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SolheartStud

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Everything posted by SolheartStud

  1. Wow...Dead Spike literally just became Gun-flame. Not that's a bad thing or anything, it looks like it'll be a lot more useful now if all of the recent changes hold up!
  2. ^ Sorry it took so long to respond. Thanks a lot for the advice! I greatly appreciate it!
  3. Hey guys! So I'm trying to learn Tao and so at the very least I wanted to get used to her combos and have an idea of what she can do. So I'm in CSEX's challenge mode and I'm stuck on Challenge 11. I understand it but for some reason my jump cancel for the final JC>Cat Spirit 2 never comes out. The only thing that I'm thinking that screws me up is that when I do J.8D I accidentally input a Jump cancel there. It doesn't feel like I do though. However when I hit that Jump C just before the J8D I delay it a bit to make sure the J8D connects so I don't know if that messes me up? I'm just lost on what I'm doing wrong so any help would be appreciated.
  4. Get creative. Got ch'ya! Gotta study up and hit the training room then. =I
  5. Gotch'ya! So....how should I go about that then? Take more risks? Use more 6D, and GH? Learn better blockstrings?
  6. RTSD? Don't know what that means. I've been using him since CT, but I haven't really put the REAL time and effort into BB until now since I finally have people to play. Sure I learned combos and anything but I don't have as much match-up experience. I've faced Blade a lot and the one thing he's told me is that I'm too defensive at times since in the Ragna vs Hakumen match-up it seems like one has to stay on top of the other to keep the momentum in their hands. So I guess my question then is what can I do to be less predictable?
  7. What's the best way of approaching Litchi? Do I just try and bait her out and slowly get in using Barrier guard cancel dashes? Also what do I do about the move that makes her invincible where her staff engulfs her body?
  8. Crush trigger sounds like a neat mechanic. I like how it encourages more offensive play, gives the player another option to think about when it comes to spending heat, and it'll add some mind games to the gameplay. A little worried about how it will play out since it is pretty much an instant guard crush- but it's interesting nonetheless.
  9. Ragna's normals aren't "awesomely fast". They're good footsies tools sure, but not enough to be called "awesomely fast". His mix-up is okay, but because it's only okay you have to work at hitting your opponent and get them into a state where they're scared of what you're going to do IF you're doing things right with Ragna. Symm isn't contradicting himself. He's saying that she's overall the worst character in the game but she is capable of winning. Every fighting game has an overall best and worst character(s) in the game, that's just the nature of them. The only way for a fighting game to not have a worst character or even a best character and achieve absolute perfect balance is to make every character exactly the same. But that wouldn't be much of a fun game at all would it then? BB is balanced in the sense that everyone is capable of winning even if some characters have to work harder then others. Plus just about everyone gets played, even in tournaments which is a lot more that can be said of other fighters out there.
  10. Whoops! Sorry about that. New links: http://www.youtube.com/watch?v=lho_7kP2sio&feature=youtu.be http://www.youtube.com/watch?v=U_eCz8iJBmI&feature=youtu.be http://www.youtube.com/watch?v=1QVi8QJcyS4&feature=youtu.be http://www.youtube.com/watch?v=8GEamhhLnaw&feature=youtu.be http://www.youtube.com/watch?v=LHSpTpZxtHA&feature=youtu.be
  11. I know it's been said before, but I'm really amazed on how much faster the game looks. Especially from the TGS footage.
  12. @ Sadeyo You can easily punish daifunka just by blocking it and then punishing with 2C for big easy damage. At one point you did an overhead combo and went into BK right away. You might just want to just go for a normal corner combo such as this: 6B 5C 6C (DC) 6D (JC) j.C j.214c 6B 214D 2C 5D 623D(1)~Wallbound (CU) 3C~ It would have you given you just about the same amount of damage and you would have gotten to keep a lot more heat to save for ya! Just something to think about for future matches. Also never taunt unless you're playing for shits and giggles. Try ending your combos with hells fang more- even if you don't always do the follow-up midscreen. You do make some nice hit confirms in this match though, so that's really good of you!
  13. http://www.youtube.com/watch?v=lho_7...ature=youtu.be http://www.youtube.com/watch?v=U_eCz...ature=youtu.be http://www.youtube.com/watch?v=1QVi8...ature=youtu.be http://www.youtube.com/watch?v=8GEam...ature=youtu.be http://www.youtube.com/watch?v=LHSpT...ature=youtu.be Me (Ragna) vs my friend Blade (Hakumen) We were both pretty rusty. Blade recorded the videos on his phone I believe? So that's why the quality isn't the greatest. They're watchable though.
  14. ^ Now that is dedication! Well, CS2 and Extend arcades never made it outside of Japan I believe, DON'T quote me on that though. Anybody else know why there wasn't an arcade release of them in NA?
  15. I think it the button check in the character select screen matters. I mean sure people go in a match and check them in match anyway but I don't think that means they should take it out. It does actually work, but I understand why people will check them in a match just to make sure, or even just loosen up a bit. The re-match option would be nice. But as long as the loading times don't get longer I wouldn't mind if it's not in. Sometimes it's good to take a moment to breathe after a match. For some people anyway.
