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Posted

well from the looks of it something like 5d(1)>214a proly has enough untech time to combo into 3c and i dunno if 6a>gh/tk gh works the same or not and if you can do like d dp or hf after midscreen madao

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Posted

Does anyone know if 6C -> TK Scythe works? And does 6C still need to be crouching confirmed?

Most of the Ragnas I watch haven't adjusted to his new combo theory yet. It looks to me like he still has great combos, they're just all different.

Posted

Y'know, I don't think I've seen anyone use the DS dash cancel. I mean I know the game hasn't been out that long but it doesn't even seem like anyone is trying it out. Is it that unsafe or something? Maybe I'm just being impatient but Ragna between some of the nerfs I'm getting a bit worried about how Rags is gonna pan out compared to everyone else this time around.

Posted

i was wondering did he keep the 3c,5d gatling or no if yes i was thinking of this with that 3c,5d ,(1or2 hit)DS,DC,5d,(1)DS,DC,air combo

Posted (edited)

Sakamoto si abusing deAthspike DC on block and it seems is plus.....at least vs bulletlol

Edited by Gramas
Posted
i was wondering did he keep the 3c,5d gatling or no if yes i was thinking of this with that 3c,5d ,(1or2 hit)DS,DC,5d,(1)DS,DC,air combo

3C > 5D was removed since CS2

moreover, dead spike has repeat proration so the combo wouldn't work regardless

Posted

Hmm, it seems the new combo theory is about using ID>Punch earlier since wallstick untechable decreses alot at later parts. However Punch proration is severe... so this makes me think if 5B DID Punch path is better than 5B 6A.

Well, the former grants at least 22C, from what I can tell, which in turn can add Crush Trigger for 1000 damage. Not bad at all considering a character whose Combo Rate is 70% :v:

Posted

2D doesn't bounce in BK anymore, but it can be dash cancelled. Also, is ground Blood Scythe an overhead?

Posted

KF, I'd add this as a buff on the front: [+] Hell's Fang air hitstun is longer, and air hit trajectory is higher, hence why 5B now reliably combos of off it. Midscreen combo staple is now air hit Hell's Fang>5B>5C>air combo ender

Since j.D P2 is ass now, is the new air combo j.B>j.C>j.C>214C/D DP for damage?

I still want to see if 6B>5D(1)>DS>5B works for a midscreen combo route since DS has faster startup. But seeing as how no one has done it yet, I'm pretty doubtful.

Midscreen crouching combo is probably 5B>5C>6C>TK 214D>dash 5C>HF>5B>5C>air combo

Possibly 6B>6A>j.214C>5B>HF>5B>5C>ender?

Posted
3C > 5D was removed since CS2

moreover, dead spike has repeat proration so the combo wouldn't work regardless

OK TY KayEff

Posted

Blood Scythe does seem useless and there's plenty of counters against it after watching Uido matches against Ragna. Naru seemes to have been using it recklessly but he was never punished for it (against a Carl player). It's probably only useful in combos since there's not enough results you can get off of a raw hit.

Posted

BS is shaping up to be an ok move

pro: Ragna's first safe overhead...sometimes..

con: If it hits on the ground you can't do much without meter where I would imagine you could continue with 2B or something

Posted

Even if you can't combo off it things like that are good to keep players from just blocking low the entire time. That's what Haku's 6B is good for.

Posted

I think it's better used when spaced properly but also as a tool to catch people off guard. If it's even on block but slow then the point isn't to throw it out all the time if your opponent can see it coming. But didn't someone say the air version is faster? So maybe players just have to get used to TKing the move.

Posted

i don't know why people who are using BS in neutral don't use the aerial version instead

it's safe and faster than the ground version

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