Blade Posted October 3, 2009 Posted October 3, 2009 From what I heard, no, it applies to Bang, Hakumen (as before), Tsubaki, and Ragna. If the whole "Heat Increase" thing is substantial, then perhaps it could work but...
severin Posted October 4, 2009 Posted October 4, 2009 [5C range shortened and even longer start up. Only D DP has invincibility. CAN NOT combo from 5b. Blood Kain requires 100 heat. 5A/2A slower start up. Cannot cancel 5D. Hells Fang distance reduced. 6A easily techable. Jump is noticeably shorter. Dead Spike is faster. this isn't serious, you should search and not be so lazy<-HINT THERE'S A SEKRIT MESSAGE HERE GUYS
Blade Posted October 4, 2009 Posted October 4, 2009 You're all bastards, every last one of you! Also, that's not where I read the info from...but thanks for clearing that up.
Final Ultima Posted October 4, 2009 Posted October 4, 2009 So, 2C now combos into 6C. Nothing groundbreaking, but it's a welcome addition. It'll add an extra hit to some point blank combos, and for stuff like 6B, 5C, 6C into whatever, 2C can probably replace 5C because it does more damage. Every little helps.
superclack Posted October 4, 2009 Posted October 4, 2009 I can't pull off this combo: 2D, 5C, 5D (1 hit), 214A, 22C, 5B, 5C, 214A -> 214D After 22C, 5B, 5C 214A won't connect before they recover. Am I too slow or too far away?
Final Ultima Posted October 4, 2009 Posted October 4, 2009 Too slow. Admittedly, you need to be rather fast to get away with it compared to the more basic setups, but if you find you just can't do it fast enough, you can omit the 5C and it'll still work fine, just at a slight loss of damage.
VR-Raiden Posted October 5, 2009 Posted October 5, 2009 Is there any practical application to dash-cancelling the first hit of 5D? It's mostly just to throw people off as I understand it. If they're looking for it they could get a free hit on you, but if they were waiting for the 2nd hit and didn't react quick enough, you can try to catch them with a throw or 6B or something.
VR-Raiden Posted October 5, 2009 Posted October 5, 2009 【Ragna】 Guard Crush moves-Dead spike,hells fang second hit, Carnage scissors second hit, during BK 5D(2) and 2D. Something regarding D dp, not sure. I think Ragna likes the new guard breaking system.
Bloodcrave Posted October 5, 2009 Posted October 5, 2009 2c combos into 6c? well that's pretty nice LONGER RECOVERY AFTER LANDING FOR GH ARRRRRRRRRGHWASEDRFTGSBDIZJNBDSLFASDRAAAAAAAAAAAAAGE
AmedoS310 Posted October 5, 2009 Posted October 5, 2009 Can the Berial edge be used after 623C>236C>214C? Just wondering.
Bloodcrave Posted October 5, 2009 Posted October 5, 2009 ok so dead spike takes out primer even against barrier guard, and same thing for 2nd hit of 5D and 2D while in blood kain
VR-Raiden Posted October 5, 2009 Posted October 5, 2009 2c combos into 6c? well that's pretty nice LONGER RECOVERY AFTER LANDING FOR GH ARRRRRRRRRGHWASEDRFTGSBDIZJNBDSLFASDRAAAAAAAAAAAAAGE I hope you don't mean the add on to GH, that could screw up a lot of his combos. If it's just the first part that's probably not too big of a deal. Can the Berial edge be used after 623C>236C>214C? Just wondering. Not sure but I would assume so, since you can do his other air specials after it.
TITANIUM BEAST!!! Posted October 5, 2009 Posted October 5, 2009 I think Ragna likes the new guard breaking system. Outside of Dead Spike and the BK D moves, getting Guard Primer off of those moves isn't terribly helpful. The HF followup is hella unsafe without meter and you can interrupt between the hits of CS on block, soooooooo that's pretty useless.
Spirit Juice Posted October 5, 2009 Posted October 5, 2009 Outside of Dead Spike and the BK D moves, getting Guard Primer off of those moves isn't terribly helpful. The HF followup is hella unsafe without meter and you can interrupt between the hits of CS on block, soooooooo that's pretty useless. I agree. You're better off activating BK and spamming 5D and 2D.
