KV998 Posted March 22, 2013 Posted March 22, 2013 Do you guys think his new fatals will be as reliable as his 2c?
heavymetalmixer Posted March 22, 2013 Posted March 22, 2013 Do you guys think his new fatals will be as reliable as his 2c? Not really, BS is too slow (thoug it's kinda safe on block and overhead), and D ID is to risky (though it's very fast).
KayEff Posted March 22, 2013 Author Posted March 22, 2013 (edited) ■Drive Properties Lifesteal will prorate as such: 100% > 90% > 95% > 100% > 105% > 110% > … > 150% > 160% > 180% (max 180%) Hitting the opponent using moves with Soul Eater properties in succession will experience this proration. (such as DID and OD DS) 【Normal Moves】 50 > DID(1) 100 > normal moves, keri age, kakato otoshi, dead spike 200 > tsuika, carnage scissors 300 > blood scythe 500 > DbD 【OD Mode】 75 > DID(1) 100 > each dead spike hit 125 > normal moves 150 > keri age, kakato otoshi 300 > tsuika 450 > blood scythe 500 > carnage scissors (300+50*4) 1000 > DbD ■Heat Gain Heat Gain Rate = Damage * 0.0072 (TL: probably referring to CURRENT move damage) upon receiving enemy hit = enemy attack damage * 0.004 After second hit, heat gain will suffer a 70% proration Certain moves like Hell's Fang (OD version included) have a bonus that doubles their heat gain But due to receiving the heat gain proration and damage proration, it won't increase the value by a whole lot also, that combo video is old. Edited March 24, 2013 by KayEff
WolfCrimson Posted March 22, 2013 Posted March 22, 2013 Thanks for the translation KF. You didn't include DS though, it should be included as having 100 lifesteal in normal mode and OD mode (it's there in the part I quoted from the jBBs, post numebr 12). It'd be good to have this info in the opening post of this thread too.
Final Ultima Posted March 22, 2013 Posted March 22, 2013 (edited) Does anyone in that JBBS thread mention about lifesteal on block during Over Drive? I added the new lifesteal rate to the Ragna 101 thread last night, but I figured I'd wait to add the specific lifesteal changes until all the numbers are known (edit: actually I'll start adding them in later anyway). Edited March 22, 2013 by Final Ultima
LuminAbyss Posted March 23, 2013 Posted March 23, 2013 Not really, BS is too slow (thoug it's kinda safe on block and overhead), and D ID is to risky (though it's very fast). Dude. Just use it as a punish tool. It's 7 frames.
CosmicShadow99 Posted March 28, 2013 Posted March 28, 2013 Anyone know the maximum lifesteal you can get from a single combo? In and outside of OD?
Fistmaster049 Posted March 28, 2013 Posted March 28, 2013 I miss Fatal 2C. I think every Ragna play does
KayEff Posted March 28, 2013 Author Posted March 28, 2013 Anyone know the maximum lifesteal you can get from a single combo? In and outside of OD? the exact value would be pretty difficult to calculate, especially since you'd not only have to consider how many times each move is used, but also the scaling that goes behind it. if you want a rough value, then i can estimate that ragna can steal at most around 3.5k HP, give or take
Final Ultima Posted March 28, 2013 Posted March 28, 2013 I went and calculated the lifesteal from an Over Drive combo that did about 6400 damage (which is pretty typical for a full length Over Drive combo off of any given starter with enough Heat to Rapid Cancel at the start and land a Yami ni Kuwarero at the end). Assuming all the figures from the JBBS are correct, the final lifesteal value was 3920, which seems about consistent with the actual Life Gauge considering it had to be low in the first place to get full Over Drive length. As far as combos outside of Over Drive go, if you're talking about 5B > 5C > 2D (RC) into stuff, you're probably looking at something in the late 800s to mid 900s range.
WolfCrimson Posted March 28, 2013 Posted March 28, 2013 Does your non-OD combo calculations take DbD finisher into consideration? That's an extra 500+ right there.
Final Ultima Posted March 28, 2013 Posted March 28, 2013 No, I was just going by combos that are meterless beyond the initial setup. You're not going to want to burn 100% Heat on a combo that doesn't involve Over Drive, typically.
CosmicShadow99 Posted March 28, 2013 Posted March 28, 2013 I went and calculated the lifesteal from an Over Drive combo that did about 6400 damage (which is pretty typical for a full length Over Drive combo off of any given starter with enough Heat to Rapid Cancel at the start and land a Yami ni Kuwarero at the end). Assuming all the figures from the JBBS are correct, the final lifesteal value was 3920, which seems about consistent with the actual Life Gauge considering it had to be low in the first place to get full Over Drive length. As far as combos outside of Over Drive go, if you're talking about 5B > 5C > 2D (RC) into stuff, you're probably looking at something in the late 800s to mid 900s range. Those numbers seem right for what I'm seeing here. http://youtu.be/QIpxaJPGZq4?t=8m54s Love the potential for a complete turn around you can get with BK now. I'm sad that the life yield outside of OD is just so meager comparatively. Though I guess that's just the awesomeness of BK!
MakotoDivider Posted March 30, 2013 Posted March 30, 2013 So I was wondering. No one seems to do 3C after 6B. Does that not work anymore or what? Cuz you would get so much more damage rather than 6B then 5D
Final Ultima Posted March 30, 2013 Posted March 30, 2013 You can no longer cancel 6B into any C normals.
WolfCrimson Posted March 31, 2013 Posted March 31, 2013 This forum is too dead, it needs to be revived. I hope this question sparks some discussion: So how good/bad is Ragna looking so far? IMO: His neutral seems good, his mixup looks the same as before, his damage was worsened (but so was everyone elses), as was his metergain (something universal). What I see is that his pressure actually looks repeatable, as long as it's not too predictable, thanks to BS, and the new dc on DS. His corner carry looks good too. But best of all he looks FUN TO PLAY.
mAc Chaos Posted March 31, 2013 Posted March 31, 2013 This forum is too dead, it needs to be revived. I hope this question sparks some discussion: So how good/bad is Ragna looking so far? IMO: His neutral seems good, his mixup looks the same as before, his damage was worsened (but so was everyone elses), as was his metergain (something universal). What I see is that his pressure actually looks repeatable, as long as it's not too predictable, thanks to BS, and the new dc on DS. His corner carry looks good too. But best of all he looks FUN TO PLAY. That's pretty much the opposite of what the consensus was a few months ago. He does seem to be doing better. The real question is, how interesting is BS now.
Ctrlaltwtf Posted March 31, 2013 Posted March 31, 2013 The real question is, how interesting is BS now. God damnit, you beat me to it.
Cheefoo Posted March 31, 2013 Posted March 31, 2013 It'll blow up when the mook goes public. What do you mean? Do you know something we don't know? Is it bad? ;_; When is it going public anyway?
Ctrlaltwtf Posted March 31, 2013 Posted March 31, 2013 Pretty sure Skye just means that once the mook is out there will be lots and lots of discussion. I suspect most of the character threads will explode. Or maybe the next patch will make BS unblockable.
Kuraudo_V6 Posted April 1, 2013 Posted April 1, 2013 All I want is 6B to be able to gatling into normal C moves again. That's all.
LuminAbyss Posted April 1, 2013 Posted April 1, 2013 The real question is, how interesting is BS now. To BS, or not to BS? That is the question.
Lucalibur Posted April 1, 2013 Posted April 1, 2013 In Japan, you can BS all day. America is full of BS, so you can't really BS like you can in Japan. Guess it depends on where you're playing. Also Lumin, your sig still kills me in all sorts of ways.
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