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HiagoX

[CP] Makoto Nanaya Combo Guide - Everything you absolutely need! (READ THIS BEFORE HEADING TO COMBO LIST)

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6zBRtyI.png

Index:

1) Introduction

a) What has changed from CSE to CP?

b) About starters in BBCP

c) How does this affect Makoto in the game?

2) Glossary

a) General terms and notations

b) Weak, Regular and Strong confirms

c) Finishers (or 〆)

3) Combo routes

a) Midscreen

b) Corner

c) Specific confirms (work in progress)

d) Okizeme

e) Character specific details (work in progress)

4) Overdrive

a) Introduction

b) General combo theory

c) Basic combo recipes (work in progress)

BBCP_Info_Bar_c01.png

a) What has changed from CSE to CP?

As far as your mindset and optimal playstyle go, not much. However, due to all the system and character changes, Makoto is, all around, a better character than in the previous version.

- With prorate values changed, now her fastest moves and most reliable moves for punishes have a better proration.

- The new hitstop decay system allows us to safely set up our okizeme (see 3.d for details) and gives us more untechable time which eases up combo execution in comparison to EX.

- Her midscreen combo routes now deal more damage and corner carry more than before.

- Makoto’s Overdrive allows for extremely hard punishes that are
unburstable
which makes you much more dangerous than in CSEX.

b) About starters in BBCP

In BBCP, untechable time isn’t decided by each of your combo’s move’s proration, but the move you used as a starter for your combo. In other words, what matters the most for deciding which combo route you should go for is knowing how good your starter is.

But wait, isn’t that the same as before?

Yes and no. It works in a much simpler and more intuitive way in BBCP. Remember how I said the most important thing was knowing how good your starter is? The main reason for why that’s so important is because hitstun now decays with time. This means the better your starter, the more time you’ll be granted before hitstun decays to the point of instant tech (that’s also why we have more untechable time for our combos).

In other words, time is a very, VERY important variable in combos. Don’t ever forget this because it comes to haunt you later if you’re not careful.

I want to keep this section brief, so in case you want more in-depth information about this system change, read the Combo System section in this page.

c) How does this affect Makoto in the game?

Combos are easier and deal more damage than before. Simple, huh?

HOWEVER, do not forget about what you’ve just read. Time is of essential importance in BBCP; if you start your combo with 2AAA instead of 2A and thinks you may have wasted too much time due to pressing 2A three times instead of just once, don’t hesitate in shortening your combo because less damage and guaranteed advantage is a lot better than dropping a combo and losing all your lead.

Conversely, if you hit your opponent with a 6C starter and choose a combo route that works from a “5B > 6C”, that means you’re saving up time and that’s a good thing! Sometimes it means you can use a different variation of that same combo route that deals more damage.

I believe that this section has made the whole “time” thing more clear. Don’t forget that ad-lib and decision-making play important roles in fighting games!

BBCP_Info_Bar_c02.png

a) General terms and notations

[table=width: 350, class: grid, align: left]

j

Jump

sj

Super Jump

AD

Air Dash

IAD

Instant Air Dash

jc

Jump Cancel

sjc

Super Jump Cancel

CH

Counter Hit

FC

Fatal Counter

RC

Rapid Cancel

[ ]

Hold Input

(N)

Attack must deal N amount of hits.

[???] xN

Repeat ??? N amount of times.

[/table]

b) Weak, Regular and Strong starters

For our guide, we’ll be dividing starters between “weak”, “regular” and “strong” starters.

  • Weak
    starters will stand for 2A, 5A and throws.

  • Regular
    starters will stand for any other starters that aren’t listed as weak or strong.

  • Strong
    starters will stand for exceptionally good starters that add more untechable time or save up time in combos, allowing us to use stronger variations of our combo routes. Examples include 5B CH and 6C.



    c) Finishers (or 〆)


    Finishers (shortened as 〆 in this guide) are self-explanatory - they are the last bit of a combo. Depending on how you finish your combo, you may get a knockdown and enough advantage to set up your okizeme, extra corner carry or more damage. Thankfully, all those possibilities are within reach for Makoto and in most situations; it all depends on preference.


    Reminder: Don’t forget that you can alter or shorten those finishers at will if there’s any time or height issues. Examples include using a super jump cancel instead of a jump cancel and omiting both j.Cs and only doing “j.B > dj.B”.



    • Corona Upper finisher:
      j.C > j.B > dj.C > dj.B > 623C~D


      This is your best meterless finisher for damage. You’ll often use this midscreen when not opting for corner carry or when there’s not enough time (hitstun decay reaching its limit) at the end of a corner combo for you to set up your okizeme since it gives you a long enough knockdown for you to be in advantage.



