-Kid Posted January 7, 2013 Posted January 7, 2013 Look at Jin for instance. He gets shit loads of time to combo after he hits with a 5D and seeing him get like 4K+. That's not even a fatal counter btw. In EX, you'll have to do the most basic combo of a 5D starter, because as soon as you start a combo off 5D with Jin, the combo is already prorated slightly. It is definitely a universal thing regarding the A to D starter stuff. As for Mu's steins? I'm not too sure about that. Can't say much really.
Skye Posted January 7, 2013 Posted January 7, 2013 Citing one character is a weak basis for the "it's universal" argument, especially when it's fact that it doesn't apply to other characters.
00Bubbles00 Posted January 7, 2013 Posted January 7, 2013 From what I have seen in the vids, C starter combos don't even seem to have a "time limit". A starter combos can hit around 2.5k before the opponent instantly techs. B starter combos can hit around 5k before opponent instantly techs. This seems to be totally independent from whether its CH or FC or regular. I think this is why you don't see players stuck dying in the corner as much in CP. If you pushed an opponent to the corner and after "reset" and hit the guy in the corner with a 5a or 2a, the corner combo is limited to around 2.5k. I'm not sure if combos started with specials/DD are different or how different.
WolfCrimson Posted January 7, 2013 Posted January 7, 2013 (edited) I don't think this was discussed, but... with 5D losing its dash cancel, what can Ragna do after a 5D raw hit on a standing/crouching opponent? And on CH? The only thing that comes to mind is HF on normal standing/crouching hit (which is crap), and GH on CH (better...). Were any changes made to 5D in CP that help comboability? Edited January 7, 2013 by WolfCrimson
Tong Posted January 7, 2013 Posted January 7, 2013 HF isn't crappy o_O i guess that 22C whiff will play a bigger role this time around.
WolfCrimson Posted January 7, 2013 Posted January 7, 2013 5d (1) Ch > DS has worked in previous games. Heyy... now that is interesting. With DS's dash cancel maybe it'll be possible to go into a full 4k combo? HF isn't crappy o_O I meant 5D(2) > HF>Tsuika is crappy... as a confirm off of 5D.
MashThat5A Posted January 7, 2013 Posted January 7, 2013 Were any changes made to 5D in CP that help comboability? From Jiyuna: "If you wonder if there's a change in CP that helps Ragna, assume it doesn't exist."
-Kid Posted January 7, 2013 Posted January 7, 2013 I don't think this was discussed, but... with 5D losing its dash cancel, what can Ragna do after a 5D raw hit on a standing/crouching opponent? And on CH? The only thing that comes to mind is HF on normal standing/crouching hit (which is crap), and GH on CH (better...). Were any changes made to 5D in CP that help comboability? On normal hit, probably just HF. Might have to spend a little heat if you want a full combo. On CH, you're best bet is probably DS or GH as previously mentioned. jin is taking ragna's place Seems so.
Tong Posted January 7, 2013 Posted January 7, 2013 Assuming you're expecting it to hit, 5D(1) > CT could work also. Only if it knowdowns on standing opponents of course. iirc 6C > CT> 6C works, so maybe CT > 2B does? jin is taking ragna's place Jin does well in tourneys. Always did.
TITANIUM BEAST!!! Posted January 7, 2013 Posted January 7, 2013 From Jiyuna: "If you wonder if there's a change in CP that helps Ragna, assume it doesn't exist." Wow, is it really that bad? I'd like to see jiyuna provide some sort of breakdown here, rather than hearing this stuff secondhand from chats.
WolfCrimson Posted January 7, 2013 Posted January 7, 2013 Didn't jiyuna make up a tier pie-chart and troll DL with it?
TITANIUM BEAST!!! Posted January 7, 2013 Posted January 7, 2013 I thought that was for Extend, though. Wasn't that a while back?
KayEff Posted January 7, 2013 Author Posted January 7, 2013 Wow, is it really that bad? I'd like to see jiyuna provide some sort of breakdown here, rather than hearing this stuff secondhand from chats. good luck getting him to say something relevant/useful about ragna, let alone BB, let alone on here
Adelheid Posted January 7, 2013 Posted January 7, 2013 I thought that was for Extend, though. Wasn't that a while back? It was in fact for persona. Also Jiyuna The Best
Fluck Posted January 8, 2013 Posted January 8, 2013 I don't think this was discussed, but... with 5D losing its dash cancel, what can Ragna do after a 5D raw hit on a standing/crouching opponent? And on CH? The only thing that comes to mind is HF on normal standing/crouching hit (which is crap), and GH on CH (better...). Were any changes made to 5D in CP that help comboability? What are you doing getting a 5D hit on a grounded opponent
Tong Posted January 8, 2013 Posted January 8, 2013 What are you doing getting a 5D hit on a grounded opponent frametrap
WolfCrimson Posted January 8, 2013 Posted January 8, 2013 What are you doing getting a 5D hit on a grounded opponent Frametrap, maybe.
Cheefoo Posted January 8, 2013 Posted January 8, 2013 What about inferno divider? Assuming you're close enough for it to hit, and if you're by the corner, you could definitely get a lot more with that than a hell's fang. However, if you misconfirm it, ID on block is infinitely worse than HF on block. I've never gotten a 5D raw hit in my life, so I have no idea at what range you'd end up. Speaking of which, can we still do HF without getting punished (sans IB) on block? I know the hitstun was reduced, but it always had strange amounts of blockstun/hitstun so maybe the blockstun is still intact.
Tong Posted January 8, 2013 Posted January 8, 2013 It's probably mad punishable now, since Atk Level got decreased. But I've seen Ragnas being able to block after that getting blocked.
Fluck Posted January 8, 2013 Posted January 8, 2013 Why don't you just frame trap with 2D instead then
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