Sadeyo Posted November 21, 2012 Posted November 21, 2012 http://www.youtube.com/watch?v=83MWG61KbYs&feature=youtu.be This video reveals that 5C 6C on crouching opponents may not link anymore. Jin vs Ragna match There goes some of our combo potency if this happens to be true.
-Kid Posted November 22, 2012 Posted November 22, 2012 Best poke ever. http://www.youtube.com/watch?v=uWAs8ZyRk7I&t=0m12s
Mightfo Posted November 22, 2012 Posted November 22, 2012 actually, that was probably partially because jin did 5c, which extends his hurtbox quite a bit
floatwater Posted November 22, 2012 Posted November 22, 2012 I'm actually liking the new Ragna. he's not full on DURP.
Sadeyo Posted November 22, 2012 Posted November 22, 2012 Other then being toned down he seems to still be the beginner friendly character before you consider cross ups. Considering how GH floats lower it seems we get back one of our old CT combos if possible. 6A CH 5B 5D (1) GH (delay) 5b DID
KayEff Posted November 22, 2012 Author Posted November 22, 2012 (edited) just read on JBBS that CT has P2 80, 2D in OD is dash cancellable, and that his combo rate is 70% (don't know which of these is true, but i'm tending to believe only the first one) Edited November 22, 2012 by KayEff
WolfCrimson Posted November 22, 2012 Posted November 22, 2012 Is it just me or is ground version Bloodscythe almost useless on hit? It downs on normal grounded hit, it's so slow that you can block it everytime. I don't even understand why they gave it FC property, it's just too slow. Maybe it's good for shenanigans a la knowckdown > cross under 2A > blood scythe cross up?
Nemesis Posted November 22, 2012 Posted November 22, 2012 http://www.nicovideo.jp/watch/1353576431 Ragna The Bloodedge Arcade story
-Seo Posted November 22, 2012 Posted November 22, 2012 Is it just me or is ground version Bloodscythe almost useless on hit? It downs on normal grounded hit, it's so slow that you can block it everytime. I don't even understand why they gave it FC property, it's just too slow. Maybe it's good for shenanigans a la knowckdown > cross under 2A > blood scythe cross up? They have to neutral tech it, or else they might be able to be picked up again (like DID>236C>214D), and it can cross up. That's about the only applications I've noticed from it so far, but it doesn't seem to be a bad pressure ender at the right distance if it's even on block.
Tong Posted November 22, 2012 Posted November 22, 2012 At the end of the day, it seems Bloodscythe is a better replacement for the lost dash cancels.
skd Posted November 22, 2012 Posted November 22, 2012 just read on JBBS that CT has P2 80, 2D in OD is dash cancellable, and that his combo rate is 70% (don't know which of these is true, but i'm tending to believe only the first one) 2d is definitely dc
heavymetalmixer Posted November 22, 2012 Posted November 22, 2012 It's me or Carnage Sccisors recovers faster when pressing D in the first hit? http://www.youtube.com/watch?v=knwMjOHR-5A#t=10m50s
LuminAbyss Posted November 22, 2012 Posted November 22, 2012 It's me or Carnage Sccisors recovers faster when pressing D in the first hit? http://www.youtube.com/watch?v=knwMjOHR-5A#t=10m50s THIS IS MY LIFE
Prototype909 Posted November 22, 2012 Posted November 22, 2012 (edited) oh shit wrong thread whooooops Edited November 22, 2012 by Prototype909
Sadeyo Posted November 22, 2012 Posted November 22, 2012 It's me or Carnage Sccisors recovers faster when pressing D in the first hit? http://www.youtube.com/watch?v=knwMjOHR-5A#t=10m50s I'm glad I wasn't the only one under that impression when watching that video. I'll admit that the recovery may have gotten quicker but at the same time there's rumor about this board and youtube that the speed up the game has gotten bumped up, tricks on the eyes.