    • Corner carry finisher:
      j.C > j.B > dj.D


      For when you’d rather get your opponent to the corner instead of dealing a little more damage. This is preferable when you’re rather close to the corner. With this combo part if you’re close enough to the corner you can follow it up if it isn’t late enough.



    • Particle Flare finisher:
      5CC or 6C > 236236D


      A PF ender is your basic damage finisher for when you have 50% Heat. It adds a lot of damage to your combo but you lose all advantage afterwards so only use it if you’re sure you’ll finish your opponent with it.

    BBCP_Info_Bar_c03.png

    Notes:

    If your combo started from a iffy confirm and you’re not sure whether the hitstun timer will last until the end of your combo, don’t hesitate in shortening your combo.

    Example: j.AA > j.B > dj.D > 5D > dash 2C > 236D > 6A > j.B > j.623C~D

    All D moves (including special moves) can only be used once due to Same Move Proration. This does not apply to some of her moves, however (2D Lv2 and 2D Lv3 can be used in the same combo without SMP penalty, while 236D Lv2 and 236 Lv3 can’t).

    Unless stated otherwise, all D moves are Lv3.

    Every 236A oki finisher can be switched with:

      [*]Corona finisher (for damage)

      [*]Particle Flare finisher (for maximum damage output; uses meter)

      [*]Alternative oki finisher (see okizeme section)

      Weak confirm stands for 5A/2A and throw confirms.

      Regular confirm stands for every starter that isn’t “Weak” or “Strong”.

      Strong confirm stands for exceptionally strong starters such as 6C and 5B CH and/or confirms that allow you to minimize combo time enough for it to work.

      a) Midscreen

      - 214A~CCCCC

      ~ RC dash 2C > 2D > 5B > 6A > 〆

      Your most basic combo. Works from most normals; gives decent heat amount and damage.

      - 214A~C~B > 5CC > 2D Lv1 > 5B > 6A > 〆 (on crouch or Stargazer starter)

      Only works on crouching opponents. It's a pretty good midscreen combo route that works from most starters that leads to decent corner carry, damage and heat.

      - close 5CC > 2D Lv2 > 5B > 6A > 2D (regular confirm)

      ~ 2C > 214B > j.C > j.B > j.B rejump > dj.D
      (relatively close to corner)

      ~ 2C > 214A~A > 5CC > 〆
      (switches back to other side)

      ~ 2C > CT > 2B > 5B > 6A > 〆
      (damage route; costs 25%)

      Your new midscreen combo route and, by far, the best one. It only works from certain regular confirms such as 5B, 2B, 5C and 214A~C~A CH. This combo route leads to good damage and excellent corner carry, but what makes this route special is being able to
      choose
      which side you're carrying your opponent to. Yes, depending on the variation used, you can carry your opponent to either side of the screen and get a huge advantage from there.

      - 5B > 6C

      ~ 214A~C~A
      (midscreen; guarantees advantageous position)

      ~ 214A~C > 236D
      (for corner carry)

      This combo route doesn't achieve much midscreen since your options are pretty limited. However, if you're close enough to the corner, the second variation should lead to your main corner combo route which nets good damage, heat gain and okizeme (see 6C combo route at the Corner section)

      - Throw > 214A~A > 6A > [2D > 5B > 6A] > 〆

      - Backthrow > 2B > 6A > 2D Lv1 > 5B > 6A > 〆

      - Air throw > 2B > 6A > 〆

      b) Corner

      - 5B > 6C

      ~ 214A~C > 236D > 6A > j.B > dj.D > 5D > 236A
      (weak confirm)

      ~ 214A~C > 236D > 6A > 2D > 2C > 214A~A > 6A > j.B > dj.D > 5D > 236A
      (regular confirm)

      ~ 214A~C > 236D > 6A > 2D > 2C > 236A~D > 6A > j.B > dj.D > 5D > 236A
      (strong confirm; works from 5B, 5C and 6C)

      Your main corner combo route. It deals a good chunk of damage and leads to good okizeme. Be careful - the strong confirm
      ONLY
      works when
      IN
      the corner. Not close to the corner -
      IN THE CORNER
      .

      - 5D

      ~ 2D > j.B > dj.D > 236A
      (weak confirm)

      ~ 214A~C > 236D > 6A > 2D > 2C > 214A~A > 6A > j.B > dj.D > 236A
      (regular confirm)

      A less effective combo route, but the one you'll be using whenever you've confirmed or followed up your combo with 5CC or 6B - meaning you can't gatling into 6C. Decent damage and still gets okizeme!

