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SolheartStud

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About SolheartStud

  • Birthday 06/05/1991

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  1. Oh wow...A lot of new changes discovered! The new 5D(2) change is definitely interesting and the combos above look promising! I'm feeling more comfortable about Ragna now as a character even if all of the changes don't stick. Guess only time can tell.
  2. GH follow up, bounce so low, can only link 5A - ONLY link with 5A? Not even jump into a normal j.C > j.D, etc combo? 6A > GH > 6A > BS is gone - Hope we get something in return then... 5D2 no bounce, no delay HF>5B combo - Okay so I have a question. Does this mean 5D2 doesn't bounce AT ALL? Or that on the ground this an actual combo route? HF in a mid combo would be interesting. BE ground bounce like CS1 - Interesting... 6C[2] vacuum effect - Does this just mean 6C2 has an easier time connecting? gh staggers on ground hit - Staggers? Like how old 22C used to work? I'd really like to know if GH is still unsafe, or if 6B still has no C gatlings.
  3. ^ All of this. This is all a good example of what I was getting at. Thanks Titanium. And thanks Kayeff for informing me about CT being too slow.
  4. But unless you're in the corner or near it then wouldn't you end your air combo with BS or DID anyway? I guess I'm just thinking (and hoping) that the decreased float height and untechable time is just so you can do combos faster. So moves like 5C and Crush trigger can hit right away as soon as you land as opposed to having that slight pause that there is now between BE and those moves as they are now in the current iteration. I know it sounds dumb but maybe it's just a tweak so that those combos can just flow faster or they're just making it slightly harder to do it as a combo. If you can explain more about combo potential you'd think Ragna could do by all means explain. And again I don't have the game so all of my experience and observation from the game has come from videos but off of BE aren't these your only options: Midscreen- BE > CS In the corner: 5C > 5D > stuff 5D > stuff CT > stuff 3C > stuff
  5. I was thinking the same as Kayeff that hopefully this isn't isn't all we'll be getting. Hopefully. I didn't import CP but maybe if the last hit of Belial Edge cancels and the float height is lower then maybe DBD will connect in the corner? Again I don't have the game so maybe this works now anyway. The only other reason I can think of BE having less float height and untechable time is so combos perform faster? I dunno. Doesn't seem like a big nerf to me but I could definitely be missing something.
  6. Objectively Ragna hasn't changed. He's still a character who has to play really solid and/or risky in order to win. His damage is solid, corner carry is great, mix-up is still meh, but with dash cancel Dead Spike and Blood Scythe as a new tool I think his pressure did get better if even just a tiny bit. All in all Ragna is good in my opinion, he can still win, but he's still a character who is "easy to get into, hard to master". So if you still like the character after all that, then you'll be fine with Ragna in CP.
  7. I'm pretty comfortable with how Ragna is. It's like what you said WolfCrimson, with BS and Dash cancel DS his pressure is stronger. Damage and corner carry looks but most importantly he does look a lot more fun to play! I've also noticed a lot of people playing Ragna in this version. More than I've seen him being played in previous versions so that's gotta say something! Although I am basing this off of Jourdal's and Pktazn's vids but it's still comforting to know.
  8. Hara and Buppa don't seem to be doing bad with him either. I'd say Ragna is pretty solid this time around. Maybe even just a little bit higher than that. His damage is just not as derpy as it was in the last game.
  9. OverDrive is still something people are playing around with and getting used to. I'm sure once people figure it out and get used to it we'll see it used a lot more. As far as DbD Darkness goes, It's a move not meant to be used outside of combos and is probably meant more for using in OD. I've kind of been noticing that a lot with each character: One move is more commonly used outside of OD while the other is meant more to be used while in OD.
  10. I'd definitely wanna see this. Speaking of 6B I was wondering if you could do 6B> DS> 5C> etc. Or wouldn't that work because DS doesn't start up fast enough and or DS has too much recovery? Maybe dash canceling it would lead to something then?
  11. http://www.youtube.com/watch?v=F4xcRYHyJZI&feature=youtu.be @ 7:53 Ragna (Koji) vs Platinum (Nosuke)
  12. http://www.youtube.com/watch?v=92xnA2N1UQs&feature=youtu.be @ 15: 37 Ragna (Koji) vs Noel (Yuu) @ 18:21 Ragna (Koji) vs Relius (TORI)
  13. @ 19:25 http://www.youtube.com/watch?v=92xnA2N1UQs&feature=youtu.be Wait...Does CS travel full screen now or was that a result of Relius' hitbox? I know CS travels far but maybe now it travels to the end of the screen?
  14. IAD j.C > jD. > 5B > 3C > 22C > DS (DC)> 5C > hjc j.C > BE > 5D > DID> 214 ender Dmg: 3280 Heat: 21 Source: @ 16:18 http://www.youtube.com/watch?v=92xnA2N1UQs&feature=youtu.be Notes: Semi close to corner in order to work 5B > 5C > HF> (RC) > 3C >22C > DS > 5C > jc j.C > BE > 5C > 5D > DID > 214 ender Dmg: 4518 Heat: 9 Notes: Requires 50 heat for Rapid Cancel, Corner combo Source: @ 18:48 http://www.youtube.com/watch?v=92xnA2N1UQs&feature=youtu.be
  15. Midscreen to corner combo @ 4:08 5B> 2B> 5C> HF> (Rapid Cancel)> Dash 5C> 5D(1)> GH> (HJC) JC> JD> BE> 5D> DS (Combo drops here but you can probably ending it with DID and the Axe Kick ender). http://www.youtube.com/watch?v=46cazC3aMco&feature=youtu.be
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