KayEff Posted November 23, 2012 Author Posted November 23, 2012 (edited) damage, P1, and P2 values: Character combo rate: 70% Name : Damage : P1 : P2 : Notes (SMP will be notated via x) 5A : 300 : 100 : 77 5B : 660 : 100 : 89 5C : 800 : 100 : 92 5D(1) : 550 : 100 : 94 5D(2) : 760 : 100? : 75 2A : 300 : 100 : 77 2B : 500 : 90 : 85 2C : 720 : 100 : 92 2D : 750 : 80 : 94 3C : 720 : 90 : 92 6A : 620 : 90 : 79 6B : 720 : 80 : 89 6C(1) : 620 : 90 : 82 6C(2) : 620 : 90? : 100 : P2 maybe (once) instead of actual value?乗算補正は一度限り? 6D : 750 : 100? : 75 j.A : 300 : 100 : 77 j.B : 500 : 90 : 85 j.C : 620 : 90 : 89 j.D : 590 : 90 : 75 Throw : 1400 : 100 : 60 CT : 1000 : 80 : 100 : ignores combo rate CID(1) : 550 : 80 : 92 : × CID(2) : 550 : 80 : 92 : × CID(1, air) : 550 : 85 : 92 : × ground version treated as different move CID(2, air) : 550 : 85 : 92 : × DID(1) : 600 : 100 : 92 : x DID(2) : 600 : 100 : 92 : x DID(1, air): 600 : 100 : 92 : x ground version treated as different move? DID(2, air): 600 : 100 : 92 : x Upper : 310 : 100? : 100 Straight : 400 : 100? : 70 : × Ax Kick : 480 : 100? : 90 HF : 730 : 75 : 82 : × Tsuika : 950 : 100 : 92 : × GH : 800 : 90 : 92 : × GH (air) : 700 : 90 : 92 : × Keri Age : 800 : 100 : 67 : × DS : 1000 : 90 : 92 : × BE(1) : 600 : 90 : 87 : × BE(2~) : 100 : 100 : 100 22C : ? : 100? : 92 : × hitstun will be affected by repeat proration BS : 1200 : 90 : 82 : repeat proration not researched yet BS (air): 900 : 90 : 82 : repeat proration not researched yet CS(1) : 1000 : 85 : 92 : 30% minimum damage (300) CS(2) : 2500 : 85? : 92 : 30% minimum damage (750) DbD (grab) : 0 : 80 : 100 DbD (attack) : 3000 : 100 : 5 : 25% minimum damage (750) during OD BK 5D(2) : 860 : 100? : 75 BK 2D : 850 : 80 : 94 BK 6D : 850 : 90 : 94 BK j.D : 690 : 90 : 75 BK DID(1) : 700 : 100 : 92 : × BK DID(2) : 700 : 100 : 92 : × BK DID(1) : 700 : 100 : 92 : × ground version treated as different move BK DID(2) : 700 : 100 : 92 : × BK Ax Kick : 680 : 100? : 90 : × BK Tsuika : 1150 : 100 : 92 : × BK Keri Age : 1000 : 100 : 90 : × BK DS : 600 : 90 : 92 : × P2 is (once) BK BS : 1400 : 90 : 82 : repeat proration not researched yet BK BS (air) : 1100 : 90 : 82 : repeat proration not researched yet BK CS(3~6) : 300 : 100? : 99 : minimum damage not researched yet DbD (grab) : 0 : 80 : 100 DbD (attack) : 6000 : 100 : 5 : 30% minimum damage (1500) source: jbbs Edited November 23, 2012 by KayEff
WolfCrimson Posted November 23, 2012 Posted November 23, 2012 So many x. Also why do all his D normals have such bad P2?? BTW you sure about DID not having SMP? Because I'm 100% sure I did see it triggering SMP.
TheBossGiga Posted November 23, 2012 Posted November 23, 2012 (edited) Gyodd. 2a,5a,5b, and 5c have 100p1 now... why dont they think thats excessive?? Edit:Oh i see his combo rating got burnt. so i guess his untech time will scale less as he does more hits for similar dmg Edited November 23, 2012 by TheBossGiga
Errol Posted November 23, 2012 Posted November 23, 2012 Ragna still does 4k meterless, on day .. 3? arggggggggggggggggg
WolfCrimson Posted November 23, 2012 Posted November 23, 2012 (edited) Ok seems like grounded BS can chain into a 5D2, at the right distance. j.D is really bad. P1 and P2 worse than jA. Like to the point where if I wanted a good damaging combo, I would need to not use it. Edited November 23, 2012 by WolfCrimson
dindragmire Posted November 23, 2012 Posted November 23, 2012 (edited) I decided to whip up this nice little comparison chart thank to the data found and translated by Kayeff. It'll help reference information necessary to chart character trends and help us see what Ragna might be likely to play like in game (at least in terms of combos and damage). Ragna Proration Extend vs CP Format: Move name|Damage|P1|P2|SMP denotation Blue = Buffs Red = Nerfs Black = unchanged (or unknown will be noted) * = SMP (same move proration) EX = Extend CP = Chronophantasma EX: 5A|300|80|84 CP: 5A|300|100|77 EX: 5B|660|85|89 CP: 5B|660|100|89 EX: 5C|800|90|92 CP: 5C|800|100|92 EX: 5D(1)|544|100|92 CP: 5D(1)|550|100|94 EX: 5D(2)|760|92|80* CP: 5D(2) : 760 : 100?