      - Throw > 236D > 2C > 2D > j.B > dj.D > 5D > 236A

      - Backthrow > 2B > 6A > 2D > j.B > dj.D > 5D > 236A

      - Airthrow > 2B > 6A > 2D > j.B > dj.D > 5D > 236A

      c) Specific confirms

      6A CH Anti-air

      In BBEX, for most 6A CH confirms you only needed a single follow-up because it worked regardless of height, but it doesn’t work that way any longer in BBCP because its float state was nerfed. Right now, you need to know what follow-up you should be using after succesfully confirming a counter hit.

      The follow-ups are listed from “opponent is closer to farther to the ground”. First one being your option for when opponent is almost touching the ground and third one being for when very high in the air. Last one is a flashier follow-up that deals a little more damage and works from any height as long as you adapt the timing.

      Midscreen

      ~ 5B > 〆

      ~ 5B whiff > 5A > 6A > 〆

      ~ 5B whiff > 5B > 6A > 〆

      ~ falling j.C > j.B > 2D Lv1 > 5B > 6A > 〆

      Corner

      ~ 5B > j.B > dj.D > 5D > 236A

      ~ 5B whiff > 5A/5B > 6A > 2D > 2C > 236A~D > 6A > j.B > dj.D > 5D > 236A

      j.B CH (combos taken from a single jump height)

      This move was nerfed back in BBEX but buffed again in BBCP, being given its untechable time on CH back. Following it up should be easy but sometimes it might not be possible to do the optimal follow-up due to awkward positioning.

      Midscreen

      ~ 5B > 6A > [2D Lv1 > 5B > 6A] > 〆

      Corner

      ~ 5B > 6A > 2D > 2C > 236A~D > 6A > j.B > dj.D > 5D > 236A

      j.C CH (combos taken from a single jump height)

      This move has a little bit of untechable time on CH - enough for you to follow it up decently depending on height. The follow-ups are listed from “opponent is closer to farther to the ground”.

      Midscreen

      ~ 5B > 6A > [2D Lv1 > 5B > 6A >] 〆

      ~ land j.B > [falling j.B > land sj.B >] 〆

      Corner

      ~ 6A > 2D > 2C > 236A~D > 6A > j.B > dj.D > 5D > 236A

      ~ land j.B > dj.D > 5D > 236A

      214A~C~A CH

      Not much has changed except it’s a little easier to follow it up on CH.

      Midscreen

      ~ dash 5CC > 2D Lv2 > 5B > 6A > 2D > 2C > 〆(refer to “close 5B” midscreen combo route)

      Corner

      ~ dash 5CC > 5D > 214A~C > 236D > 6A > 2D > j.B > dj.D > 236A

      d) Okizeme

      Comet/Ball Oki: 236A

      Usually set up after a 5D or j.D at the end of your combo - this is your basic and most reliable okizeme setup, which forces your opponent to block on his wake-up unless he decides to risk a reversal on you. It’s 100% safe or, in other words, you won’t get mashed out of or reversal’d when setting it up as long as you are fast enough and there’s enough hitstun left.

      Safe Jumps

      Safe jump setups are useful for maintaining a clear offensive advantage without needing to worry about baiting reversals. In essence what you’ll be doing is ending the combo and jumping in with j.C at the right timing while holding 4 - this creates a option select in which if he uses a reversal you’ll block it; if he blocks it you’ll be pressuring him and if he gets hit you combo him again.

      There are many ways to set up a safe jump but here’s an example of a corner combo ending in a safe jump setup:

      j.AA > j.B > dj.D > 5D > 2D > 236D Lv1 > j.C while pressing 4

      Remember that safe jumps aren’t failproof - your opponent can still late tech or roll through your safe jump and most times it will work which is why it’s not the most reliable okizeme option.

      Others

      There’s other gimmicky setups Makoto can use such as:

      - 5D > 6B > 214A~A > 2A/2B/6B/Throw

      - 5D > 6B > 214C~D

      Those can surprise your enemy and get you a nice reward, but they won’t work twice. They are easily recognizable setups that can get mashed out of, leading to you losing all advantage. With that in mind, use it sparingly and with caution.

      BBCP_Info_Bar_c04.png

      a) Introduction

      Makoto’s Overdrive is one of the reasons she’s way more dangerous this time around. With that she can convert a lot of her confirms in huge unburstable damage combos with corner-to-corner carry that require little to no execution and can be done from everywhere. Many times you’ll find yourself giving away your burst for a OD combo to win the round.

      b) General combo theory

      Okay, here’s where it gets a little harder (just a little) because it’s where you need to be more intuitive.

