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-Ladon-

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Everything posted by -Ladon-

  1. Congratulations on becoming the biggest idiot on dustloop forums, you have proven yourself worthy
  2. LOOOOOOOOOOOOOOOOOOOOOOOOOOOOL
  3. maaan I gotta see if I can get people to money match me, I only walked away with a pot of $80 and the entry fee was $40 lot of what spirit juice said, also seems like you don't know many strings or were nervous? I saw a severe lack of instant blocks and safe blockstrings. seems like there was a looot of matchup knowledge missing even though they both play ragna, almost no TK GH's to catch them off guard, random belials, and general mistakes like trying to double belial off a 5A starter trust me, my tourny matches aren't much better especially since I never played on a CRT in my life so I can't really call that shit out
  4. I understand what you're trying to say, but whenever I IAD into a hazama and he's in stance already I barrier asap(then again, I doubt i've ever fought a top level hazama) in all honesty the majority of the times I take his DP it's rarely charged because it doesn't seem like you can react and get to charged before IAD-long range air normal hits him out of it, it seems like more of a yomi thing to eat charged because he knows you're going to eventually get impatient enough to rush in.(should also be noted I play Ragna, I don't know how other characters match up to it, I can imagine a few getting absolutely raped by it, like tager's delaying jumpins with j.2C and makoto's j.2C) I'll say it's a really solid fatal all in all, due to safety reasons but I'd expect more hazamas to be doing reaction 2Cs rather than 214D-charge-B
  5. oh yeah I forgot to mention, who exactly is running into charged hazama DP? I can understand a quick 214DB catching someone's IAD but who the hell runs into it Charged
  6. You completely ignored the fact that the most common fatal hit is happening under IB-punish situations, which houtenjin is miles ahead of any other fatal in? I mean, don't get me wrong, your points are solid, and probably right, but why does houtenjin get completely ignored in the fact that out of all of the ones listed it's one of the only ones with invlun, making it a viable escape tool?
  7. I'm so throwing my water bottle at you
  8. Jayoku you have enough time to line up whatever you want off it builds huge meter off landing it proration is very good, both p1 and p2 corner combos are crazy good damage Option selects off tech rolls(this doesn't have to do with it fataling, but that's still pretty godlike) even if it trades you have to be hit by something that staggers for a reaaaaaaally long time to effect the followups
  9. So scenario: at 100% heat, IBing an obvious block string, and I ID to wallbounce and then decide to crossunder and setup 2c-3c-bk since they have no burst and they're at around 7k hp my combo ends at about 5.5-6k damage(can't remember off the top of my head) anyway point is, would you sacrifice the guaranteed damage for a chance at a 5k mixup? ragna doesn't generally get the chance to land these especially if the person's smart about teching, but what do you guys think overall about his two common crossunders(corner early carnage scissors or ID wallbounce)?
  10. I just saw those matches daaaaaaaaaaaaaaaaayum good shit getting a perfect last round lol

  11. What is this I don't even...UNLEASHING ARMAGUS

  12. you clearly aren't reading what we're talking about in terms of mixup and general options grabs aren't solid options when they're techable for so long, they're an ok option, but not solid enough to be like yeah this is mixup when you play against someone who is experienced against ragna come back here and tell me his mixup is fine for the risk he has to put out
  13. The animation is so telegraphed that if you don't block it you weren't looking for it, seriously, I started playing with people around my scene and by like day 2 the overhead was getting blocked on reaction, that shit is stupid easy to react to. there's also the fact that it's gatling options are lousy, 2b-6b is probably the most obvious string in the world and even trying to throw in a 3c to catch them blocking won't really work since you have enough frames to just react to the 6B by not holding down. basically, ragna's best overhead is TK GH right now, which is why if the followup isn't possible his low/high mixup will become absolute garbage and people will have to play even more randomly than they already do to get hits in. and punishing with 2C when you can't net a fatal like Seifuuku said is exactly why you would use it in a non-fatal situation, it still prorates stupidly good and gets combos in the 5k range meterless, and 6-7k with BK.
  14. HOS vs. Eddie 9-1 in eddie's favor because kaqn got instakilled in 20 seconds yo cool I can make up matchups too
  15. but it's the preferred means to start one is the point, to show max damage every combo could be 5b-3c starters since those are the ones that are most commonly started but they don't maximize damage. and 2C is a good poke regardless, safe, still gatlings into good options, fatals, I just think the majority of us are used to catching people with 66 5B rather than 66 2C to get used to it though, then again 5B feels like just the universal staple combo starter. you can always TK GH the 2nd hit to catch mashers, which nets more damage, or just jump out and be safe, since there's rarely scenarios where jump canceling gets you into huge trouble unless you've made it obvious. it's not a -great- tool, but it's better than other options if you're that deep in the string(2D, grounded gauntlet hades, 6D resets) I personally use it on average maybe every 2 or 3 matches just to keep people honest
  16. Yo who looks for hits when you can just mash all day? seriously, the lack of common mechanic knowledge in this thread is mindblowing
  17. because 2C on hit is the best prorated move non-fatal? I mean, 8(5B) vs. 12(2C) startup isn't that major, and there are a lot of things that are punishable, but not enough to be countered.
  18. couldn't you do a distance BE for more damage off the enders? also I'm pretty sure you can get over 7k with a 2c starter and BK, lemme go look at dat lab
  19. mmm 6C is plenty legit since most people see a standing ragna and react to gauntlet hades once they know his strings not saying to throw it out a lot but it's safer than other options(sup 2D)
  20. yo just give me a shout when you're on, I just got out of the upstate tourny we had, 14 people showed up for BB and no one had any idea what they were doing except me lol, I'll link you the vids when I get them, I also commentated my buddy's tager match

  21. comparing cat chair to ID is lolworthy, let's not confuse guard points with DPs now
  22. it's pretty funny, but you have to understand looking at it from a popularity angle ragna is probably really overpopulated and also extremely easy to just go out and be good with, so I can understand why they'd want to make him more unique as a character, but the way they're going is not the way they should be, and it's kinda silly to see it happen like that. but I mean hey, a character based solely on rush who has bad zoning options and when he finally gets there has subpar mixup options? Yeah let's nerf his damage/oki and meter gain all in one go, as well as his good blockstring options.
  23. No the facts aren't clear enough to know if ragna has even lost that much yet, there's still a large variety of his combo choices even with 5D being some kind of weird float state we don't know about yet, in which case I can just see 5D(1)-GH combos becoming more common. these changes do make me a little scared of later loketests though, he seems to be changing in a negative way atm, C'MON GIMME AN OVERHEAD THAT'S FASTER THAN 24 FRAMES(excluding TK GH for obvious reasons, where's my good normals)
  24. this, I have an odd image in my head of ragna's 5D acting like noel's D-6C
  25. Here's hoping they ignore 22c loops, BK loops, 2C's safety, and 4k followups after TK GH
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