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-Ladon-

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Everything posted by -Ladon-

  1. I'd imagine 3 or 4 BE loops would be possible with fatal+corner, but I don't think the damage would be worth wasting your one shot at a fatal that match, meter gain would be pretty crazy though
  2. Like most repetitions in a combo it probably is effected by hit state(normal/counter/fatal counter) and number of previous hits. interesting thing to note is that I don't think double BE is possible mid screen due to awkward positioning, although if someone has a video of it being performed twice mid screen I'd like to see it. also note that double BE is still not beating most 3c combos in damage, and definitely doesn't come close to 22c's rediculously good oki sure, it's flashy, and seeing kaqn pull off two into 22c is amazing, but it looks extremely specific
  3. possibly might have something to do with their ground fall animations, 5C only connects with them during the frames they're still considered not OTG, which would explain why there's usually a followup hit very close to when you're about to 5C, otherwise yes, it will whiff, in this case just 2B
  4. what can I say, noel drive is free punishment :>
  5. OTG hitbox is too small for noel, carl, and nu in CT, not sure about CS, but i'm pretty positive it's about the same just use 2B
  6. yeah that's pretty much what I expected, the only one that seems out of place to me is kune's rating, but I suppose there's really not much going on pre-fever mode to boost him to A
  7. awesome, can't wait for 9/10 ragna mirror matches come CS console release link to list?
  8. if you really want to, I rarely play bbct though

  9. wakeup pressure-ID mid mixup-ID 50% heat on wakeup-ID no.
  10. if you've never reversed out of pressure before I'm sure it can be tricky just know what's coming and input 63, then 214214B, it takes some time but if you've ever played a DP character who doesn't have a conflicting moveset(ragna in particular) the motion comes pretty naturally also matchup experience is clearly everything in pulling it off, if you don't know the blockstring you don't know where to punish etc. and trust me, it's not like everyone pulls this off flawlessly 100% of the time, it takes a while to get down timing, correct times to use it, what will actually be fatal'd if it's used, etc.
  11. BKing against a good jin can get you in a terrible zoning situation that you don't want to play, if you wanna do it mid-combo try to make sure you can either A.) anticipate burst or B.) guarantee the kill(post-burst or a 5k bk-cs setup) jins zoning you with ice car are terrible jins, no questions asked, he should be playing the bait game, not you, ice car is probably the easiest punishable special he has off IB other than the respective DPs. also would like to add if you notice a lot of 50% heat-wakeup dp-rapid out happening, BKing through a C DP is a solid strategy when they're at 50 or above, once again this is for someone who actually plays a DP game like that, certainly don't do it on any good jin players, but it's a really good way to get burst out of the way or go for an unburstable kill.
  12. blue beats and ending with C inferno divider, solid bnbs there. if you're doing a jump-in combo there's no reason you shouldn't fit 3c knockdown in :\
  13. TK GH(ch)-5b-6a-GH-KA(delay)-5b-6a-air loop-ID is 4.9k
  14. Dennou's always been the Jin to look at for quality combos tbh, buppa's very by-the-book in his gameplay, which there's nothing wrong with but if you're looking for someone to "pull off" anything look for dennou
  15. Yes, my notation was off
  16. I think it was more or less the fact that I still saw ragna players using 5b-5c-hf-6D etc. as their rapid cancel, when it was only doing what, 3-3.2k? seemed like a complete waste to me and yeah I agree with the CS part, even at a large combo count it was still doing about 500-600 more damage than ending in an RC 22c, although not exactly the best oki out there which reminds me, is 3c-CS-5c-air loop-be-5d-22c possible?
  17. too bad CS buppa videos are out is Buppa like a srs rager or something, I seem to hear more and more about him quitting games because of x reason didn't he play Ky when he blew dicks? what made him hate the game so much
  18. quick question: is the 6D after 2C when you land from your first chain only connectable to a jC string if it's a counter?
  19. that's strange, I could never duplicate it on tager in CT, always felt like the delayed KA would cause him to tech too high, but hey the more you learn also got to see something pretty hilarious in my trip to ctf, some ragna 2c'd a jin's 6B and it linked straight to astral, thought that was classic edit: urgh, can't believe I forgot this, my most important reason for going to CTF I decided to throw around some RCs in certain combos to see where I could get with them, out of all of them I ended up with an interesting one that fixes a lot of situations 5b-5c-5d-GH-KA(delay)-RC-dash-6A-sjc-jc-jd-jc-BE-5D-pick (forgot the exact damage on this one, I remember it being around 3.7-3.9k though, it's pretty handy when your 5d-dash is out of range and you want to end with a GH) damage is 3.6k 5b-5c-HF-RC-3c-delay 5d-dash-6A-sjc-jc-jd-jc-BE-5D-22c(this one was what I was questioning a while ago, it does indeed do more damage than the standard RC combo we've used for ages, something like 200 or 300 more, hopefully we see some people going for this instead of the same RC combo we've used for ages) damage is 3.5k 3c-5d-GH-KA(delay)-RC-6A-sjc-jc-jd-jc-BE-5D-22c(and the compilation of the two, I couldn't get anymore hits in because the timing for the 2nd jc seemed really, really strict, so either I blow at timing it or air loop has a lot more falloff time than I thought without counters) damage is 4.3k if anyone wants to suggest any RC combos i'm all ears, most of these are pretty welcome news to me seeing as how many times I've had to GH or HF because 5d-dash cancel wasn't possible. also: new proration sucks, it feels like for doing something impressive you get maybe 200-300 damage rewards, might as well RC into 22c or just use it for safe zoning.
  20. has this tager specific been mentioned for cs yet? 5c-jc-jC-jD-GH-KA(delay)-5b-6a-sjc-jC-jD-jD-BE-5D-GH/HF/ID pretty sure it didn't work in CT because 6a would just whiff because of it's hitbox, but it's pretty solid now, don't have the damage numbers off the top of my head but I belieeeeeve it breaks 4k, not bad for a non-knockdown combo
  21. due to belial's weird angle it works at when you activate it you have to be pretty much above or at the same level as the other person's sprite, it's a mental reaction that will take time i'm sure, but from what I can remember off the top of the head jC is used if they're higher and jD if they're lower than you.
  22. for the record I'm fairly positive it's safer than HF, probably by just a few frames but there's too many matches where the BE was blocked and fast pokes(tager's 5A, noel's 5A) got IB'd(which leads me to believe it's really really close to being punishable)
  23. Berial has been listed as unsafe for quite a while now, however exact frame data would be nice, I've seen all the high level jp ragnas use it as a zoning tool so if it is unsafe I bet it's somewhere like -1 to -3 even on IB. BO is special cancelable now, no reason to SJI unless for some reason it doesn't cancel off a particular hit.
  24. the beauty about watching manakan is you get to see him drop all the combos that look like they'd work but he completely sandbags them. WRU BLEED
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