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Posted

Ashura as true anti air would be ridiculous but one thing for certain it seems ashura will become DD of choice when this update hits console.

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Posted
I wouldn't care if it costs 100 meter and a burst, it might be a true anti air, and I'm fucking excited about it

This, I'm in a great Christmas mood... don't ruin it Huey! XD

If this is true then, this would be a great Xmas present from ArcSys.

Posted

ashura would be too good if it ashura was true aub

hell, even negative on hit ashura with less damage (CS1) would be too good for an true aub.

that would meaning, being in the air at all was free damage due to how massive the hitbox on that move, and how fast it is.

Posted

Ah, but Huey, you're forgetting that right now they're placing CS2 Bang at second to worst character. If he suddenly had some surprising tricks up his sleeve like a true AUB anti air and huge damage FRKZ, it still might only bring him up to balanced. Thus, it is certainly possible.

Posted (edited)

Not only are they pointless, but stunedge said internal order within each grade didn't matter, so there's no "second worst" or anything.

Edited by Mightfo
Posted

actually, mu is really good right now (i guess)

platinum bang and ragna are low tier in almost every tier list.

ragna is apparently tsubaki bad from what people have been saying.

Posted

Those are people who don't understand new Ragna though; it's impossible to give new ragna a tier before they even understand his combos, much less his oki and footsies.

And that's much of the reason Bang looks so bad too, I would imagine.

Thus early tiers so stupid

Posted

plus it seems to me that 99% of ragna's changes were just combo based and he still has fine damage regardless. boo hoo.

I just hope my worries about bang's pressure being shit are ill founded even though it looks like d-nails are awful now and barrier blocking rapes him. Does higher hit level increase pushback? That might be part of why it's a bigger issue for him now, due to the 5b hit level increase..

Posted

I don't think level effects pushback. Also, his new 2B 5B gatling was added specifically to deal with the pushback; it will just require intelligent mix and stagger now.

Posted

the level does affect pushback i believe. otherwise they just added pushback on his normals just to mess with him.

dnails looked buffed imo

they killed rapid meter gain in cs2 it seems

Posted

Dnails got nerfed to shit. You can't really pick up a combo and their blockstun was drastically reduced. (Not that I'm complaining, they were ridiculous)

If level affects pushback, I don't know why 5A 2A 2A sends opponents sliding so far

Posted

Pushback can't possibly hurt him as badly as CT's -6 on block 5B and unhitconfirmable 5C with shit range.

Also how come I never see Bang do 5C 6A now, isn't that supposed to combo?

Posted (edited)

Some stuff from the BBS.

Proration data:

Character combo rate 80%

5A 200: 80/ 84

2A 150: 70/ 82

5B 640: 85/ 89

2B 620: 90/ 89

5C 860: 70/ 92

2C 650: 80/ 84

6A 380: 80/ 89

6B 580: 80/ 92

6C 920:100/ 94

3C 880: 80/ 94

5D 680: 80/ 80 (10% repeat proration)

2D 920: 80/ 94 (10% repeat proration)

6D 850: 80/ 94 (10% repeat proration)

JD 750: 70?/ 50?

JA 180: 90/ 84

JAA 180: 90/ 84

JB 560: 92/ 86

JC 650: 90/ 89

J4B 840: 90/ 89

J4C 600:100/ 89

(6) throw 0,0,1500: 90/100,???/???,---/ 55 probably 100/100.)

(4) throw 0,0,1500:???/???,???/???,???/???

Empty throw 0,0,1500:100/100.???/???,---/ 55 ( probably 100/100.)

fire punch 1300: 60/92 (10% repeat proration)

air fire punch 1300: 100 (?) / 84 (?) ( 10% repeat proration)

A nail 300:100/ 84

B nail 300,???:???/???.???/???

C nail 300:100/ 84

D nail 174 (?): 100/84

Cmd grab 0,0,600,653,842:100/100,---/100,---/89,---/92,---/???

air cmd grab 0,700,785,1000:100/100,---/92,---/92,--

Daifunka 0,910*4,0,3733 (?): probably same as CS

Asura 0,3125:100/100,---/ 40 {minimum damage 30%:937}

Steel rain ????????

FRKZ:

5D 720: 80/ 80 (10% repeat proration)

2D 1000: 80/ 94 ( 10% repeat proration)

6D 1000: 80/ 94 (10% repeat proration)

JD 1000: 70/50 (10% repeat proration ?)

Some combos:

Corner:

*B>2B>6C>fire punch>B>fire punch>C>6D> daifunka, 5077.

*B>6C>firepunch >B>firepunch >C>6D> daifunka, 5204.

*2B>6C>fire punch >B>firepunch >C>6D>daifunka, 5451.

*6C>fire punch >B>fire punch >C>6D> daifunka 6221.

*6C CH> (B nail whiff thing)> 6C >fire punch >5B>fire punch>C>6D> daifunka 6594

*2Dch>5C>6D>fire punch>5B>6C>J4C>fire punch >5B>6C>J4C>JC 4700.

3 seal combo:

*2D>JD>2B>5D>JB>J4C>JC

dmg: 2k

FRKZ combo:

*5B>2B>2C>5C>6D>2D>J4C>J4C>JD>2B>asura

Dmg: 5500 metergain:30

*5A>5B>2B>6C (fastest, jc) >dlJA>JC>5A>5 B> JB > 空双

Misc Info:

*5B>2B>6C>JD>2B>5D doesn't work

*Generally, pushback is ass.

2B>5B isn't really useful.Pushback is too much.

*5C>6A>Daifunka works and it should do more then 5C>5D>daifunka

*6Cch>B nail whiff thing >6D>jc gold burst>6C>fire punch >5B>fire punch(>6C>JD>C, nail) >5C>6D (5D)> Daifunka

Edited by Nokita
Posted

..does 623b not fatal counter anymore or do anything special(like old wallbounce) on fatal counter? seems like it would be worthlessly prorated even if it did.

Posted

Assuming the proration values are correct, RC'ing 3C during a combo then relaunching from there might actually be worth the heat.

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