Yggjrasil Posted September 27, 2009 Posted September 27, 2009 I think it should be rated by how much damage it does and if it you can pick up the combo in matter of just training it for a little amount of time, I'm still practicing the dual MOJZ combos, even though I dont see many people doing it online...(and once CS comes out,its not going to matter...) but, till then its a high damage combo.
Kain Posted September 27, 2009 Posted September 27, 2009 Kain, I appreciate your willingness to put some quality control into the list, but in future please make such posts here instead of in the combo list itself. The "(Post Combos Only)" in the topic title is there for a reason. I'd edited out the purple throw combos, at any rate. If you say so, so it shall be done, Final. And on the rating system for combos, it should go in order like this: -Damage. (Self-explanatory, from lowest possible combo damage to 7000+, not counting AH combos) -Usefulness/Practicality (Something along the lines of 'Why would you blow 100% heat to do 4600 damage, when you can do so much more with a simpler set of moves?' or 'Too situational to consider using seriously', and other stuff) -Ease of use. (Sure you can bust out a high-damaging combo, but if your sucess rate is like 33% or something ridiculous trying to pull it off, it's probably not worth it, specially when you can do something less damaging for 80-100% success rate) They can go in a scale of 5-10, doesn't matter what. (although I believe 10 would be more accurate for this kind of thing)
VR-Raiden Posted September 27, 2009 Posted September 27, 2009 By the way, to all those willing to give their input, what are your thoughts regarding how the various combos in the combo list should be rated? I don't think the combos should be organized by difficulty, that shouldn't be an issue (even though it is in actual matches sometimes). That's usually more of an issue with the player and you just need to practice the combo more. Maybe organize combos based on what move goes into them, such as a 5B (far hit) and 5b (close hit) section, 6B close/far hit section, anti air 6A section, 2D section, etc. And within each section list the character specific versions, and the combo for when it hits CH (if it changes). People can argue what the best options are for each situation in here then the combo list can be edited if needed. Of course all the same combos from a 5B can be done from a 2B so I guess just note that, or other cases like it, wherever it applies. To summarize, I think a lot of the combos could just be removed entirely from the list. Keep it to the best one(s) for each situation.
Kain Posted September 27, 2009 Posted September 27, 2009 Noticed that this place doesn't have CS discussion for Ragna, so here it is. RAGNA - New Move Berial Edge is not an overhead, can not combo from ground, slow - Berial Edge does not get advantage frames on block - Dead Spike breaks guard primer by 1 - Damage from overhead nerfed - no change to jump cancellable moves - JD is smaller during Blood Kain - CS still doesn't go through projectiles - C 2C are shorter but faster, less recovery time - 22C's damage is fixed to 400
VR-Raiden Posted September 27, 2009 Posted September 27, 2009 The one that makes me saddest is the j.D smaller in Blood Kain. That's just cold
Gateofdestiny Posted September 27, 2009 Posted September 27, 2009 how much damage each combo it does it a nice little bit of into to see too.
Gateofdestiny Posted September 27, 2009 Posted September 27, 2009 its kind of nice its not that much different. have to wait to see how the new move actually works to actually comment on it. and yea.. sad face at the smaller jD blodkain..and 22C is also an ouch i think..its cutting it by half.. edit: what does it mean by 'damage from overhead is nerfed'?
Kain Posted September 27, 2009 Posted September 27, 2009 Something tells me they were attempting to make Ragna's j.Dustloop in BK mode either harder to pull off or outright impossible...>_> And 22C doing 400 damage instead of 800 makes me sad, since it just became a bad way to end OTG combos. By 'damage from overhead is nerfed', they probably mean either 6B, GH, or j.B(?) got a damage nerf. I'm thinking it's GH, but it's just a maybe at this point.
Final Ultima Posted September 27, 2009 Posted September 27, 2009 They certainly seem like pretty horrifying changes so far. 22C damage being halved is mortifying, but I believe the reason that both that and his overhead damage have been decreased is because Arc System Works are looking on matches lasting longer in general. I hope his j.D hitbox nerf doesn't prevent his max damage j.D loops. I don't see the point in changing 5C either. It sounds like they're just trying to turn it into 5B mk.2, but we already have a sufficient 5B... 5B. One thing I remembering reading that was somewhat interesting though is that Berial Edge beats out Rachel's 6A, which I haven't heard any nerfs regarding, so that's certainly intriguing. If you don't mind, I'll edit the thread title to something like "Ragna Continuum Shift Loketest Discussion" (as it will likely be replaced with a proper discussion thread upon official release) and sticky this for now.
Blade Posted September 27, 2009 Posted September 27, 2009 The one that makes me saddest is the j.D smaller in Blood Kain. That's just cold No more jD loop I assume. I also hope his 6D jD 5B combo still works.
Final Ultima Posted September 27, 2009 Posted September 27, 2009 No more jD loop I assume.Well, that remains to be seen. A lot of the j.D loop is down to the untechable time, not just the hitbox. Some of the setups and variations will ultimately need to be altered though.
Gateofdestiny Posted September 28, 2009 Posted September 28, 2009 is there anyway to combo into Ragna's AH for kicks?
