TheBossGiga Posted January 25, 2013 Posted January 25, 2013 Good so its legit. I just wish someone would just do something with it. i mean does tetsu usually take this long?
Sadeyo Posted January 25, 2013 Posted January 25, 2013 Ragna OD is actually useful? I like to know what's actually discovered if anything because in my experience what I witnessed is using it to stop time and hopefully running it back. Some Platinum managed to do that in a video when the odds was against her but she had like 10% hp anyway.
KayEff Posted January 25, 2013 Author Posted January 25, 2013 i read some tweets from wanakr a while ago about very interesting stuff about OD, but i never bothered to talk about it till now. so we all know keri age is jump cancellable on hit, just like with CSEX unlimited ragna. wanakr stated that for unl ragna, you can jump cancel the landing recovery of keri age, and by doing that you can go into all sorts of cool shit. stuff like keri age > jcc dead spike or keri age > jcc carnage scissors (which is followup-able now!) would become possible. i already have a shit ton of ideas for what to do with this, plus the other OD specific traits, it's only a matter of time till i get the game :<
LuminAbyss Posted January 25, 2013 Posted January 25, 2013 A release date would make my month. Is there anything else special about OD move properties we know? Or is everything else just basically CSE Blood Kain?
Sadeyo Posted January 25, 2013 Posted January 25, 2013 It all looks good on paper but I can't help but think I won't bother using it. I'll treat it as a waste of heat like I did during CT, CS, and CSII. No matter how many videos you view it's about as impractical as his Blood Scythe. The Ragna hate is so damn strong he took a hella of a good nerfing from Extend, it's rare if you're capable of distinguishing one Ragna play style from another. What's his next best quality?
LuminAbyss Posted January 25, 2013 Posted January 25, 2013 Blood Scythe is good and practical. It crosses up relatively easily midscreen, resets pressure amazingly, and is around the same speed as his 6D anyway. It's also a good combo tool when TKed. Overdrive is gonna be the thing that helps us win rounds and matches, since with it, we're able to hit 5k and 6k off most confirms, plus it helps increase the combo time (at least, I'm pretty sure it does). No need to get so down man.
Final Ultima Posted January 25, 2013 Posted January 25, 2013 A release date would make my month. Is there anything else special about OD move properties we know? Or is everything else just basically CSE Blood Kain?There hasn't been anything major done to individual moves aside from the previously mentioned JCable Keri Age and the Over Drive version of Carnage Scissors gaining some extra hits and enabling a follow-up combo. It's mainly just some proration changes here and there. To my knowledge, we don't have any concrete info on lifesteal yet, so that's up in the air for the moment.
TheBossGiga Posted January 25, 2013 Posted January 25, 2013 (edited) Oh shiet. I was thinking the jc-able keri age would be only useful as a quick way to get in a Air Bloodscythe in because of the shortened BK. he probably has another way to work in a CT into BK combo's. I really like the sound of that jcc CS too ...so much dmg. Edited January 25, 2013 by TheBossGiga
WolfCrimson Posted January 26, 2013 Posted January 26, 2013 The more I look at Bloodscythe the more I'm convinced it's an incomplete move. It needs something like invincibility in the latter half of the animation. Or maybe be a bit faster.
Ctrlaltwtf Posted January 26, 2013 Posted January 26, 2013 The more I look at Bloodscythe the more I'm convinced it's an incomplete move. It needs something like invincibility in the latter half of the animation. Or maybe be a bit faster. I suggested this before but, I really think Blood Scythe would be an awesome move to have a Feint option on. Where he does the animation but instead just drops right in front of you. Maybe pushing C during the animation, similar to Nu's Crescent Saber. "I'm going hit you HIGHHH- nevermind 2B"
KayEff Posted January 26, 2013 Author Posted January 26, 2013 > giving ragna good options you guys dream too much
psycofang2 Posted January 26, 2013 Posted January 26, 2013 give a decentish rush down character good options. you guys are crazy. just play jin and haku, because hakumen is your new god and jin is...easily...accessible...
heavymetalmixer Posted January 26, 2013 Posted January 26, 2013 If ground Blood Scythe could be followed without fatal, it would be awesome, and it would add more pressure >:D
Tong Posted January 26, 2013 Posted January 26, 2013 Blood Scythe is really not a huge part of his gameplay, I've seen *awesome* Ragnas blowing up people without that. Obviously, it's still useful for specific situations like flying over projectiles or ambiguosly crossing up at certain distances.
Lucalibur Posted January 26, 2013 Posted January 26, 2013 > giving ragna good options you guys dream too much There was an era when we had those, mang. Let us blindly hang on to the foolish hope of this character acquiring good tools rather than combo filler stuff.
LuminAbyss Posted January 26, 2013 Posted January 26, 2013 I'm still convinced Ragna's fine the way he is. A command grab would be awesome though.
-Seo Posted January 26, 2013 Posted January 26, 2013 He'd be decent enough this time around if it wasn't for the 6B gatlings nerf.
LuminAbyss Posted January 26, 2013 Posted January 26, 2013 Yeah, I'm gonna miss 6B > 2C. We'll be fine though.
Mucky Posted January 26, 2013 Posted January 26, 2013 A command grab would be awesome though. I just love how you guys have been clamoring for a command grab since CT, then after one iteration Tsubaki gets one. insertnelsonlaughhere
Errol Posted January 26, 2013 Posted January 26, 2013 Mucky CS -> CS2 -> CSEX -> CP That's 3. not 1. Also Ragna is still better than Tsubaki in CP so it's not that bad.
Mucky Posted January 26, 2013 Posted January 26, 2013 Mucky CS -> CS2 -> CSEX -> CP I don't consider revisions to be sequels
KayEff Posted January 26, 2013 Author Posted January 26, 2013 I just love how you guys have been clamoring for a command grab since CT, then after one iteration Tsubaki gets one. insertnelsonlaughhere because it's the easy way to fix ragna's mixup problem
Tong Posted January 26, 2013 Posted January 26, 2013 I dont think Ragna is supposed to exceed at anything. However, losing options off a menancing Overhead (6B) was pretty harsh, and GH risk/reward is just not right. It should be like CS1's.
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