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Posted

and here i thought you guys actually read the rules.

Sorry, but I don't post here nor do I play Ragna =(

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Posted

So, the new combo system basically works based on the first move, and hitstun/untechable is not affected by moves anymore (except for smp).

i.e off 5A you can combo for 4 seconds (?), and off j.C 7 seconds(?).

But, what happens during that time? Does Hitstun decay bit by bit, or suddenly after that time?

Posted (edited)

Not too sure about the Hitstun stuff, but all i know is that you get the most time to do a combo off a D move, and you get the least time off an A move, I think.

Edited by -Kid
Posted

As far as I know Kid is right but I guess we will have to wait and see

but personally I think they should have left the combo system alone

Posted

My initial apprehension to the new combo system is mostly gone now. I think I didn't like it because it seemed to affect Ragna in a very negative way, but now I'm okay with it. I think it had a positive effect on the game overall.

Posted

i personally had no problem with the previous system, it made combo theory pretty easy to figure out

i'm okay with this system too, since it promotes diversity when making our combos

Posted

lol TK everything for faster start-up, thus enabling longer combo time

Posted

you're not really from japan are you

reason i'm asking is because i want to find out some things about BBCP ragna

Posted

Someone probably brought this up already, but I'm lazy as fuck.

What happened here? Is it something odd about the burst, or was it due to some new property on HF?

Posted

the new green burst is fucking weird..... i think it might work like if you cancel the move that was bursted from then it will nullify the burst or sum shit like that

Posted

With defensive Bursts being faster now, I would think that they just lost a bunch of active frames to make up for having less start-up.

Posted
So if D moves do result in more time to combo... that kind of explains why D ID got FC, right?

No it doesn't in the slightest.

It does explain the incentive to use D moves in a combo despite the nerfed proration.

Posted
No it doesn't in the slightest.

It does explain the incentive to use D moves in a combo despite the nerfed proration.

iirc isnt total "combo time"(whatever the hell that equates to) related to the starter? ranging from A to D, D yields the most "combo time"

unless that was just result of a bad translation, im pretty sure D DP would be pretty good in that aspect (unless it only refers to normals or something?)

Posted

I thought it only referred to normals. Too little was explained about it for us to know for sure.

Posted (edited)

That can't be universal though, otherwise we're in a world of pain if we get hit by Nu, Noel and Kune drives :v:

Edited by Tong
Posted

Makes sense actually. I mean, that's what she's supposed to get good combos off. Why would she be getting better combos off her As and Bs.

Posted

I guess it varies depending on how good a character's drives are. I'd imagine A or B would be used since they tend to come out faster.

Posted
It's not strictly true; Mu's steins are definitely not her best starter by any means

Same for Arakune.

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