LuminAbyss Posted February 12, 2013 Posted February 12, 2013 YOU KNOW THERE MIGHT BE AN EASIER SOLUTION SOMEWHERE! There isn't, buff lifesteal pl0x
Lucalibur Posted February 12, 2013 Posted February 12, 2013 I miss his life steal in CS. It was actually semi legit.
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 (edited) Yeah, it sure would be cool to be a 20k health character... With all other factors being the same (mixup, pressure, no command grab, shitty Bloodscythe etc), yes it would be cool. Ragna's subpar mixup means that we'd have to work hard to get that hit, and since I'm forgoing damage in favor of lifesteal, the lifesteal better be worth it. What life steal like in CS1? It was bad. CS2 and Extend were way better. Basically, in CS1, drive moves had a fixed amount of lifesteal, and using the same drive moves again in a combo (like having 5D(2) two or three times in the combo) increases the lifesteal of only that move (in this case 5D(2)) by increments of 10% up to a total increase of 50%. Edited February 12, 2013 by WolfCrimson
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 OK, sorry for the double post, but I just randomly checked Ragna jBBS and found these 2 interesting looking posts: 5Cch>GH追加>微ダ5D>dlHF>5B>6A>JC>8jcJCJD>空BS>2A>5B>DID踵 空BS時に端到達しない時に微ダ5Bが入るのかは知りませぬ JD>8jcJCJD空BSから拾えるかは調べてないです 回復は100+90+95+300+52.5+55+115=807.5 仮にJD>8jcJCJDから拾えたら 100+90+95+100+315+55+57.5+120=932.5 確定反撃時に距離が離れてる時に使える? 多分できるコンボ 体力10% ゲージ100%(92%) OD有 画面中央 BS(FC)>CT>OD>2C>5C>2Ddcまだお>DS3Hit>6D>5D2>CS>DID>踵JD>空GH>追加>BS>闇 誤差結構出るけど位計算ならdm8250 吸収4500 まぁネタに近い Translation plz?
Fistmaster049 Posted February 12, 2013 Posted February 12, 2013 Lifesteal is actually looking pretty good in CP,or at least Deadspike's; he gets an actually noticable amount back now even on block too apparently
MashThat5A Posted February 12, 2013 Posted February 12, 2013 If that second post says what I think it says, looool
Airk Posted February 12, 2013 Posted February 12, 2013 With all other factors being the same (mixup, pressure, no command grab, shitty Bloodscythe etc), yes it would be cool. Ragna's subpar mixup means that we'd have to work hard to get that hit, and since I'm forgoing damage in favor of lifesteal, the lifesteal better be worth it. If you think you have more disadvantages than Tager and therefore deserve more HP than him, I'd like to hear the reasoning.
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 If you think you have more disadvantages than Tager and therefore deserve more HP than him, I'd like to hear the reasoning. Lol Ragna wouldn't have more HP than Tager, he'd just be able to lifesteal effectively if the Ragna player wishes to.
Airk Posted February 12, 2013 Posted February 12, 2013 Lol Ragna wouldn't have more HP than Tager, he'd just be able to lifesteal effectively if the Ragna player wishes to. because...getting life back during the match is in no way similar to having more health? o.O
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 (edited) because...getting life back during the match is in no way similar to having more health? o.O It is and isn't, because getting back health would be an optional trade-off rather than intrinsic parameter of Ragna. You'd need to hit the opponent with a good starter and then proceed with a full lifesteal combo to gain around 2k health (and maybe 2.5K - 2.8K if you throw in DbD in the end), sacrificing potential damage that could have been dished out instead. Edited February 12, 2013 by WolfCrimson
BlackYakuzu94 Posted February 12, 2013 Posted February 12, 2013 It was bad. CS2 and Extend were way better. Basically, in CS1, drive moves had a fixed amount of lifesteal, and using the same drive moves again in a combo (like having 5D(2) two or three times in the combo) increases the lifesteal of only that move (in this case 5D(2)) by increments of 10% up to a total increase of 50%. Wouldn't the move prorate too much to be of any use at that point, regardless of life-steal?
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 Wouldn't the move prorate too much to be of any use at that point, regardless of life-steal? It did. Which is why it was bad.
Lucalibur Posted February 12, 2013 Posted February 12, 2013 Basically, in CS1, drive moves had a fixed amount of lifesteal, and using the same drive moves again in a combo (like having 5D(2) two or three times in the combo) increases the lifesteal of only that move (in this case 5D(2)) by increments of 10% up to a total increase of 50%. Oh, I thought CS2\CSE's system was around in CS too. My bad. Still, I'm positive the base life steal values were higher in CS?
BlackYakuzu94 Posted February 12, 2013 Posted February 12, 2013 It did. Which is why it was bad. That sounds incredibly dumb.
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 That sounds incredibly dumb. Yeah lol, but the existence of the double berial edge combos made the shitty lifesteal mechanic a non-issue.
Daedron Posted February 12, 2013 Posted February 12, 2013 Does 吸収 refer to Ragna's life steal? It means Absorption, so yes.
toanenadiz Posted February 12, 2013 Posted February 12, 2013 Thanks. Figured absorption was his life steal but wanted to be sure. Then I will agree with Mash looool about that post.
Daedron Posted February 12, 2013 Posted February 12, 2013 Meh, it requires a total of 125 heat and a Blood Scythe FC starter + OD By the time you even have the necessary Heat to start that combo with your opponent will be dead before it even finishes in MOST cases. I guess getting hit on purpose and IB'ing/blocking for extended periods of time to get the Heat, then pulling off that combo would be the most trolly comeback ever.
Final Ultima Posted February 12, 2013 Posted February 12, 2013 That sounds incredibly dumb.It actually wasn't quite as bad as it sounds. Base lifesteal was higher back then. I mean yeah, lifesteal during regular combos still wasn't great, but during Blood Kain combos Ragna would usually end up healthier than when he started, even taking the constant drain into account. You have to remember that optimal BBCS Ragna Blood Kain combos were basically all about 6Ds with a couple of j.Ds thrown in here and there, you didn't throw the kitchen sink at them like you do in BBCSII and BBEX. It would've been even better if Yami ni Kuwarero wasn't so useless back then.
mAc Chaos Posted February 12, 2013 Posted February 12, 2013 I miss the CT BK combos. j.D xN What's that second post say?
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 I miss the CT BK combos. j.D xN Dude, I remember that, that shit was burst-safe. Lol it was amazing.
MashThat5A Posted February 12, 2013 Posted February 12, 2013 It gives a combo that does 8.3K damage and gains back 4.5K life.
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