Blade Posted October 5, 2009 Posted October 5, 2009 New Soul-Eater ender for Inferno Divider...must see this in action, and also wondering if Ragna can still do j.D on the way down like before, I used to punish certain tech rolls with that.
TITANIUM BEAST!!! Posted October 5, 2009 Posted October 5, 2009 I agree. You're better off activating BK and spamming 5D and 2D. lol I guess I just thought that it was a bit deceptive to say that Ragna likes the new guard break system. It's not about the quantity of moves really, more about the quality. For all I know, maybe they sped up CS so you can't interrupt between the two hits and made the second hit safe on block, but I somehow doubt it. I can see activate BK and then spamming 5D -> Dead Spike being kinda good, though.
Final Ultima Posted October 5, 2009 Posted October 5, 2009 It's not how many moves he has that affects the Guard Primer that intrigues me, because I don't think the moves that were chosen came as a surprise to anyone really, and as mentioned above, they're not exactly the most versatile of moves. What intrigues me is this idea rolling around that Barrier Guard doesn't affect Dead Spike or Blood Kain normals.
Discotheque Posted October 5, 2009 Posted October 5, 2009 I like how they're approaching his playstyle though. Like, get gauge and forcefully break his guard rather than jump around and poke with 5B/jC/6A It's a pretty fresh way to approach a character that is supposed to be offensive. Whether it works as intended is not sure yet, but it feels promising.
VR-Raiden Posted October 5, 2009 Posted October 5, 2009 Outside of Dead Spike and the BK D moves, getting Guard Primer off of those moves isn't terribly helpful. The HF followup is hella unsafe without meter and you can interrupt between the hits of CS on block, soooooooo that's pretty useless. I realize that, I thought it was a given. Who was honestly going to try to break someones guard with second hit of CS? And HF followup RC is already good, though I usually RC the first part. If that one doesn't go through barrier though it wouldn't be as useful I suppose. I was referring to the quality, not quantity of his guard break moves, most notably the BK ones. He seems to be benefiting more than other characters from the system, so I still think it's fair to say he "likes the system."
TITANIUM BEAST!!! Posted October 5, 2009 Posted October 5, 2009 shrug only time will tell who will benefit the most from the system. Dead Spike is the only move that really strikes me as being good for beating on the Guard Primer, especially since it was apparently sped up. BK 5D is pretty good too, but BK 2D is punishable on block anyway and the other moves are as previously discussed. I mean, HF followup RC is decent, but unless that one hit is going to break their guard, I don't see it being worth the meter. Anyway, too early for me to be discussing this stuff anyway, hearsay and theory fighter, etc.
Demonsasuke13 Posted October 5, 2009 Posted October 5, 2009 I can't pull off this combo: 2D, 5C, 5D (1 hit), 214A, 22C, 5B, 5C, 214A -> 214D After 22C, 5B, 5C 214A won't connect before they recover. Am I too slow or too far away? kk the first combo i couldnt get to work but 2D, 2B, 5C, 5D(1 hit), 214A, 22C does work the timing is weird but it does connect tried it on ragna. and one question after 22C how come some 5B doesn't connect and others do connect cant figure it out. is there a specific time on the 5B after 22C
Final Ultima Posted October 5, 2009 Posted October 5, 2009 You should still try doing it without the 2B, the 2B prorates the combo pretty badly. It's quite possible on most characters. It's just that against Tager you have to modify the combo (2D, 5C, 214A, 5A, 22C, 5B, 214A -> 214D), and against the likes of Jin, Rachel and Carl, I don't think you can do it at all. As for 5B after 22C, just do it as soon as you recover. Holding the button helps. There is never a character or situation that renders you unable to do 5B after 22C, to my knowledge. It's just everything after that that starts becoming impossible as the combo gets longer.
superclack Posted October 6, 2009 Posted October 6, 2009 I figured out my problem with that combo (2D, 5C, 214A, 5A, 22C, 5B, 214A -> 214D), I was trying to do it against Jin. Works fine against Tao...
Yggjrasil Posted October 6, 2009 Posted October 6, 2009 can you TK Berial Edge or It has to be in the air always?
VR-Raiden Posted October 6, 2009 Posted October 6, 2009 can you TK Berial Edge or It has to be in the air always? Well if it's like every other air special, then yeah you should be able to.
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