Final Ultima Posted September 28, 2009 Posted September 28, 2009 The amount of times I have to move posts here from the combo list... Anyway, let's see... 6C (DC) 6C (JCC), close range or corner 3C (JCC) on grounded opponent 4B+C into the corner CH 5C (JCC) on airborne opponent CH 6A (JCC) CH 2D on grounded opponent Low CH j.C on airborne opponent Low CH j.D CH 214B CH 214D at tip of hitbox on airborne opponent (doesn't work in Blood Kain) There are some you can do during Blood Kain as well, but of course getting 100% Heat Gauge back during Blood Kain is uncommon. BK 5D (DC) at tip of hitbox on airborne opponent Low or CH BK j.D on airborne opponent CH BK 6D 214B (whiff) -> CH BK 214D into the corner
RZSeven Posted September 28, 2009 Posted September 28, 2009 While some of the changes make me feel sad or question the purpose, when compared to the vast changes going on elsewhere, I think Ragna's actually pretty lucky getting away with being changed very little. The new move seems interesting, and I look forward to seeing it being used. 22C's damage halving is a bit silly though :/
TITANIUM BEAST!!! Posted September 28, 2009 Posted September 28, 2009 At this point I just think that Arc is in a balancing stage where the attitude is "nerf everyone's stuff that's too good". Since Ragna doesn't have a lot of stuff that's "too good", he didn't get hit that bad. Time will tell.
A.X.I.S. Posted September 28, 2009 Posted September 28, 2009 At this point I just think that Arc is in a balancing stage where the attitude is "nerf everyone's stuff that's too good". Since Ragna doesn't have a lot of stuff that's "too good", he didn't get hit that bad. Time will tell. but wasn't he good just the way he is? that new move should chain on counter hit..then again i wonder if that dive will have a large hitbox on BK. can you dive then 6D>JD>GH>nonsense. im hoping they give his 22C a rise to 600 at least, its not too vital but it shouldn't be whacked like that.
lars Posted September 28, 2009 Posted September 28, 2009 At this point I just think that Arc is in a balancing stage where the attitude is "nerf everyone's stuff that's too good". Since Ragna doesn't have a lot of stuff that's "too good", he didn't get hit that bad. Time will tell. precisely ragna is the only one to get nothing really abusive so errrrm put im down is just stupid.......; anyways wait and see the final version the lock test of a lot of chars in gg ac were really different of the final version...... so a lot of changes can still appear the worst part is really the 22c i find it is the coolest thing of ragna actually so errrrrrm
TITANIUM BEAST!!! Posted September 28, 2009 Posted September 28, 2009 shrug yeah why don't you ask the Noel players how they feel about all of her nerfs? Or the Taokaka players. It's just the first loketest, nothing set in stone. And like I said, almost all of the characters are getting nerfs to what they had that was considered good. Basically, don't bother complaining yet.
Bloodcrave Posted September 28, 2009 Posted September 28, 2009 actually i've seen someone posted in the blazblue bbs ragna section mentioning that his new move actually drops pretty fast, almost as fast as taokaka's dancing edge, but i have no idea if this is true it hits for a maximum of 4 hits (tested on standing tager), and after an opponent blocks it ragna is at a slight disadvantage (this was tested on noel who 2P at the same time with ragna after she blocks the move and she wins) dead spike and hell's fang additional hit are the moves that break the guard primer
Hatred Edge Posted September 28, 2009 Posted September 28, 2009 actually i've seen someone posted in the blazblue bbs ragna section mentioning that his new move actually drops pretty fast, almost as fast as taokaka's dancing edge, but i have no idea if this is true it hits for a maximum of 4 hits (tested on standing tager), and after an opponent blocks it ragna is at a slight disadvantage (this was tested on noel who 2P at the same time with ragna after she blocks the move and she wins) dead spike and hell's fang additional hit are the moves that break the guard primer If his new move drops fast it'll be a welcomed addition. Like Blaze mentioned in the other thread: TK Dives. Now if it could hit overhead....
VR-Raiden Posted September 28, 2009 Posted September 28, 2009 "Ragna: 5D > dash cancel is faster, but still slightly has slight disadvantage. Dead spike takes out primer even if barrier. Blood kain dead spoke takes out two (not confirmed it seems) Corner throw into blood kain combo still works. Consumed by darkness still does 5520 dmg. Something about teching off D dp that I cannot make out. shorter range on 5c screws up 2d > 5c on certain characters. 3c > dead spike > 5b (whoa) all tested on carl. " Some new Ragna info. I assume that 3C > dead spike > 5B means it combos, wonder if that could go into ID > 22C. Also kinda cool it does the guard breaking regardless of barrier.
Darkhonor90 Posted September 28, 2009 Posted September 28, 2009 The whole Dead spike guard breaking even if barriered is a good thing i think. Adds more incentive to use it!
Zero000 Posted September 28, 2009 Posted September 28, 2009 3c > dead spike > 5b (whoa) Whoh. It's still dead spike though.
Kain Posted September 28, 2009 Posted September 28, 2009 Unless the crappy start-up time for Dead Spike changed from 42 frames to 20 or something sufficent enough to use it in combos, in which case maybe it's actually useful in CS compared to CT.
Gateofdestiny Posted September 28, 2009 Posted September 28, 2009 so instead of a meter with 'health pts' for guard breaking, its stars now? and instead of taking it off bit by bit by guarding, certain moves just take off stars or not?
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