Dawn of Musou Posted October 11, 2014 Posted October 11, 2014 http://youtu.be/-JBytnySNYc?t=11m42s Because of the lack of groundbounce now, seems like 5D can't go into astral in the corner anymore.
WolfCrimson Posted October 13, 2014 Posted October 13, 2014 Damage and proration values for some moves, posted on Japanese BBCP2Ragna twitter hashtag, translated by xlolxlolx on skype:Hell's Fang: Damage: 730 P1: 90% P2: 82%Keri Age (GH followup): Damage : 800 P1: 100% P 2: 75%Belial edge: Damage: 500, 200xN P1: 90% P2: 92%5D: Damage: 500, 680 P1:100% P2: 84% (once)OD 5D: Damage: 500, 780 Proration same as nonOD versionsAxe kick (ID followup) Damage: 680 P2: 92%Devoured by Darkness: Damage: 2700 P1: 100% P2: 100%,5%OD DbD: Damage: 5400 P1: 100% P2: 100%, 5%
Final Ultima Posted October 13, 2014 Author Posted October 13, 2014 Opening post updated. (I update it with every change posted, but I figure I should bring it up once or twice just in case.) Changing 5D's P2 to once only is pretty interesting. Obviously it'll help justify early-mid combo 5D > Dead Spike and other such routes. RIP (OD) 5D(1) starter though. Hell's Fang's P1 has been increased. I guess they want Ragna to be more of a "fuck it, just do it" type of character. Keri Age's P2 has been increased to coincide with the change in launch height improving some of Ragna combo routes. Belial Edge has been buffed to oblivion. Doubling the base damage of Belial Edge's descending hits is pretty damn big. P2 buff is nice too. Yami ni Kuwarero's base damage is down, but based on the earlier information regarding its minimum damage, they seem to have changed the minimum damage from a quarter to a third. If that applies to the Over Drive version as well, oh boy.
KayEff Posted October 14, 2014 Posted October 14, 2014 all changes taken from this page: http://www14.atwiki.jp/ragunawiki/pages/167.html 5A, 2A - combo time decreased - untechable decreased? j.A - combo time decreased 6A - increased untechable? 5C - vertical hitbox greatly increased - much easier to connect 5B into 5C in the air throw - combo time decreased - back throw has lower launch soul eater - values are 100%, 90%, 95%, 100%, 105%, 110%...150%, 160%, 180% (max) tsuika (additional attack) - less blowblack, resulting in less advantage gauntlet hades - combo time decreased? dead spike - less blowback on aerial hit? devoured by darkness - P1 changed - minimum damage changed (doesn't specify to what) - first hit rapid cancel-able BK 5D - smaller ground bounce aerial blood scythe - bigger ground bounce BK devoured by darkness - P1 changed - minimum damage changed from 1500 to 1350
WolfCrimson Posted October 14, 2014 Posted October 14, 2014 Combo time decrease means the starter rating has been changed to moment? Or does it mean something else
KayEff Posted October 14, 2014 Posted October 14, 2014 it doesn't necessarily mean the combo rating changed. it just means the amount of time before hitstun reduction kicks in is reduced. to what extent exactly, i don't know. it could just be a universal nerf to the short combo rating, since all moves with decreased combo time are moves with the short combo rating
Final Ultima Posted October 14, 2014 Author Posted October 14, 2014 5C - vertical hitbox greatly increased - much easier to connect 5B into 5C in the air I wonder if this means that the previous note about 5B's air hit being changed was just a conclusion drawn from 5B > 5C being easier to land on air hit, or if that was true and this is just a conclusion drawn from that, or if both are true. I'll have to check out some footage later. soul eater - values are 100%, 90%, 95%, 100%, 105%, 110%...150%, 160%, 180% (max) Unchanged. I think that was just there for posterity's sake. BK devoured by darkness - P1 changed - minimum damage changed from 1500 to 1350 Ah, so (OD) Yami ni Kuwarero still complies to the 25% minimum damage it had before, it's just that the base damage has been lowered. Oh well. Edit: Oh, that same page also mentions that 6C's P2 has been changed from 82% (once) to 92%, 92%.