(unknown) : 75 Repeat Prorate Removed EX: 2A|300|80|84 CP: 2A|300|100|77 EX: 2B|500|80|86 CP: 2B|500|90|85 EX:2C|720|100|89 CP: 2C|720|100|92 EX: 2D|750|90|94 CP: 2D|750|80|94 EX: 6A|620|80|80 CP: 6A|620|90|79 EX: 6B|720|75|89 CP: 6B|720|80|89 EX: 6C(1)|512|90|92 CP: 6C(1)|620|90|82 EX: 6C(2)|608|90|?? CP: 6C(2)|620|90?(unknown)|100 EX: 6D|750|90|94 CP: 6D|750|100?(unknown)|75 EX: 3C|720|90|88 CP: 3C|720|90|92 EX: j.A|300|90|84 CP: j.A|300|100|77 EX: j.B|500|90|86 CP: j.B|500|90|85 EX: j.C|620|90|89 CP: j.C|620|90|89 EX: j.D|590|90|89 CP: j.D|590|90|75 EX:B+C|1400|100|55 CP: Throw|1400|100|60 EX: 4B+C|0,1400|90|100,55\(Not supplied) EX:j.B+C|0,1400|100|100,55\(Not supplied) Specials EX: HF|730|75|70 CP:HF|730|75|82|*Repeat Proration Added EX: Tsuika|950|100|92 CP: Tsuika|950|100|92|*Repeat Proration Added EX:CID(1)|420|70|92 CP: CID(1)|550|80|92|*Repeat Proration Added EX: CID(2)|460|70|92 CP: CID(2)|550|80|92|(Repeat Proration Added EX: CID(1, air)|420|85|92 CP: CID(1, air)|550|85|92|*Repeat Proration Added EX: CID(2, air)|460|85|92 CP: CID(2, air)|550|85|92|*Repeat Proration Added EX: DID(1)|600|100|92 CP: DID(1)|600|100|92|*Repeat Proration Added EX: DID(2)|600|100|92 CP: DID(2)|600|100|92|*Repeat Proration Added EX: DID(1, air)|100|92 CP: DID(1, air)|600|100|92|*Repeat Proration Added EX: DID(2, air)|100|92 CP: DID(2, air)|600|100|92|*Repeat Proration Added EX: Upper|310|100|92 CP: Upper|310|100?(unknown)|100 EX: Straight Punch|400|100|70|* CP: Straight Punch|400|100?(Unknown)|70|* EX: Ax Kick|480|100|50 CP: Ax Kick|480|100?(Unknown)|90 EX: GH|800|90|88* CP: GH|800|90|92|* EX: GH(air)|700|90|92* CP: GH(air)|700|90|92|* EX: Keri Age|550|100|60 CP: Keri Age |800|100|67|* EX: DS|1000|100|96* CP: DS|1000|90|92|* EX: 22C|400|100|92|*(Bonus Prorate and Repeat Proration) CP: 22C |?(Unknown)|100?|92|* hitstun will be affected by repeat proration EX: BE(1)|600|75|90(once)|BE(2)|100xN|90\90* CP: BE(1)|600|90|87 |*BE(2)|100xN|100|100 Supers EX: CS(1)|1000|85|92* 30% minimum damage (300) CP: CS(1)|1000|85|92|30% minimum damage (300)Removed Repeat Prorate EX:CS(2) 2300|85|92* 30% minimum damage(690) CS(2)|2500|85?(Unknown)|92|30% minimum damage (750) Removed Repeat Prorate EX: DbD|6000|100|5 25% minimum damage 1500 CP: DbD|6000|100|5|30% minimum damage (1800) (NOTE: THIS IS OVERDRIVE DbD, REGULAR DbD IS IN THE NEW MOVES SECTION) BK vs OD EX: BK 5D(1)|750|100|92\??(Not Supplied) EX: BK 5D(2)|1000|92|80* CP: BK 5D(2)|860|100?(Unknown)|75 Removed Repeat Prorate EX: BK 2D|1050|90|75 CP: BK 2D|850|80|94 EX: BK 6D|1000|90|89 CP: BK 6D|850|90|94 EX: BK j.D|900|90|80 CP: BK j.D|690|90|75 EX: BK Tsuika|1200|100|100* CP: BK Tsuika|1150|100|92|* EX: BK DID(1)|650|100|92* CP: BK DID(1)|700|100|92|* EX: BK DID(2)|650|100|92* CP: BK DID(2)|700|100|92|* EX: BK DID(1, air)|650|100|92* CP: BK DID(1, air)|700|100|92|* EX: BK DID(2, air)|650|100|92* CP: BK DID(2, air)|700|100|92|* EX: BK Ax Kick|1000|100|90* CP: BK Ax Kick|680|100?(Unknown|90|* EX: BK Keri Age|1100|100|90* CP: BK Keri Age|1000|100|90|* EX: BK DS|600x3|100|96(once)* CP :BK DS|600|90|92(once)|* New attacks DbD (grab)|0|80|100 DbD (attack)|3000|100|5|25% minimum damage (750) CT|1000|80|100|ignores combo rate BS|1200|90|82|repeat proration not researched yet BS (air)|900|90|82|repeat proration not researched yet BK BS |1400|90|82|repeat proration not researched yet BK BS (air)|1100|90|82|repeat proration not researched yet Edited November 23, 2012 by dindragmire
WolfCrimson Posted November 23, 2012 Posted November 23, 2012 Thanks for the comparison dindragmire. So yeah, j.D = bad. I wonder though if they changed his health gain mechanic?
Fistmaster049 Posted November 23, 2012 Posted November 23, 2012 It does seem he is gaining more Health, or is it just me?
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