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Posted
this discussion is getting kinda ridiculous, Ragna's DP is really good but it's because he has a lot of other shortcomings as a character to balance it out. It will never be nerfed. I don't really want to compare apples and oranges but Kagura's DP is objectively better and he's a much worse character.

Kagura's DP is nowhere as good as ID. Yes, it is safe on air block and yes, it is much easier to do on split-second reaction because it's only one motion (8) rather than 3 (623). That said:

- Kagura has no "bait counter" option. If Ragna reads an an attempt to bait his DP by blocking, backdash, etc. he can just 5B and get pressure or straight-up punish it. Against Kagura all you need to do is back up a tiny bit and block and he can't do anything to reverse the situation because his dash is so slow and his normals are so short. In most cases the worst-case scenario for Kagura reading your bait is that you don't get to straight-up punish him.

- Kagura's DP is a charger. This means it not only loses to every other invul move that will clash with it (i.e. Ragna's DP) since you can't do it repeatedly, but you also can't do it after the opponent forces you to block an overhead since you lose your charge.

- For the same reason, you can't do it quickly if the opponent does an otherwise DPable string that you block while not already crouching. I.e. you block Hazama's chain while dashing in and he D pulls in = you can't DP it.

I understand the temptation to respond to hyperbole with hyperbole but there's no way in hell that Ragna's DP is not the best DP in the game.

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Posted

Well it doesn't. kokonoes ball CAN be beat by throwing koko or... maybe a distortion drive? I gotta test that

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Posted
How are you supposed to beat this move. Even if I know it's coming the ball still comes down on me while I'm comboing Koko. That ish should go away when she gets hit.

Why? I spent 50 meter on it. Work around it. I'm still punishable.

Anyway, reading the famitsu article, I think I read that Unlimited characters will be available in the arcade version but "They probably won't be allowed during event mode... (high certainty, meaning tournaments)

Since Unlimited characters will be in the arcade version, will they be tournament legal for us? :v

Posted

Next time someone says something ignorant, can we not waste several pages debating it? Please and thank you.

Posted
Kagura's DP is nowhere as good as ID. Yes, it is safe on air block and yes, it is much easier to do on split-second reaction because it's only one motion (8) rather than 3 (623). That said:

- Kagura has no "bait counter" option. If Ragna reads an an attempt to bait his DP by blocking, backdash, etc. he can just 5B and get pressure or straight-up punish it. Against Kagura all you need to do is back up a tiny bit and block and he can't do anything to reverse the situation because his dash is so slow and his normals are so short. In most cases the worst-case scenario for Kagura reading your bait is that you don't get to straight-up punish him..

this is the most asinine (not to mention wrong) reason yet.

ID is the weakest it's ever been this game and even if it were the best DP in the game? What does that mean? Something will always be the 'best' but is that really a problem when the 'best' in the game is nothing more than a solid DP?

Posted
Well it doesn't. kokonoes ball CAN be beat by throwing koko or... maybe a distortion drive? I gotta test that

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Lol I don't even have Kokonoe. I can't really test anything except in real matches. Izayoi can probably back throw her out of the corner, but Makoto...

Posted
Next time someone says something ignorant, can we not waste several pages debating it? Please and thank you.

Yea we coulda talking about how to get out of litchi or koko mixups.... oh god

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Posted
Lol I don't even have Kokonoe. I can't really test anything except in real matches. Izayoi can probably back throw her out of the corner, but Makoto...

I do know though you can run up grab kokonoe once the balls hitbox leaves, if they get grabbed the animation is long enough to where the balls active frames are gone

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Posted

- Kagura has no "bait counter" option. If Ragna reads an an attempt to bait his DP by blocking, backdash, etc. he can just 5B and get pressure or straight-up punish it. Against Kagura all you need to do is back up a tiny bit and block and he can't do anything to reverse the situation because his dash is so slow and his normals are so short. In most cases the worst-case scenario for Kagura reading your bait is that you don't get to straight-up punish him.

because people can't block or make Ragna's DP whiff? the hit box isn't that huge.

- Kagura's DP is a charger. This means it not only loses to every other invul move that will clash with it (i.e. Ragna's DP) since you can't do it repeatedly, but you also can't do it after the opponent forces you to block an overhead since you lose your charge.
There's no such thing as losing on clash, it's a CLASH. if you're scared of clashing then OS into barrier and it's impossible to punish. You don't do it after blocking an overhead, you do it on reaction to an overhead instead of blocking (like Hakumen's old 6D).

