Final Ultima Posted December 5, 2012 Posted December 5, 2012 (edited) In the corner it wouldn't really matter, and at a distance you could always omit the second hit (especially seeing as the first hit of 623D seems to have a larger hitbox in Chrono Phantasma, it seems to hit more often at least). It'd probably be preferable, even. Edited December 5, 2012 by Final Ultima
Fluck Posted December 5, 2012 Posted December 5, 2012 Oh yeah, you're right. 6B 5D(1) 623D could very well be viable and optimal then.
MashThat5A Posted December 6, 2012 Posted December 6, 2012 If you watch videos, that's what everyone has been confirming into off of overhead. They do 6B>5D(2)>HF midscreen. So little damage.
WolfCrimson Posted December 6, 2012 Posted December 6, 2012 (edited) For some reason I feel like they're not doing the optimal thing. I have a feeling 6B > 6A > HF > 5A/5B/2A >etc would work. Not giving up hope for 6B yet. DAMMIT I WANT THE GAME SO BAD. Edited December 6, 2012 by WolfCrimson
stickystaines Posted December 6, 2012 Posted December 6, 2012 Gatling into 5D is probably safer now than 6A
Tong Posted December 6, 2012 Posted December 6, 2012 maybe you're meant to spend Heat with 6B 2D (RC) 6C 6D j.214D ...
WolfCrimson Posted December 6, 2012 Posted December 6, 2012 maybe you're meant to spend Heat with 6B 2D (RC) 6C 6D j.214D ... So... GH is unsafe (and doesn't do much damage anyway), and our other viable overhead requires heat to do damage? No. There must be another way.
Tong Posted December 6, 2012 Posted December 6, 2012 Maybe its combo potential is high. Remember the new prorate system is now time-based on starters.
Fluck Posted December 6, 2012 Posted December 6, 2012 You can no longer jump cancel 6A on block so if you do 6B 6A and the opponent blocks you get fucking bodied unless you cancel into Inferno Divider. 5A will beat everything else you do.
TITANIUM BEAST!!! Posted December 6, 2012 Posted December 6, 2012 Or you could just pretend you're playing Sol and not worry about high/low mixups until you knock someone down. Of course, Ragna has no command grab, but his neutral is about 100x better than Sol's.
MashThat5A Posted December 6, 2012 Posted December 6, 2012 I think we will see optimal stuff when they realize HF is CS2 Dead Spike.
TITANIUM BEAST!!! Posted December 6, 2012 Posted December 6, 2012 Feels like nobody really understands how to use it properly yet. I've only seen one combo use it so far, every other time it's been used in some desperation situation and ended up getting the Ragna player killed.
KayEff Posted December 6, 2012 Author Posted December 6, 2012 it doesn't help that ragna's OD is bad compared to the others
WolfCrimson Posted December 7, 2012 Posted December 7, 2012 (edited) ^ How so? It's Blood Kain without the health loss. And Blood Kain is actually a strong powerup, both his damage and lifegain increases, and his D moves get improved hitboxes (and his supers also become better). Compared to others' ODs, how is it weaker? Edited December 7, 2012 by WolfCrimson
TITANIUM BEAST!!! Posted December 7, 2012 Posted December 7, 2012 It's not as versatile as some of the other ODs (can only really be used either in a combo or as a reversal), and it's more difficult to use in combos than other ODs because Ragna doesn't have as many moves that create a stun state where he doesn't have to cancel into OD (cancelling into OD shortens the time). Compare that to Jin or Hakumen or Makoto, who all have ways to combo into a raw OD, and consequently are the characters you see the most OD combos for so far. In Hakumen's case, his OD is also versatile in that he can just use it outside of combos to give himself a meter boost.
WolfCrimson Posted December 7, 2012 Posted December 7, 2012 I think it's still too early to be writing off Ragna's OD as bad. It's been 2+ weeks since the game released. From the vids we're watching, the Ragna players are still going for sub-optimal combos - actually, all players are.
TITANIUM BEAST!!! Posted December 7, 2012 Posted December 7, 2012 I didn't say it was bad. I don't even think it's bad compared to most ODs, since most characters either don't use OD or use it sparingly. There are maybe 4 characters who I see use it regularly, which would be the three I mentioned above and Tsubaki. In which case I'd say it's more that those characters' ODs are significantly better than most, rather than Ragna's being worst than most. The combos players use concern me though. In most cases, I'd say his damage looks, well, weak. Like CT levels for his average damage, which isn't good when I see other characters usually dealing more.
Final Ultima Posted December 7, 2012 Posted December 7, 2012 (edited) Unburstable Blood Kain with no life loss sounds really appealing at first until you read the fine print... you know, stuff like "lasts for a generally much shorter duration, damage nerfs for most Blood Kain Ds and P2 nerfs for several of them". I wouldn't be surprised if there's some element to it that players are overlooking for now, but as of now I think that Ragna's Over Drive is steered more towards critical health comebacks for that precious lifesteal, if anything. It's not a "do it whenever" Over Drive like a lot of the better ones are. I think they the developers realised that a mode that lasts longer at lower life would specifically benefit Ragna and went out of their way to make sure it wasn't busted like some of the others. As a result, it's situational again... like it's always been, really. Also, as TITANIUM BEAST!! said, it's not as easy to bust out mid-combo and still get full time out of it. I'm waiting on some 6C (JCC), A+B+C+D stuff, personally. Edited December 7, 2012 by Final Ultima
TITANIUM BEAST!!! Posted December 7, 2012 Posted December 7, 2012 That's the thing, they almost always seem to go out of their way with things that are "potentially" too good. End result is a weaker end product.
MashThat5A Posted December 7, 2012 Posted December 7, 2012 (edited) *Looks at Arakune for the last 4 games* Uhh... Yeah, the only combos I can think of where you would get to use raw over drive practically are 6C>IAD BK, 2D RC BK, and maaaaybe 5C> jc BK/3c jc BK Also, I think his damage output will be fine. His corner average damage is about the same as CS2/EX, and his midscreen stuff is really unoptimized at this point. Edited December 7, 2012 by MashThat5A
BlackYakuzu94 Posted December 7, 2012 Posted December 7, 2012 Give it a few weeks, I'm pretty sure somebody will make use out of Ragna's OD/
TITANIUM BEAST!!! Posted December 7, 2012 Posted December 7, 2012 *Looks at Arakune for the last 4 games* Uhh... Yeah, but he's like the Eddie of the game. Eddie was bad in what, one iteration? Even then, he wasn't bad.
Tong Posted December 7, 2012 Posted December 7, 2012 (edited) No character in GG is that bad. But yeah, Ragna might require more effort this time to dish out great damage. Also, regarding my question about normal YnK.. yeeeaaaaah it *kinda* sucks: http://www.youtube.com/watch?feature=player_detailpage&v=cTtUUXvXZb8#t=74s Carnage Scissors would certainly have killed her. Edited December 7, 2012 by Tong
WolfCrimson Posted December 7, 2012 Posted December 7, 2012 Carnage scissors = more damage YnK = more life gain
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