combo'd off of with 214B~A/B and on CH can be combo off of with 214A~A.

3C: Low, slow start up, leads to most of her stronger combos, can gatling to 2C/2D.

2C: Can cause Fatal status, slow start up, low, anti air and air unblockable. Goes into 214B~D on hit and used in almost all her good combos.

j.A: Quick air jab, can gatling to j.B.

j.B: CH gives a TON of hitstun, normal hit also have decent hitstun.

j.CC: Can gatling to j.B after first hit.

j.2C: Clashes with almost anything, same damage potential as 5A/2A.

j.B+C: Makoto's air throw, it has a unique property of allowing the opponent to burst during the 2nd hit which depending on the timing will either allow you go right through it or block it.

Specials:

46/ Parry: Can parry high and mid moves and if close enough stuns the opponent. On ground parry causes the opponent to spin and must RC'd to combo off of.

On air parry it can be combo from if higher enough without using it's follow up though it highly prorated. Space counter breaks a primer. Has very short recovery.

623C/j.623C: DP, air unblockable with both versions, used in corner carry combos, if the D is used near the peak you can fall faster and make the follow up whiff which can be used to extend a combo. Knocking down a opponent with a level 1 or 2 2D follow up give them increase untechable time before they can tech.

5D: Causes ground slide, is air unblockable on any level, standard combo filler, breaks a primer, can fatal, 5D (1) and (2) has different uses than 3.

2D: Causes ground slide, is air unblockable on any level, standard combo filler, breaks a primer, can fatal. 2D (1) and (2) has different uses than 3.

j.D: Causes ground slide, breaks a primer and can fatal.

236A/~D: Nick named orb, projectile, hits 4 times and is active for a short while. The ~D follow up at full charge goes 4/5ths of the screen, can break a primer, takes 2 primer at close range since Makoto's fist adds a hit, causes wall bounce anywhere and can fatal.

Asteroid vision A/B/C: Makoto's illusion special, causes 2 afterimages to support the real one's movement which depends on the version and has follow that only possible during AV. Asteroid vision B/C can get increased range if done during dash.

214A~A/214A~B: A stop's movement from Asteroid vision A. B allows you to go through opponents.

Lighting arrow B and C (214B~D and 214C~D respectfully): Breaks primers, CH causes Fatal status and C arrow crosses up on Tager. 214B~D is great to use as a combo finisher due to the large amount of untechable time on hit.

214A~D: Has invincibility on juke, breaks a primer, can cause fatal status, causes wallbounce in the corner.

214A~C: Can combo into C~mash, on CH combos into ~D and air unblockable.

214A~C~A: Overhead, can go into 5D/2D on hit and air unblockable.

214A~C~B: Low, or CH hit can be combo off of with 2B.

214A~C~C: C~CCC or C~Mash, can be combo'd off up with rapid cancel

2D/214B~D or 2A > 6A when in the corner.

Particle Flare: PF for short, a three part distortion that does more damage with level 3 charges. Can be stopped at part 1 and be combo'd off up with part 2 using dash then 2D(3). Leads to Makoto's highest damaging combos. Can also OTG with the first hit but must charge to level (2) during the second hit to avoid a blue beat. Air unblockable

Big Bang Smash: BBS for short, projectile, full charge hit 3/4ths of the screen, can punish other projectiles and can be used to combo into PF if timed and spaced right.

6A+B: Her counter assault, can be combo'd if it CH's with the opponent is in the corner. Counter assaults cannot kill but will leave opponent with 1 HP.

Posting means about to start on her combo thread and later in the week her Combos and Strategy part of this project.

