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HiagoX

[CPEX] Makoto Nanaya Changelog Thread

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This is info I've gathered through twitter mostly. Might be wrong.


Buffs:

- 5B has been buffed (unconfirmed).
- 5CC floats differently on air hit so "5B > 5CC" air hit should work alright without compromising combos.
- 2C no longer has SMP.

- 6B > 6A gatling added.

- 6C is now drive cancelable.

- j.2C now can be followed up with any aerial move on either hit or block.

 

- Level 2 and G drive moves are now special cancelable on hit. That includes 5D, 2D and j.D.

- A "Just Damage" feature has been added to her Drive. To put it simply, if you release the D button with the right timing (as soon as the drive meter is completely full), you get bonus damage out of it. Example: 5CC > 5Dlv3 (1408 damage) and 5CC > 5Dlvjust (1459 damage)

- It's easier to get all hits of 214A~CCCCC on air hit.

- 214B air trajectory has changed.
- 214B/C~D now can be followed up on normal hit. if done close enough to the ground you can follow it up meterless (using a RC makes it easier).

- 214A has slower initial speed and accelerates over time.

- 214A~C~A is faster; maybe faster than 6B (unconfirmed); knockdowns on hit; can be followed up with RC.

- Space Counter command changed from 46 to 214D. Now a strike move with guard point throughout most of its duration - does not deal fixed damage; proration is much worse than before; can be followed up on normal hit withouit spending meter (might not be a buff)

- 214A~D now can be used in combos on air hit.

- 236236D now staggers differently on first hit (might not be a buff).

- 632146D has faster startup; longer reach (level 3 goes corner-to-corner); recovery/hitstun good enough to do "632146D > 236236D" as a finisher without needing OD.

 

 

Nerfs:

 

- 6C has less untechable time.

- Level 2 drive moves share SMP with Level 1 and 3.
- 5D has less untechable time (can't even 5D > 2D)

- 2D Lv2 has less untechable time.
- j.D now wallbounds regardless of position (less corner carry)

 

- 236D's wallstick is shorter (difficult to OD > 623C~D afterwards)

 

 

 

 

What has changed so far?

 

- Makoto lost ALL of her combo routes from CP1. The special cancelable level 2 drive moves are there to, most likely, compensate that with new combo routes. As of yet we don't know if that makes it better or worse.

- The parry change seems good at first, but some people have been saying it might be worse than the old parry.

- So far her changes look alright and maybe she'll be a better character, but there's no saying as to how better or worse she'll be - the game has changed too much for us to tell.

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Some of those nerfs seem really tough to get over. I hope they didn't just put the final nail in orb oki.

Other then that I THINK our mixup seems stronger on paper. I hope it's true.

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She lost literally all her combo routes? I wonder exactly how much untechable time has been removed from 6C, I thought that 6C > 214A~C > 236D etc. was still supposed to work in the corner. I'm also wondering if 236D's wall stick is so short that you can't connect 6A after it.

 

I'm guessing new combo routes might be something like whatever > 2D (2) > 214A~A > 2C > 214B~B > JD (3) > 5CC > 214A~CCCCC. Maybe with more 2Cs in there somewhere. Since level 3 JD wall bounds, it's very likely that 214A~CCCCC being easier to connect on air hit was done with the intention of making new corner carry routes. Of course this is all theory bullshit since I of course don't have access to the game. I guess time will tell.

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I'm just glad to have a counter that I can actually use reliably :>

 

That "Just Damage" threshold better remain as just extra damage (lel), because I don't want her drive to be anymore harder in lag Q.Q

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I think every Makoto player is on the same page with that counter change. Lol. I just hope it means no more disrespect from characters with low profile moves. :)

My number one wonder is in this change though... - 214B/C~D now can be followed up on normal hit. if done close enough to the ground you can follow it up meterless (using a RC makes it easier).

Can we follow this up on opponents in the air like we can during OD??? Ie: 5b>2d2>214b/c~D.

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Some of those nerfs seem really tough to get over. I hope they didn't just put the final nail in orb oki.

Other then that I THINK our mixup seems stronger on paper. I hope it's true.