Tong Posted October 14, 2014 Posted October 14, 2014 all changes taken from this page: http://www14.atwiki.jp/ragunawiki/pages/167.html tsuika (additional attack) - less blowblack, resulting in less advantage I see, so the damage buff had a price.
WolfCrimson Posted October 14, 2014 Posted October 14, 2014 looks like 3C oki is the only option left
Tong Posted October 14, 2014 Posted October 14, 2014 Safe jump C will still be viable right? Yes if it's from a 3C. Just not off HF> Tsuika. But it's not like it was the greatest thing he ever had or needed anyways.
-Kid Posted October 14, 2014 Posted October 14, 2014 looks like 3C oki is the only option left It's probably a bit too early to deem 3C as the only reliable tool for oki. Tsuika may still be useful depending on the extent to which they nerfed the advantage due to blowback. Less advantageous doesn't necessarily mean bad. Don't forget about 5D(2) hard knockdown. That might potentially be a reliable oki tool. Hard to tell though since I haven't seen someone use 5D(2) in that regard. Also I'm not sure if anyone has tried using 2D as a knockdown tool? I find it quite useful to use sometimes and use it often in 1.1 (like combo > 3C air hit > 2D hard knockdown). Might be something to consider in 2.0 too.
D.R.F. Posted October 14, 2014 Posted October 14, 2014 I have seen 5D used as a knockdown lightly, and it does the job pretty well.
Cheefoo Posted October 16, 2014 Posted October 16, 2014 So we all around gain a bit of damage, but now we need to cut our corner combos a bit short for oki? I'd imagine a 3C oki corner combo in CP2 would do roughly the same damage as a tsuika oki corner combo in CP1.1. I never quite got 3C oki down, though. My j.C always went right through their neutral tech iframes. Guess I just need to delay the jump cancel even more. I'm just glad we're getting more gatlings. As someone who likes to throw out 6C and 2D to catch people who constantly hold up-back, I'm stoked to see 5C>6C on block and 6C>5D.
TITANIUM BEAST!!! Posted October 16, 2014 Posted October 16, 2014 The 5C hitbox change probably also means 5B-5C will catch jump/backdash again. Shades of Extend. Prepare for the "too much damage" complaints.
BlackYakuzu94 Posted October 16, 2014 Posted October 16, 2014 It's not too much damage until we break 5k with just a RC.
TITANIUM BEAST!!! Posted October 16, 2014 Posted October 16, 2014 That new combo video shows 2D RC combos that come really close. I think the difficulty of landing BE midscreen is what's holding back damage right now. We'll see.
Tong Posted October 16, 2014 Posted October 16, 2014 The 5C hitbox change probably also means 5B-5C will catch jump/backdash again. Shades of Extend. Prepare for the "too much damage" complaints. There you go man: http://youtu.be/cH19XDQbJng?t=2m16s
WolfCrimson Posted October 17, 2014 Posted October 17, 2014 Ragna's moves damage and proration values, courtesy of JP player's twitter.
Final Ultima Posted October 17, 2014 Author Posted October 17, 2014 The above table has now been translated and added to the opening post.
Cheefoo Posted October 19, 2014 Posted October 19, 2014 What is this 6C directly into belial nonsense? Please tell me there's a better looking midscreen combo option. Going directly into belial just looks so... wasteful.
D.R.F. Posted October 19, 2014 Posted October 19, 2014 What is this 6C directly into belial nonsense? Please tell me there's a better looking midscreen combo option. Going directly into belial just looks so... wasteful. May I ask how?
KayEff Posted October 19, 2014 Posted October 19, 2014 6C > 6D > jc j.B > BE might be possible did i forget to mention j.B > BE is possible now?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now