      The theory behind her OD combos is “press D as much as you can and squeeze out the most damage out of it”. Yes, that’s it. What? It really is that simple - and that’s where you go “???” because that doesn’t really tell you much.
      However
      , there’s many things you should have in mind before pressing A+B+C+D that will probably lead you to knowing exactly what to do when the time comes.

      Firstly, you need to know your priorities based on your position:

      Midscreen
      Your main priority is to juggle your opponent to the corner so you can keep pressing D.

      Corner
      It’s all A-ok! Time to deal a lot of damage.

      Although your main priority midscreen is to carry your opponent all the way to the corner, in truth it doesn’t really differ from what you’ll be doing at the corner.

      Now that we know what we must do, the only thing we have left to do is to learn combo routes, right? Right, but there’s no set combo routes. Pretty much everything can be followed up with any other D move as long as it’s not used twice. However, much like before, there’s many things you should have in mind when pressing your buttons!

      Be aware of all variables when attempting a OD combo
      : Combo starter; hitstun timer, overdrive timer, meter and position. They’re all very important! For instance, your OD won’t last for long if you’re not under 50% and won’t deal as much damage if said combo starts off from a j.B instead of a 5B.

      In most cases, you’ll want to start a OD combo
      to finish your opponent off
      since it’s a unburstable combo.

      Make sure you’ll have at least 50% Heat by the end of your combo so you can use a PF as a finisher and maximize damage. PF can be used from pretty much everything: 5CC, 6C, 2C, 236D, 214A~D, 623C~D, j.623C~D, 214B~D, etc.

      j.D, 214A~C~D and 236A~D aren’t really used in OD combos because they simply aren’t as good as her other moves (waste too much time/don’t deal as much damage/can’t be used midscreen). You may see them being used in extremely high damage combos that you probably won’t be using much since they are not as easy to set up, or in situations where ad-lib is necessary. Those moves are not bad - they’re just not the best.

      If you’re midscreen, then your priority is to use 623C~D, j.623C~D and 214B~D since they are the best moves to corner carry.

      When going for 100% meter OD combos you’ll be using both BBS and PF. For BBS, you need your opponent high enough so that BBS can hit on its last active frames and make it easier for you to follow it up with another move. Best moves to be using right before BBS are 2D, 623C~D, j.623C~D and 214B~D, while the best ones after BBS are 5D, 236D, 214A~D, 623C~D and PF.

      Keep in mind that you’ll only use BBS if you’re in the corner already.

      As long as you have all of this in your head, it all becomes very intuitive and easy to execute. All that’s left is capitalizing on the best situations!

      c) Basic combo recipes

      I am not listing every combo path you can take but I’ll give you some examples of what you should be doing and from which starters.

      OD Lv1 = 100~50% HP

      OD Lv2 = 50~10% HP

      OD Lv3 = 10~0% HP

      Midscreen

      - (6A >) j.B > OD Cancel > j.623C~D > etc

      - 5B > 5CC > OD Cancel > 623C~D

      Corner

      - 5B > 5CC > 5D > OD > 2D > etc

      - 5B > 6C > 214A~C > 236D Lv2 > OD > 623C~D

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RESERVED FOR FAQ IF I FEEL LIKE IT.

Things left:

- Recipes for OD combos.

- More specific confirms.

- Character specific details.

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Regarding her 623C move. In her challenge 28 for example, it's asked to do a standing 623C then a jumping because of the same move property.

Can't this move be TKed? I manage to complete the challenge with a normal jump but when I try to 62369C it never comes out.

Is this something related to BB system or just this move in particular?

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I'd personally think that doing 9623C would be effectively easier. I'm not entirely sure, as I cannot get the game, but try that.

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The motion for a TK Corona Upper is 6321473C. 360C starting from 6 and ending at 3 (6321478963C) also works if you want some Tager with your Makoto.

One of her challenge mode combos needs a TK DP and putting on the demo shows you the above motion.

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Fixed some inconsistences in notations and typos throughout the guide.

Can't really do much beyond that since I'm not home.

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One thing I was thinking about is block strings. Should we add those here while everything is still on one page, put it in the game play discussion thread, or make a new thread and pair it up with neutral games?

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At the very least not here since this is a combo guide.

I don't really feel like we need a guide for blockstrings either, though. If you watch matches it's enough to tell you how it works - she's that much of a straightforward character.

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