Comet oki probably won't be a thing anymore. They nerfed the number of hits, if I'm not mistaken. That and 5D doesn't have enough untechable time either.

 

She lost literally all her combo routes? I wonder exactly how much untechable time has been removed from 6C, I thought that 6C > 214A~C > 236D etc. was still supposed to work in the corner. I'm also wondering if 236D's wall stick is so short that you can't connect 6A after it.

 

I'm guessing new combo routes might be something like whatever > 2D (2) > 214A~A > 2C > 214B~B > JD (3) > 5CC > 214A~CCCCC. Maybe with more 2Cs in there somewhere. Since level 3 JD wall bounds, it's very likely that 214A~CCCCC being easier to connect on air hit was done with the intention of making new corner carry routes. Of course this is all theory bullshit since I of course don't have access to the game. I guess time will tell.

236D > 6A still works. 

 

I think every Makoto player is on the same page with that counter change. Lol. I just hope it means no more disrespect from characters with low profile moves. :)

My number one wonder is in this change though... - 214B/C~D now can be followed up on normal hit. if done close enough to the ground you can follow it up meterless (using a RC makes it easier).

Can we follow this up on opponents in the air like we can during OD??? Ie: 5b>2d2>214b/c~D.

No.

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So..."blockstring stuff" > j.2C into j.C/2B/Throw/6B mixup is looking hella tasty...unless j.2C still has it's awful landing recovery that is. We could actually have scarier mixup now.

 

I couldn't tell from the video if j.2C had landing recovery or not, because they never did j.2C > *land* > stuff.

 

 

And about this whole "Just Damage" thing, since OD automatically fills the meter to its fullest does that mean it always gets the Just Damage bonus?

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Looks like we have some real gameplay footage now.

Based on what I saw it looks like 213b had another trajectory change. It's lower to the ground and does not go as far but overall seems like a buff.

5d(2) definitely has some decent mixup potential.

Lastly, Makoto 100% leveled up on the

style points with her combos and it seems like there could be some interesting combos in the near future.

Edit: forgot to mention, something is going on with comet cannon as 2d(2)>comet canon is actually a thing. I think it only hit once but goro was able to follow up with a real combo.

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So Makoto's a swag character now. And it's clear that her damage has been buffed significantly. I think it's safe to assume that Makoto is no longer the worst character in the game.

 

I think OD is strong now due to the "Just Damage" like Dark Ranger said. Oh and those parry resets looked fucking sick!

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Looks like cosmic ray non-od now has wall bounce on air opponents in the corner; Saw a few 2c> cosmic ray. Also, love seeing 2c no longer has smp as it opens a lot of combo potential and is a great combo filler.

New combos look fun to test. #whenisbbcp2.0pconsolerealease

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So the overall change is that Makoto loses pretty much all oki but in exchange, she get some semblance of her old damage and combo freedom. The loss of oki is a big problem but at first glance, it feels like an overall improvement. I don't really care if she's still bottom 1 at this point because she looks fun to play again.

Maybe... just maybe those parry restands can be used to "get" people without meterless reversals.

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Wonder how the parry would work vs characters with a real dp since it does have guard point too. Also on the plus side her mix up does seem stronger. I guess we will have to see what high tier players are doing once they fully understand her new combos/utility.

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4k meterless off a corner throw? 5k meterless off corner 5B? Swag midscreen corner carry combo?

 

Things are looking fun all of a sudden.

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Her damage isn't all that different. It's just that she's forced to end all of her combos with dp now; she always had 4k+ combos like that.

It did increase a bit, though.

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I'm loving the midscreen combos. Starting round > 5B entered? LOL, 4.4k with ODC from 5D[2], with corner carry. 2C looks super strong in combos without SMP. And these are only some day-4 combos. Her mixup looks better too in matches. Looks really really promising. The damage from her OD looks the same to me. But her game without OD seems to have improved.

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The damage from her OD looks the same to me. But her game without OD seems to have improved.

This is exactly what I was hoping for. Not relying solely on OD is a huge improvement.

And holy crap, that long list of buffs is still growing, lol

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Pretty sure I saw 6A>6C. 

Im keen to know how useful parry restands will be. I'll hit up a-cho when this typhoon clears up. 

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