GreekAngel Posted December 18, 2012 Posted December 18, 2012 Forced mixup is always the best choice. I also hoped that 6C would hit crouchers OR at the very least, hit Tager while he's crouching. A man can dream, can she?
Skye Posted December 18, 2012 Posted December 18, 2012 It offers forced mixup the same way Ragna's old 22c did. It's still suspect to reversals. I prefer bumpers, because they are more disorienting.
kaeru Posted December 18, 2012 Posted December 18, 2012 well keep in mind 5D is no longer special cancellable, so it's not possible to setup a bumper in a way that it can be used in time for the forced mixup
Dat_Boy_DeAnte Posted December 19, 2012 Posted December 19, 2012 Forced mixup is always the best choice. I also hoped that 6C would hit crouchers OR at the very least, hit Tager while he's crouching. A man can dream, can she? Your a girl? or was that a typo.
Lucalibur Posted December 19, 2012 Posted December 19, 2012 I really like where this is going. Also, is 5D anything cancellable? If not, is it still -9000 on block? Doesn't looks like it from the videos.
GreekAngel Posted December 19, 2012 Posted December 19, 2012 Your a girl? or was that a typo. Normally, I would explain this. But in THIS case, I wanna see your imaginations run wild XD
Dreiko Posted December 19, 2012 Posted December 19, 2012 5D rc combos don't seem to do that much more damage, I think you'd get more if you just did 2B>daifunka if you're facing a crouching foe and have meter to burn. 5D oki on the other hand is great, if you're worried about reversals just IAD J4B or something.
GreekAngel Posted December 19, 2012 Posted December 19, 2012 J623B no longer fatals. This match confirms it http://www.youtube.com/watch?feature=player_detailpage&v=44UOzr3pUT4#t=782s
Lucalibur Posted December 19, 2012 Posted December 19, 2012 LMAO what is even the point of using it now? I know J.623B was a really good combo filler and fatal punish back in the day but I think they nerfed way too badly in CP.
GreekAngel Posted December 19, 2012 Posted December 19, 2012 All I ever wanted was 623B, both of them, to have I frames. Then we would have a meterless DP... Soooooooon.
heavymetalmixer Posted December 21, 2012 Posted December 21, 2012 Does anybody here know what are the prorations for this game? (In the CP Ragna subforum, they have it, for Ragna of course).
Skye Posted December 21, 2012 Posted December 21, 2012 CH J.623b still wall bounces hilariously though.
zeth07 Posted December 21, 2012 Posted December 21, 2012 Does anybody here know what are the prorations for this game? (In the CP Ragna subforum, they have it, for Ragna of course). A few pages back. http://www.dustloop.com/forums/showthread.php?14980-CP-Bang-Changes-and-Discussion/page34&p=1437735&viewfull=1#post1437735
heavymetalmixer Posted December 21, 2012 Posted December 21, 2012 A few pages back. http://www.dustloop.com/forums/showthread.php?14980-CP-Bang-Changes-and-Discussion/page34&p=1437735&viewfull=1#post1437735 Thanks dude, but could someone translate that data to english?
zeth07 Posted December 21, 2012 Posted December 21, 2012 Thanks dude, but could someone translate that data to english? The proration data should've been easy enough to interpret what was what, but here's some google translate and my own "translations" anyway.... Proration Stuff: Character Combo Rate 80% Damage / P1/P2 5A:300 100/77 2A:300 90/75 6A:540 90/89 5B:640 100/89 2B:620 100/89 6B:780 80/92 5C:760 80/92 2C:750 90/79 6C:820 100/84 3C:880 95/94 5D:560 80/84 2D:710 80/87 6D:710 80/87 JA:300 90/77 JB:560 90/85 J4B:840 80/94 JC:600 90/92 J2C:650 90/89 JD:630 80/84 Throw:0,1400 100/100,60 Air Throw:0,1400 100/100,60 623B:1300 80/72 j.623B:1300 80/92 ANail:300 70/90 BNail(1):300 70/90 BNail(2):300 [* Multiplication about the first-stage 63%] CNail:300 70/75 (I think the individual values ​​is the same as one of three ... I can not throw a closer look) -Google Translate DNail: [3hit587] Steel Rain: Hard to examine in CPU 623C:0*2,600,653,842 -/-*2,-,50,-(3 approx. 81%,4 approx.40.4%)(2 I forgot) j.623C:0,700,785,1000 100/100,85,85,-(2 approx.85%,4 approx.72.3%) Daifunka:0,910*4,3733 75/80,92*4,65(raw 2836, Minimum-%--) Ashura:0,2475 100/40(raw 1980, Minimum 40%990) Hayate:?(raw 2754) [0 Seals OD…Daifunka 1867, Ashura 1188。4 Seals OD…Daifunka 3719, Ashura 1980, Hayate 4905] (not sure why the numbers are low for no seals in OD compared to raw, but that's what was typed. -zeth07) CT:1000 80/100(Ignore the character combo rate) CA:0 -/-
Akira-Shiro Posted December 21, 2012 Posted December 21, 2012 where are people getting this data from?
heavymetalmixer Posted December 21, 2012 Posted December 21, 2012 We need to see combos with the CT inside (not as starter), 1000 of damage, 100 of proration and ignoring proration seems godlike for just 25 of heat.
kaeru Posted December 21, 2012 Posted December 21, 2012 (edited) ground throw is p1 p2 100 for the first 2 hits and with the new special cancellable before the third hit !! I hope the combo timer on grab starter will allow for some really cool stuff. Edited December 21, 2012 by kaeru
Skye Posted December 21, 2012 Posted December 21, 2012 Good Lord, Dora. He bust this cunt's ass in the corner. 5b > 2b > 6c > j.22a > j.c > j.623b > 5b > 6c > j.c > j.2c > j.236a > 5a > 6c > jc j.d > j.236c > 2b > 623b > 662b > 236236a = 5251 http://www.youtube.com/watch?feature=player_detailpage&v=8d6JIBjHm0Q#t=205s
heavymetalmixer Posted December 21, 2012 Posted December 21, 2012 Is 2C now jump cancelable on block? http://youtu.be/_SbDk3_nw3A?t=3m29s
Dat_Boy_DeAnte Posted December 21, 2012 Posted December 21, 2012 Wait I am confused can Bang still go FRKZ without overdrive? I haven't seen anyone do it yet maybe no one really had to.
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