- For the same reason, you can't do it quickly if the opponent does an otherwise DPable string that you block while not already crouching. I.e. you block Hazama's chain while dashing in and he D pulls in = you can't DP it.
Well that's one situational trade-off for having the fastest (8 frame) meterless DP that can be hitconfirmed without meter on CH and is safe on air block. Overall it's still better.
Next time someone says something ignorant, can we not waste several pages debating it? Please and thank you.
hurk, sorry, I fell for the mix-up...
Posted
What setup?

Idk lol. I just hate getting mixed up by her. Not enough matchup experience

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Posted
because people can't block or make Ragna's DP whiff? the hit box isn't that huge.

There's no such thing as losing on clash, it's a CLASH. if you're scared of clashing then OS into barrier and it's impossible to punish. You don't do it after blocking an overhead, you do it on reaction to an overhead instead of blocking (like Hakumen's old 6D).

Well that's one situational trade-off for having the fastest (8 frame) meterless DP that can be hitconfirmed without meter on CH and is safe on air block. Overall it's still better.hurk, sorry, I fell for the mix-up...

If you attempt to bait Ragna's DP by blocking, say on a wakeup, and he wakes up and doesn't DP but does 5B instead, now you're in pressure. That applies to everything except a safejump. By comparison as long as you're far enough from Kagura that he can't 5B you (which isn't very far) there's nothing he can do in response to you blocking on wakeup except wait for you to do something that he can DP.

I should also mention that Kagura's DP doesn't give oki on non-CH so it won't do much against jabs and the like other than a (admittedly decent) chunk of damage and get you off him. Same goes for Mu's although Mu at least has reasons to want to get you away from her.

The topic seems to be going in circles now anyway though so I'm willing to drop it if anyone has anything better to talk about. Like Jin being in Chaos Heroes instead of Noel or Hakumen or any other character who isn't a super generic pretty-boy-with-sword stereotype.

Posted

The topic seems to be going in circles now anyway though so I'm willing to drop it if anyone has anything better to talk about. Like Jin being in Chaos Heroes instead of Noel or Hakumen or any other character who isn't a super generic pretty-boy-with-sword stereotype.

That's completely irrelevant to "CP News & Gameplay Discussion".

Posted
If you attempt to bait Ragna's DP by blocking, say on a wakeup, and he wakes up and doesn't DP but does 5B instead, now you're in pressure. That applies to everything except a safejump. By comparison as long as you're far enough from Kagura that he can't 5B you (which isn't very far) there's nothing he can do in response to you blocking on wakeup except wait for you to do something that he can DP.

either you got hard read or he just presses buttons, step up your game. Also IB and DP back, there is gaps in Ragna's pressure and if you don't have a DP poke out.

Posted
Sooo how about cp balancing?:0

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And on that bombshell:

I honestly am not sure if I should even expect buffs for Amane. His biggest problem to me is difficult in hit confirmation, how it often requires him to commit to using normals that have huge recovery. I guess decrease the recovery on 2C/6C? But no matter what it's gonna be death on whiff. I like his design of only having one overhead (jA) so I wouldn't change j2B/jB in that way. It would be nice if jB's hurtbox got a buff. I just don't want him to get nerfed, I'll be 100% okay if he gets no changes. He doesn't have any unwinnable match-ups except for Kokonoe who is obviously getting nerfed.

Posted

Hit confirming was kinda hell for simply because his game in general. So much abare:/ also why do you like one overhead??? And j.a of all of them??

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Posted

- If you walk forward and input 236, you now get 623 move out.

- If you walf forward and input 41236 you get 236 move.

YAY that thing I did got noticed by Arcsys-sempai!

Posted
And on that bombshell:

I honestly am not sure if I should even expect buffs for Amane. His biggest problem to me is difficult in hit confirmation, how it often requires him to commit to using normals that have huge recovery. I guess decrease the recovery on 2C/6C? But no matter what it's gonna be death on whiff. I like his design of only having one overhead (jA) so I wouldn't change j2B/jB in that way. It would be nice if jB's hurtbox got a buff. I just don't want him to get nerfed, I'll be 100% okay if he gets no changes. He doesn't have any unwinnable match-ups except for Kokonoe who is obviously getting nerfed.

I'd like to see 5c and 6c be faster overall. Would make them slightly less risky but also would make hit confirming off AA 5c so much easier. Other than that, probably just have his supers not overheat his drill gauge and I'd be pretty happy. Would be nice to have a better 2a to mash out of pressure with but meh.

Hit confirming was kinda hell for simply because his game in general. So much abare:/ also why do you like one overhead??? And j.a of all of them??

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He doesn't really need many overheads since it isn't how his pressure game works.

Posted

Hmm, yea most amanes bounce in and out applying drills and zettou jump ins

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