LuminAbyss Posted January 27, 2012 Posted January 27, 2012 It was just an idea, I feel like the new j.C works really well for fuzzy guard set-ups. Also, I thought j.D got a level increase? Or did they just increase the untech time?
Fluck Posted January 27, 2012 Posted January 27, 2012 It was just an idea, I feel like the new j.C works really well for fuzzy guard set-ups. Also, I thought j.D got a level increase? Or did they just increase the untech time? It's cool, I'm just explaining why I don't think it'll work. I heard j.D get an untech time increase only, but KayEff would probably know since he has the mook.
LuminAbyss Posted January 27, 2012 Posted January 27, 2012 Kayjesus, bless us with knowledge from the holy scriptures. Yeah, on that note, it wouldn't work as a fuzzy set-up. j.A might still be useable, as it will hit tall characters, and with j.C's hitbox buff, you should be able to combo off of it.
Fluck Posted January 27, 2012 Posted January 27, 2012 Kayjesus, bless us with knowledge from the holy scriptures. Yeah, on that note, it wouldn't work as a fuzzy set-up. j.A might still be useable, as it will hit tall characters, and with j.C's hitbox buff, you should be able to combo off of it. Yeah, I bet you could do 6D j.D JC j.A j.C j.D on chars like Relius and Tager.
Spirit Juice Posted January 27, 2012 Posted January 27, 2012 In regards to 6D j.D fuzzy guard set ups... they are pretty strange. I spent some time testing this out, and it had some really strange results. Tests were done on Jin in both regular block and IB, midscreen. Barrier block was not used cus lol pushback. Instant Blocking the 6D j.D resulted in: j.A and j.C would hit but Ragna would cross over Jin, causing his j.D to whiff. Should work 100% in the corner, although I did not test it fully. Regular block resulted in: oddly enough, the entire j.A j.C j.D string would hit, although the timing on the landing the j.A fuzzy seemed a bit weird. It seems like you need to the 6D as close as possible (momentum might help) in order to land the full combo. j.A 623D(1) RC should work on IB and regular block, but that was something he could do for a while now.
LuminAbyss Posted January 27, 2012 Posted January 27, 2012 Do you think it'd be possible to land after the cross-up j.C and link with 2A or 5B?
Fluck Posted January 27, 2012 Posted January 27, 2012 The reason Ragna crosses over on IB and not regular block is because regular block has more pushback than IB. Just in case you wanted to know.
LuminAbyss Posted January 27, 2012 Posted January 27, 2012 Oh I know. I just wanna know if we can meterlessly pull anything off with it.
KayEff Posted January 27, 2012 Author Posted January 27, 2012 frame data translation is complete. i also updated the first post to house the link as well, so that you guys don't have to refer to this post all the time Notable changes (already existing information is not included): 2B's P2 is 84 (may be a typo)6D's foot invul has gotten nerfedj.D's untechable is 24F22C is +4Carnage Scissors is now fully invincible from 1F until 6F after superflash. Opponents can react to the superflash and throw Ragna out of Carnage Scissors because of this. THE DREAM IS DEAD.
Final Ultima Posted January 27, 2012 Posted January 27, 2012 KayEff, I think you undid one of my changes to the wiki, changing Blood Kain 6D's P1 to 90 from 100. I went to confirm and Blood Kain 6D's P1 did drop to 90%, just like regular 6D, as evidenced by the BK j.D in BK 6D, BK j.D doing exactly the same damage as it does in j.C, BK j.D, as j.C is also 90/89.
MashThat5A Posted January 27, 2012 Posted January 27, 2012 KayEff, I think you undid one of my changes to the wiki, changing Blood Kain 6D's P1 to 90 from 100. I went to confirm and Blood Kain 6D's P1 did drop to 90%, just like regular 6D, as evidenced by the BK j.D in BK 6D, BK j.D doing exactly the same damage as it does in j.C, BK j.D, as j.C is also 90/89. That may have been me, since I was working on the Distortion Section for Carnage Scissors. Damn version control. EDIT: Never mind, just checked the revision history.
KayEff Posted January 27, 2012 Author Posted January 27, 2012 KayEff, I think you undid one of my changes to the wiki, changing Blood Kain 6D's P1 to 90 from 100. I went to confirm and Blood Kain 6D's P1 did drop to 90%, just like regular 6D, as evidenced by the BK j.D in BK 6D, BK j.D doing exactly the same damage as it does in j.C, BK j.D, as j.C is also 90/89. i just based it off of the mook, so it must mean that the mook has a typo can you also confirm that 2B has P2 86 instead of 84? just do something like 2B > 2C and compare it to 2A > 2C, see if 2C does more damage. and if possible, can you also confirm 6D's foot invul, i.e. make sure it's not from frame 1?
Final Ultima Posted January 27, 2012 Posted January 27, 2012 2B's P2 has indeed been improved to 86, and 6D doesn't appear to be foot invulnerable from frame 1, at least from what I could tell.
shtkn Posted January 28, 2012 Posted January 28, 2012 ragna's extend frame data is now on the wiki. please correct any typos you may find. also the gatling chart is still cs2, so someone who knows the new stuff (aka not me) should update it
Gramas Posted January 31, 2012 Posted January 31, 2012 http://www.youtube.com/watch?v=T7K-1jv5V9Q&feature=mfu_in_order&list=UL new okizeme setup from sakamoto at the start of the video,ending in 3C>2D some combos someone can test this and tell how much frame advantage you can take from this setup?
Fluck Posted January 31, 2012 Posted January 31, 2012 Honestly, I don't think that 3C 2D is better than 3C HF. I'm almost certain that you get more advantage off the new HF's recovery, even though it is still greater than 2D's recovery. This is because 2D causes an instant emergency tech since it grounds the opponent, whereas HF has them airborne for quite a while before their emergency tech.
Tong Posted January 31, 2012 Posted January 31, 2012 It's good to use once a while, the opponent may be catch off-guard expecting the usual Tsuika/22C finisher.
Fluck Posted January 31, 2012 Posted January 31, 2012 It's good to use once a while, the opponent may be catch off-guard expecting the usual Tsuika/22C finisher. I honestly don't see the merits. Like, ok so you did 2D instead of Tsuika or 22C, but how does this catch him off-guard and help you hit him? He's still going to be mashing tech and he's still going to downback when he techs. It's not like the 2D ender keeps him airborne for a possible reset.
Tong Posted January 31, 2012 Posted January 31, 2012 (edited) That depends on how you condition your opponent, 2D often "forces" them to get up on your face, and fast. You can run up and 6B/6D/Grab/3C/Wait/Deadspike, or w/e. They won't have much time to "think" when compared to 22C or Tsuika, so 2D is usually better for baiting panic inputting or reversals. Edited January 31, 2012 by Tong
LuminAbyss Posted January 31, 2012 Posted January 31, 2012 I liked that cross-under 2A by allowing them to tech straight punch in the corner. Looked like something I would do.
Callisto Posted January 31, 2012 Posted January 31, 2012 Kind of a random question I guess, but are any of you other guys particular about what color palette you use? I can't bring myself to use something other than baby blue Ragna :x
LuminAbyss Posted January 31, 2012 Posted January 31, 2012 I claim to use CT green, but when I fuck around online I use default, and at casuals I random select my color. CT green is pretty much me in CVs and tourney matches.
Tong Posted January 31, 2012 Posted January 31, 2012 Yes, you should always picked an unused color. Currently, Gold, Light-Yellow, Light Blue, "Gintoki" DLC, Light Green/Blue DLC and Silver. I use Denpo's Dark Blue or Sakamoto's "Nurse" (White/Red/Pink).
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