  16. ^ Exactly. Plus if Ragna's damage got buffed (LOL) then whatever we get off of those combos will probably still do enough damage anyway. Plus it looks like they're trying to shorten combos (which they should) so I'm fine with this. More moves safe on block sounds like a good idea so we can still be in our opponents face and make them afraid of being hit. I'm liking this new Ragna so far, so I'm not worried too much about his as a character as of now. And yes, thank you Kayeff for the translations and you WolfCrimson for finding all of this great info!
  17. Blood Scythe, Dead Spike, AND Gauntlet Hades are safe on block? AND(If I understand what JBBS said correctly) being able to jump out afterwards of GH means you can jump cancel on block then correct? Sounds like Ragna has more ways to stay in now it seems.
  18. D. Inferno Divider with fatal properties sounds interesting, but not that viable. But I like the idea of high risk, high reward. Cross-up Blood Scythe sounds awesome! The guy talks about health drain from BKI being nerfed, and not worth it for getting health back but then says Ragna's health steal will turn out broken? Doesn't that kind of contradict itself?
  19. Yeah sure! I heard it was supposed to be Ragna information so anything you can translate would be welcomed and greatly appreciated!
  20. Nonsense. They wanted you to be sure he was a dude. ;D
  21. Can someone please translate this? I believe it's stuff on Ragna: OD中は相手バーストできねーからBKコンで気持よくなれるなぁ バースト使えないのか!今もバーストのせいであんまりBK使えてないから嬉しい バーストできないのがマジならODつかうしかないな これで7割とか減らせたらさすがにやばすぎる 今日ロケテ行って気のせいかもしれないけど、シザー1段目のダウン属性無くなった? OD中バースト出来ないってアラクネとかどうなるんだろ・・ それはイデア選んでたらどのみち同じだよね。多分ブレイクバーストよりイデアの方が良いと思う し。 イデア体力減らないんだよな まぁイデアで体力減ったらそれは悲しいことになるからな その代わりリターンも少ないだろ、5000とか行ったら御の字じゃね でも仮にコンボダメが4000ぐらいでも体力回復分と合わせたら7000ぐらいの体力差をつけられるからブ ライン超強化じゃね 体力吸収そのままなん? アンケ送ってほしいからこれだけ情報書くけど イデア中の生当て闇喰いはダメージ強化はされるが回復量は体力1センチぐらいしか回復しない イデア機関を取り込んだことでソウルイーターの力が抑えられたと考えると設定通りなんだが… ↑ラグナ体力残り1割の状態でイデア闇喰いを当てた時の回復量ね さすがに体力吸収そのままだったらくそすぎるなwww 豊橋 6C2>低空BS>B>6A>JCJDJC>BE>D2>CID横 これで3100くらいだった DSやまだお入れればもう少し伸びそう とりあえずデッドスパイクのコマンド変更をアンケートに書いてみました。 いっそのこと、DID削除とかもありかなーとは思いましたが。 DIDの無敵戻して欲しいんだよねぇ レイチェルとかジン、アラクネに大ダメ取れる機会がなくなった DS一回目のロケより遅くなってるな まあしょうがないか ブラッドサイズはガトから出すと距離で表になったりめくったりしそうで面白いかも DIDに無敵あったらやばいだろ DIDfc対応だから無敵あったらやばいって・・・ DIDフェイタル対応したの? そうだよ ラグナスレ情報ないなw 端5Bからまだお>DS>5C~ってコンボで4400くらい出てたぞ てかちょっと火力高すぎでワロタ ハザマは軽く5000でてるから 端で4400くらいじゃあな アホかハザマはゲージ使ってるだろうw 端でノーゲージ4400だろ? この時期にすごいじゃないか 火力高すぎワロタ 使ってる側としては何の問題も無いがまた愚痴愚痴と文句言われそうだな ってかハザマのゲージ使ったコンボと比べてるやつはさすがに頭悪い 開発進めば中央でノーゲージ6000まである クソキャラ?良いじゃない!ウェルカムだわ! てかD昇竜フェイタル対応したけどどうなんだろね。初段補正はかなり緩いけど追加の補正キツイ よね? ラピキャン前提かな クソキャラ?良いじゃない!ウェルカムだわ! てかD昇竜フェイタル対応したけどどうなんだろね。初段補正はかなり緩いけど追加の補正キツイ よね? ラピキャン前提かな?必殺技もODでキャンセル出来れば別だけど そううまくいくかねぇ やっぱりDSがDIDに化けるんだよなぁ…対戦中何度もフルコンを頂戴した 立ち止まってる時に化けるなら自分の入力のせいじゃないかな。もしダッシュデッドスパイク化けるならダッシ ュ41236ってやると化けないんじゃないかな
  22. https://twitter.com/hima696 ベガ立ち。ラグナ端コンはD昇竜>横>着地3C>まだお>ダッシュキャンセルB~っぽいな。 Something about Ragna...3C > Wolf dash cancel thing? (Either he or whoever he's refering to didn't play and just observed). Ragna corner combo seems to be something like D DP>side punch>land 3C>it's not over yet>dash cancel B~ Got this from the user Hakimiru in the BBCP Loketest info thread.
  23. It's just a reference to how good Ragna's 5B is as a footsies tool in the game. It's also a reference to Rufus from Street Fighter 4 who has the move Messiah kick AKA Jesus kick.
  24. Whoops! My bad. Nice changes, hey xlolxlolx has anyone even tried the new Scythe move in OverDrive BK? Really interested to know how that move gets changed in that form.
  25. Is it just me or does Dead Spike look a little faster too? It definitely looks like you recover faster at the very least.
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