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Posted

Isuna wrote this up recently from the Loketest Info thread:

Ragna

Foward Throw > Dead Spikes works close to corner, but not in corner

Devour by Darkness double damage during Overdrive confirmed

ID>236C>236C corner sticks, can only be followed up by 2A

Posted

6A seems to float higher on hit.

5D looks like it has faster start up and recovery.

Posted
6A seems to float higher on hit.

5D looks like it has faster start up and recovery.

that too, also the new DS seems to have a wider hitbox

Can the 6C be special canceled?

DS maybe by the look of it, but probably won't hit without a corner

Posted (edited)
6A seems to float higher on hit.

5D looks like it has faster start up and recovery.

About 6A: Not only that, you can see the Ragna in that Ragna vs jin vid trying to gauge the horizontal hitbox on 6A, and it seems it got its old hitbox back?

The game is gonna become faster paced, no denying this.

Edited by WolfCrimson
Posted

DS is wider but the height of it is nerfed, 6C > DS can be used but near corner and not in corner.

My thoughts on 6C: we could carnage scissors to cancel it since it has a big enought vertical hitbox. But that would mean wasting 50 heat consistently :/. Eh

Posted (edited)
Err... KayEff, the first post is devoid of a lot of info that has been posted here, what's going on?

Gonna compile a list of what's been said/confirmed to make it easier for KayEff to update, instead of him digging through posts:

- [+]GH is still in, same as before

- [x]DS input changed to 236d

- [+]blood scythe new move j.214d/214d

- [+]claw is a normal super now

Blood Kain Idea doesn't say anything about losing health.

- [-]6b can only be special cancelled

- [-]id punch combos dont work they fall like straight down

- [x]madao slides down (22C)

- [-]BE floats lower it seems

- [x]DS has faster startup but longer recovery, ds>ds works on air hit

- [x]GH followup floats lower

- [-]6a cant be jump cancelled on block, floats lower on hit

- [-]6c and 5d dash cancel removed

- [-]5c has more recovery

- [x]new move hits mid ground ver downs and air ver bounces

- [-]throw in corner couldnt be picked up with 5b

- [-]BE>6b didnt work

- [+]cs 1st hit staggers

- [+]apparently 6b>6a/5d and 6a>5d gatlings work

- [+]madao>6c(2)>tk scythe>5b worked

- [x]cid punch can be picked up by 5a

- [-]air scythe is slower than air gh

- [-]tk gh>5a doesnt work

- [x]cid punch follow up window looks like its about 7 frames in the corner, proly increase it with more height and some people got 3c to connect (most likely not crossunder)

this guy says 6a floats higher now and 6c>tk scythe worked but couldnt follow up so idk he said he mightve did it wrong, he got bk tk scythe starter>5b to work tho

- [-]bk 2d doesnt ground bounce, bk stuff looks the same asides from that

Isuna wrote this up recently from the Loketest Info thread:

Ragna

- [-]Foward Throw > Dead Spikes works close to corner, but not in corner

- [+]Devour by Darkness double damage during Overdrive confirmed

- [-]ID>236C>236C corner sticks, can only be followed up by 2A

Andddd.....

http://www.youtube.com/watch?v=pjKK1rhHFlM&feature=plcp

^ a compilation of what has been said at the end of page 13, up until now.

Bare with me, my buffs and nerfs might be a bit off. There is still some things we don't know yet, which is why i don't completely write some things off as a definite buff or nerf. One thing is for sure though. Ragna definitely has more nerfs than buffs so far.

Edited by -Kid
Posted
Err... KayEff, the first post is devoid of a lot of info that has been posted here, what's going on?

i've been playing persona. anything wrong with that?

Posted
So what are we supposed to do with a throw in corner?5C works?

If it couldn't be picked up with 5B, then 5C won't work. 5/2A would be the safe thing to assume I guess. Would be nice if we knew if you can special cancel throws still.

Posted
If it couldn't be picked up with 5B, then 5C won't work. 5/2A would be the safe thing to assume I guess. Would be nice if we knew if you can special cancel throws still.

judging how much of an improvement adding special cancels after throws was in extend, i highly doubt they will remove that cancel.

Posted

Good point. Curious if 6B has retained its knockdown state, considering there doesn't seem a reliable way to combo into it from the 6C and belial changes.

Posted (edited)

so i watched this video and i can note a couple things:

- 6C is way faster and launches lower

- CH ID floats lower (probably pertains to regular ID as well)

- Blood Scythe seems really slow but relatively safe due to its absurdly short recovery

this was probably already mentioned by someone somewhere, but it doesn't hurt to repost about it.

Edited by KayEff
Posted

^u shud read the list of changes discovered so far

so...madao can be dash cancelled....lol......madao>dc>5b worked in corner

you can activate OD in air and from special cancellable moves

3c>5d confirmed

good old cs1 amirite

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