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-Ladon-

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Everything posted by -Ladon-

  1. didn't hear that, that's pretty nice, also allows for the fuzzy guard-rapid setup to be better as well
  2. I do 62369 so it's a smoother input
  3. I have a feeling this will work on my quad 2C combo, lemme go check well I couldn't reproduce it, feels like they're teching too fast after the TK CID if you can reproduce it, combo is: corner, near opponent 2c-2c-6c-dc-2c-5d(1)-GH-2c-5D-dc-6A-jc-j.C-j.D-j.C-BE-6A-TK CID then it seems to blue beat before I get in range for j.C pickup, you guys might have the timing down better than me though combo does about 5.2k with D ID ender, I'd imagine 5.5k with 22C pickup
  4. if you instantly cancel it doesn't
  5. Is the J.D that is listed for non-BK Ragna? shoutouts to getting even more proration on moves that could use less of it
  6. http://www.upstatefighting.com/ anyone around the scene should pay attention to this site, we had a major two months ago that had an amazing tekken crowd, but hardly any super/blazblue Ranbats are usually in the SU area but we've been slow for about a month due to upstate being upstate Incase it's not blatently obvious, our scene is dominated by Tekken, then super, then like 14 of us who actually play Blazblue saaaaadlife
  7. Kune is my worst matchup bar none, it just feels like while you can get a solid rushdown going and get a lot of momentum he always has the opportunity to get out and even without curse zoning against him is unbelievably hard. CS Ragna feels iffy, while I love his meter gain, damage and oki, I still feel like he needs more mixup in general instead of high meter/damage, with the removal of ID wallbounce and CS bounce(for crossunder ET mixup) I can't really say how he's going to look in CS2 other than generally weaker, but so is a large portion of the cast. I wish someone would've tested blood kain at least a little in BBCS2, I still want it to be a staple in his game post-burst or even pre-burst if you got dat yomi bad matchups with who's considered the top characters in japan, subpar mixup, bad zoning make for a pretty hard time getting far in SBO @above: while ragna has a lot of Same Move Proration, if he didn't, his average damage would probably be more around 4.5k rather than 3.5-4, plus, his best prorated move(2c) is a fatal and has no SMP
  8. 5C proration is ass, since your combo has two of them, you're going to get bad results
  9. pretty impractical, but it's a really good hit confirm setup in the corner and a solid way to get 22c oki without having to rely on 3c
  10. Sakura buffs are what this game needs that being said, can't wait for makoto changes
  11. doesn't combo into anything except 5A on a cornered tager, and leaves you at - frames, so no also whoever said it won't be used in combos is most likely wrong, it's an aerial corner push, which rg doesn't have
  12. belial being harder to connect is fine, people actually have to line themselves up now god forbid
  13. there's usually no solid info on frame data until the game is actually released, so yes, it's possible no one's noticing slight frame changes
  14. they are, and you're correct in assuming it doesn't, some of the highest non-fatal meterless combos come off a TK GH counter hit and involve a grounded GH
  15. WAIT, I CAN PLAY RAGNA BECAUSE HE'S TOP 3 AGAIN? WHY DOES THIS KEEP HAPPENING TO ME
  16. after the 5D dash cancel just hold up and get the timing when your jump is coming out, then press B when you know the jump is coming since the 5 frame buffer will let it hit on the first frame of the jump alternatively, if the character is close enough you can just do 6c-dc-5d-dc-6A instead, just have to hit them lower on the 6C's fall arc
  17. I like how the most posted about matchups here are ones we have advantage in
  18. So since I don't want a blow up, I'd like a solid explanation on ragna vs. kune being 45/55, it feels more 6-4 kune's favor but if there's a reason I'm all ears
  19. I don't know why that made me laugh so hard
  20. Jin has one of the best hitboxes for Ragna, Dloops are considerably easier because of his vertically large falling hitbox and you can 22c from farther away than most characters because of his huge lying down hitbox. I've never had a problem belialing jin either, seems like a personal thing.
  21. My post in the Combo thread a while back: Universally, the ender is pretty much the same, if you really want to CS/DBD you can, you just have to do it earlier
  22. if you do double BE blood kain, most of the time you end up with near 100% heat for the sacrifice of not using CS to end the combo it's all meter management, you either want all that meter for the rest of the round or you don't, CS ender will do a good 800 extra damage with decent oki whereas double BE-6D-j.D whiff-sjc-j.D-j.D-D ID ender will net much more meter
  23. let's not forget the best burst system ever you wanna get out of a combo? it'll only cost you 150% more damage the rest of the round bro
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