ryokoalways Posted October 11, 2009 Posted October 11, 2009 probably not because belial doesn't have advantage on block, and people won't be in a hurry to stick out a punish against dp (unless someone is doing a big hit, like say, hakumen charging 6C), so it's unlikely you are going to bait somebody with an RC that way.
Starplate Posted October 11, 2009 Posted October 11, 2009 keep in mind, sure there's proration stacked with berial edge, but it also adds few extra points to the heat gauge with those extra hits that normally wouldn't be as much with the standard followups.
Blade Posted October 11, 2009 Posted October 11, 2009 I think I'm gonna give 623D>236C>Rapid>214C a try when I get the chance, that sounds pretty sweet.
TITANIUM BEAST!!! Posted October 12, 2009 Posted October 12, 2009 keep in mind, sure there's proration stacked with berial edge, but it also adds few extra points to the heat gauge with those extra hits that normally wouldn't be as much with the standard followups. Damage > meter gain, usually. This isn't a Capcom game where meter management is super-important. The main positive for Belial Edge is again, you can do a full aircombo (which is where you get your damage from) and then end it with Belial Edge, then rejuggle with grounded ID for better wakes. As mentioned already, this is a pretty positive change, but it shouldn't be the only thing the move ends up being good for. Blade: That's a terrible idea and probably a huge waste of meter.
Blade Posted October 12, 2009 Posted October 12, 2009 Blade: That's a terrible idea and probably a huge waste of meter. Edit: Okay, fine. But I play how I play.
Final Ultima Posted October 12, 2009 Posted October 12, 2009 Blade, unless Belial Edge gets significantly stronger by the final release, it's almost objectively not worth the meter you're spending on it. When Ragna used Belial Edge at the end of the combo in that video, it added about 200 damage by itself. Even considering that combos in general have been neutered in Continuum Shift, that isn't nearly worth using 50% Heat for. Listen, you can be creative all you want, just don't lash out when people tell you that an idea is impractical when it is precisely that.
TITANIUM BEAST!!! Posted October 12, 2009 Posted October 12, 2009 I suppose it's a good thing I didn't get to see that post before you edited it, Blade. You are free to play the game however you like. I made an objective observation. I hope you didn't get butthurt over it.
zer0kage Posted October 12, 2009 Posted October 12, 2009 Looking at the most recent vid it looks like Belial Edge has very little recovery on whiff. Hopefully it can be used as an extra movement tool? Hopefully in the final release it'll have massive pushback on hit to make up for it's disadvantage (hopefully slight) frames. This is a chance for Arc to show their colours they better do something smart with the new stuff.
Spirit Juice Posted October 12, 2009 Posted October 12, 2009 Seems like 2D into 5C still works, but obviously the range to do it has been changed considerably.
Final Ultima Posted October 12, 2009 Posted October 12, 2009 It's a small thing, but I was thinking that Belial Edge might prove useful for air throw combos in the corner, seeing as you can't just whiff aerial Gauntlet Hades in that sort of position.
Spirit Juice Posted October 12, 2009 Posted October 12, 2009 I'd imagine you could use Belial Edge after the DP knockdown finisher to get yourself to the ground quicker than normal. It might have uses there.
el sol Posted October 13, 2009 Posted October 13, 2009 Is Belial Edge his only new move? I kinda hoped he gained a projectile...
el sol Posted October 13, 2009 Posted October 13, 2009 Dead Spike is a projectile. ...how come...but don't projectiles...(>.O)...wait...I think...BULLSHIT! When it travels across the screen and eats fruit like Pac-man then I'll believe you.
ryokoalways Posted October 13, 2009 Posted October 13, 2009 Dead spike is basically gun flame, without the frc.
Bloodcrave Posted October 13, 2009 Posted October 13, 2009 well we still haven't see how quick DS is in the loketests, since apparently it's faster, maybe it's usable not just against tager now
Starplate Posted October 13, 2009 Posted October 13, 2009 wish they'd change DS input to 236D. I'm sick of accidentally doing DS by accident when attempting Blood Kain or vice versa
FlyingVe Posted October 13, 2009 Posted October 13, 2009 From what I understand the new Dead Spike comes out a bit faster, has greater horizontal range, and breaks guard primer. Assuming it still gives ragna frame advantage it could wind up being one of his best attacks.
Final Ultima Posted October 13, 2009 Posted October 13, 2009 Summarising a lot of the previously mentioned changes. Ragna compilation: 5C faster start-up, less range, less recovery, more scaling as combo starter. 2C faster, less range, less recovery. Counter stagger for less amount of time. 6D slightly slower (1-2F) Special- ID follow-up has souleater effect. command throw is 400 rock it counter stun for less time. hades scaling worse -hades frame data- damage and combo starter scaling unchanged, mid-combo scaling is 60%, down from 92% dead spike guard crushes regardless of barrier. super- blood kain causes 5D(2), 2D, rock it follow-up to guard crush regardless of barrier. belial edge- replace hades in combos. if connect, can land and 6A or 5D 6A > tk belial confirmed. rc will provide good advantage. ground hit belial isn't very useful.Making 6D slower seems awfully arbitrary. It's not as if it was hard to backdash away from before. It's most regular use pretty much disregards the necessity for any kind of actual speed anyway. I suppose it might prevent it getting a look in for Blood Kain combos if the Blood Kain version is equally as slow, but that's reaching. The P2 nerf for Gauntlet Hades stings. For stuff like 6B, 5C, 6C into the Gauntlet Hades combo, that'd make like 600 damage worth of difference. For throw combos it's even worse, you're looking at about 800 damage difference because Gauntlet Hades is performed so early on into the combo. I wouldn't be surprised if stuff like this is how most of the general damage reduction is being done. 6A > TK Belial Edge makes me tingle just a little bit though. Nice to see that it can combo into 5D on aerial hit as well, that may prove useful.
VR-Raiden Posted October 13, 2009 Posted October 13, 2009 well we still haven't see how quick DS is in the loketests, since apparently it's faster, maybe it's usable not just against tager now He does it in this one at 2:44 http://www.youtube.com/watch?v=lyXHunKd4vU It's kind of hard to tell, but I think it does look a little faster. I like all the stuff about Belial/berial Edge, looking forward to messing around with it. Any word on if it changes during Blood Kain? edit: He also the 214D ender to ID at 3:27 in that vid, for those that haven't seen it.
Final Ultima Posted October 13, 2009 Posted October 13, 2009 It's not a Soul Eater move, so I wouldn't bet on it.
SSMugen Posted October 13, 2009 Posted October 13, 2009 Dead spike is basically gun flame, without the frc. And without the 50 frames of recovery and -frames on block Does anyone know if comboing in such a way that only Berial Edge's first hit connects will yield any special properties akin to Johnny's Enkasu combos? It's an Idea to say the least.
ryokoalways Posted October 13, 2009 Posted October 13, 2009 I know, it sucks without the frc, doesn't it, just like dead spike.
jei. Posted October 13, 2009 Posted October 13, 2009 CH hell's fang pushes the opponent back more. could make some old follow-up combos impossible
D_Dollars Posted October 14, 2009 Posted October 14, 2009 meh, these changes sound dandy and all. but what i really wanted was CS to have invincibility & possibly 10.5 k health XD. ___________ main: sub:
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