Akira-Shiro Posted December 18, 2010 Posted December 18, 2010 (edited) Ragna -Berial Edge first hit is removed ( The hit that knocks u up before the drag down ) -3c can only combo wit hells fang, 22C, or inferno divider. * New corner combo 6c>Berial Edge>5DD>Dead spike>5DD>inferno divider 3K -DD no longer gives wall bounce *Over all dmg reduced to about 2k-3k Edited December 18, 2010 by Akira-Shiro
Justice7541 Posted December 27, 2010 Posted December 27, 2010 (edited) Henaki needs to update the first post so we don't just have a random collection of partial changes like the last CS1 changes thread, which ended up just being random stuff thrown together from loketests. Here, I'll even put together the Bang changes for you. Bang + 6A 5B 2B 5C 6C 5D 2D Ashura all air unblockable (can be barriered). + 6A faster, combos off 5B and 5C now. + 5B attack level increased. + 2B 5B gatling added. Cannot reinput 2B. + 5C fatal counters. + 2D JCable on block again. + 5D much faster startup. 2B 5D works on crouch now. Can be special canceled. + 6D much faster startup. Can be special canceled. + j.623B much safer on block. + D nail knocks down on air hit. + Ashura damage increased to 2500, now gives frame advantage on hit. - Overall proration increased. Deals less damage now. - 5A apparently less effective as AA - 6A untech time decreased. - 5B slower startup (~2 frames), more pushback. 5A 5B 5C no longer connects if barrier blocked. - 6B no longer combos into anything on normal hit. - 2C techable. Still untechable in FRKZ. - 6D no longer removes primer. - j.D proration significantly increased. - 623B (both versions) slides on hit. Small wallbounce in corner. Wallbounces at all distances on CH. - D nail appears to be less safe (less stun?) - Ashura startup increased, less safe on block. - Daifunka untech time reduced. Can't combo into anything after. o FRKZ backdash distance halved. Forward/vertical dash distances still the same. o Ashura command changed to 236236A. o 5D no longer launches on hit, wallbounces on CH. o j.D ground bounces on CH. That's all I remember from the Bang character boards. I'll add in more stuff if I remember anything I forgot. Edited December 28, 2010 by Justice7541
rei-Scarred Posted December 28, 2010 Posted December 28, 2010 ^ +5D 623B and j623B wallbounce on CH -5D doesnt launch non CH
Justice7541 Posted December 28, 2010 Posted December 28, 2010 ^ +5D 623B and j623B wallbounce on CH -5D doesnt launch non CH Already had the 5D stuff, it's near the bottom under neutral changes cause I'm not necessarily sure it's all bad (it combos into Daifunka and firepunch now, etc.). Forgot the 623B CH wallbounce though.
Redgale Posted December 30, 2010 Posted December 30, 2010 (edited) My first post and contribution. RAGNA=THE=BLOODEDGE Changes listed with a * are "obvious but need to be listed" and are Misc. Can somebody tell me how much meter you get with D ID? gets 9 meter with it in CS2. + B+C does 1100. - 4B+C does 700. + 4B+C slightly less recovery. + Confirmed, 5C air unblockable. + Inferno divider first follow up upper-cut causes spinning, so RC it is easier to follow up in a combo. + 5B 5C Hells fang follow up RC dash 6D>j.D jc j.C blah blah blah is still possible,strict dash time. + GH follow up can be combos easy. * ground GH first part has a small bounce and you CAN delay your follow up. you can also mash in a 5A or 2A possibly a 5B with GH part 1 with good timing. * GH is still an overhead ** Berial edge has different bounce(in summary bounces backwards), can be followed up by Hells fang generaly midscreen. + CH j.C land 6A jc j.C>j.D jc j.C works and does 2200, with hells fang or Carnage scissors. 5D dc is faster? + j.B+C has more untech time, can be followed up MIDSCREEN with a dash 5B, combo generaly leads to 2800. * 5D on air hit still floats + Inferno Divider j.214D knock down has more untech time but not C ID on CH. + Normal C ID knock down has more untech time and can be combo'd. + DS is combos with ID in the corner. + Untech time ground and air D Inferno divider j.214D knock down increased. + j.C land 5B works well even midrange. so does j.C>j.D land as long as your close enough. * 5C as we know special cancelable so 5C to DS is now favorable if we're talking block strings, * 3C techable, as clairity on how techable- if you Ch 2B 5C 3C your opponent techs immediatly. so yea Hell fang, ID, and 22C. * Reminder ID j.214D is a knock down herp derp, therefore corner D ID land 22C/falling w/e works * 4B+C dash 5D works like in CS1. + Hells fang follow up earns 8 meter, 10 for both hits total. 4 on block. + j.B hits behind Ragna, longer horizonal hitbox. + j.B has more untech time, easy to continue a combo now. * 2C>5C Gatling as very little push back. * Depending on your spacing you wont be able to continue a combo after D ID knock down. + after a j.214C you can still dash 5D + 22C faster cancel? o 22C some frame advantage is gone but RC puts a corkhole in that mess. also in the corner if you end a combo with it you can "back dash" 3C then hells fang. o Dead spike combos are done in corners because the spinning effect sents your opponent flying like berial edge, so if its midscreen you need to dash 5C. - C ID knock down has a small bounce now and less untech time. - Non counter 2D has less untech time, techs almost immidiatly after hit, can still combo with a dash 2B - CH j.C>j.D land 5B wont work unless you are close enough. - 6B has more pushback, can still overhead 6B 5C 6C dc 5D blah blah blah, but it has a risk, you really need to check your spacing now with Ragna. (OH and to clairify for hazama before i forget. you get 2 stocks on hit and 1 on block ^^) Edited December 31, 2010 by Redgale
hellscythezer0 Posted April 20, 2011 Posted April 20, 2011 Ragna BK changes: - 5D bounces even if hit from the ground, but does not travel as far as in CS. - Inferno Divider axl kick now bounces up to the ground, can be followed up by GH or j.5D - Deadspike now spins the opponent high up in the air, but also falls pretty fast - Devoured by darkness can be now used as combo enders easier - Heat meter gains very slowly compared to CS1 - j.5D loop is pretty much gone First post btw.
Blackmage835 Posted May 30, 2011 Posted May 30, 2011 Tager o Opponents land closer after 360A o Opponents bounce higher and farther off of 5AB or 6AB throw. With the second portion i noticed that when I catch someone with the standard throw they fly to the other end of the screen and bounce to nearly super jump height. Which means tager cannot follow it with 623C or 236B. However this does open up new possibility with spark bolt but throws a couple of loops out the window.
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