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Combos

Basic combos:

2A > 5B > 6A > 5B > 5CC > 6B~C > 214A~CCCC > 5A > 5B > 6A > j.B > jc j.B > j.623C~D

2A > 5B > 5CC > 6B~C > 5D > 2C > 214B~D > 2C > 2D > 2C > 214B~B > j.D > 2366A~D > 214A~D > 5CC > jc j.B > j.623C~D orb oki

Advanced combos:

5B > 5C > jc j.B > jc delay j.B > j.623C~D (whiff) 5B > jc j.B > jc j.D | > 5D > 2C > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki

Backdash punish combo

2A > 5B > 6C > PF1(2) 2(2/3) > 2D > 2C > 214B~D > 2C > delay 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > j.B > j.623C~D(2)

Standard corner carry/corner switch combo

Counter hit and Fatal Counter combos:

5B(CH) > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 2D > 2C > 214B~B > jc j.D > 2366A~D > 214B~D > PF1(2)2(3)3(3)

5B/5C CH combo

6C(CH) > 214A~A > 5B > 6A > 2D > 2C > 214B~D > 2C > 214A~D > 6A > 5D > 2C > 214B~B > j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki

6C CH combo

Character specific combos

2A/5A > 5B > 5CC > 6B~C > 214A~C~A > 2D > 2C > 214B~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 214A~D > 5CC > jc j.B > j.623C~D

Tager and Hakumen only combo.

2A > 5B > 6C > 214B~A > j.B > jc delay j.B > delay j.623C~D (whiff) > 5B > jc j.B > jc j.D > 5D > 2D > delay 236A~D > delay 214A~D > 5CC > jc j.B > j.623C~D(2) > orb oki

Standard corner carry combo, builds up to 49 meter and doesn't work on Lambda and Carl.

2A > 5B > 6C > 214A~C~D > 66 5D > 2C > 214B~D > 2C > 2D > 214B~B > jc j.D > 2366A~D > 5CC > jc j.B > j.623C~D(2) > orb oki

Platinum, Hazama, Lambda, Makoto, Valk and Noel only combo, in order of easiest to hardest to land on.

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"2A > 5B > 6A > PF1(2) 2(2/3) > 2D > 2C > 214B~D > 2C > delay 214A~D > 6A > 5D > 2C > 214B~B > jc j.D > 2366A~D > 5CC > j.B > j.623C~D(2)"

i think this 6A should be 6C

if you need anything or any idea or combo i can help with this work

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Thanks, I tend to do that a lot when I try to copy paste to save time.

Only things that needs to be work on now is:

3) Strategy

* Mixups

* Pressure

* Okizeme

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don't use the same strategy on everyone. People react differently so be very cautious on how you approach people. It could be your death in that very instant.

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what about 3[C]... am pretty sure you can point out some of its uses or at least mention it.

i find landing 6C 214A~C~D on lambda is hard (just a personal note).

you can kara cancel her 5D to burst (5D~A+B+C)it will force you to move backward while doing it just like the throw cancel(i dont think there is a single use for this cancel) hell i even tried to be creative and tried this CC > 6BC > D~A+B+C but it didn't work :/, i want someone to check it out for me as i use PS3 Pad so it's hard for me to do such an input correctly, oh well we can still jc

add rachel specific backthrow combo.

j2c can pull some tricks with the fact the it stops the air momentum and it have its uses in AV also with that weird hitbox you can do some cross ups, it can be hell + on block and - on sometimes same thing goes for combos from it which i will try to write about it on the combo thread,so i hope it gets some love in the tutorial, oh forgot to mention that j2c is a fluffy move :eng101:

i think 214a/b/c is called asteroid vision not astral vision (just want to make things... official P: )

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3c is useful in very specific match ups. Its decent against tager if you are magenatized and get a good read you can 3c into a nice combo. Its mainly a good position tool if used sparingly. They IAD when you are in the corner you can 3c out of there and reverse the positions very useful for that but it can be baited easily.

I've been working with it and if you do a dempsey roll into the corner, but you can't combo off of it, if you do a 3c you can do a weird cross under with it. You can also cancel the 3c to bait and you should be safe. I haven't really worked with it that much.

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add rachel specific backthrow combo.

i think 214a/b/c is called asteroid vision not astral vision (just want to make things... official P: )

Trying to keep the list short, so just combos that affect more then one character.

Also thanks for the assist.

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