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-Ladon-

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Everything posted by -Ladon-

  1. for ragna being primarily based on rush his mixup is shitastic
  2. two hit GH=/=3 hit D ID damage wut
  3. mmm people seem to be confusing the difference between TOP and GOD tier when you classify someone as GOD they are usually banned or outright unplayable to anyone else in the cast, Akuma in ST is a solid example because even though he was available he had so many tools around the other cast that it outright made his character the best we're not talking possible 7-3 matchups, if there were a matchup chart for these characters it'd set them at WORST 8-2 the most comparable example would be unlimited's being allowed, matchups that are so far ahead of the other characters it outright breaks the game, just like EX/black/gold/whatthehellever guilty gear characters. sagat was top tier in sf4, the -TOP-(not god) 3 in CT were top for a reason, these characters are strong, but not to the point of outright broken. when you define someone as god tier it's pretty much like saying they are too broken for the game to be considered playable in any serious matches. This is why S, SS, SSS, SSS+ exists, or at least what I believe is why those ranks exist, to give variation between ranks. hope this clears up some confusion, although I'll admit saying god tier has pretty much evolved into saying S tier, which is just how people say it because most fighting games nowadays don't have anything close to a GOD tier character.
  4. nobody ever fully agrees with tier lists/matchup charts, there's always some theory going on that can make every matchup look different in other people's eyes. this is why I usually just take either american or japanese top player's opinions on it and accept it, then again i've never really cared about tiers in general
  5. 6D-j.D is universally easy, it's not a tight link or anything, I don't know how you get it to drop, definitely nowhere near 664B. I'd rate it about as tough as CT air combos, it just happens because you've done it so much
  6. SIGN UP FOR EVO RIGHT NOW, YOU'RE TOO GOOD
  7. rapid HF during non-curse to force mixup had 100% heat when he got a blocked 5C in, should've either GH'd-rapid or moved in with HF-rapid HF followup on kune when you're not at the corner is a really good way of getting rezoned, don't do it BK can 6D clean on kune's distortion with spacing, he could've gone into a Dloop death combo. needs more mixup when close, lot of opportunities to force kune into his range 22C wru~ I can't stretch how important it is against top 3 for ragna, keeping someone at your optimal range and not there's turns fights completely around.
  8. black beating is when the combo drops without the opponent teching, whereas your combos aren't even dropping, they're just not happening. learn your blockstrings, combos, proper timing, there's a lot of groundwork you need to be working on before it's much of a critique session and more of a learn to play session(no disrespect meant, you clearly have started recently playing)
  9. instant air dash, learn actual combos, stop randomly bursting, proper zoning you have a lot of groundwork to work on, half the time you're not even black beating, just resetting your combo counter @@ your friend is seriously lacking in litchi's gameplay too, it just looks like a lot of button mashing randomness.
  10. you could always be super extreme awesome and 2D-5C-5D(1)-HF-22C-664B-6A-air loop-5D-22C yeeeee
  11. http://www.youtube.com/watch?v=J8-0yPkLLO8#t=2m48s for the record there are still ranges in which 5b-5c-CS will not connect, so there's still a need to use rapid HF combos.
  12. are you sure that worked on hazama? his sprite is usually very high after 3c-delay 5D my jump in combo is usuallly j.C-j.D-5B-3C-5D-dash-6A-j.C-j.D-jc-j.C-214C-dash-5D-22C give or take a couple of hits.
  13. I'm going to assume you haven't played GG, where weight is a large factor in character specific combos/setups. there is no weight in this, having a more "floaty" jump does not mean your weight in falling in a juggle is any different, just your hitbox.
  14. http://www.eventhubs.com/guides/2009/feb/17/how-read-frame-data-street-fighter-4/ the best thing to look at is active frames, startup, recovery, and on block. I think a good frame trap might be something like 2c-6D-j.D-2c, but I don't have the numbers unfortunately + or - in a game like BB means on it's block uncanceled, so 2c-3c works because it gatlings on the recovery frames, which makes it pretty much inescapable unless an IB-invuln happens.
  15. 2c is +1 5c is -8 no idea on 2D, although it looks virtually unchanged in CS
  16. actually, 6A might be pretty solid since most people will expect a safe jump cancel and it doesn't really have all that hit stun(again going from CT figures since I don't have CS frame data)
  17. falling/otg hitboxes are different for every character, Ragna can 3c-SJC-astral(3c-astral in cs) characters with a large otg hitbox but that also fails on a large amount of the cast also many characters(litchi mainly) have a large horizontal range on their otg hitbox, which allows for much more forgiving timing on certain setups(ragna's 22c re-loops for instance) carl is carl, I don't think there's a character who doesn't lack a couple of combos because of his retarded hitbox
  18. yeah that was worded poorly close up 6D-j.D-2C should be enough even on IB to bait for counters, other than that nothing comes to mind other than deadspike to bait but that's really risky. I don't really think there's a gatling BEFORE 2c to frame trap reliably in, maybe 2B-reset-2C might catch people off guard but yeah
  19. your avatar makes me cry at this comment~ GG had weight propertiessss
  20. I'd say 2C again, but i don't know the frame data from other moves, I mean if you frame trap them you get a fatal for free. also 2C does gatling into 3C so you can 3C-jc.
  21. huuuuh? ragna has the advantage on every character after 214C, they're not teching before you're in attack range and you have them in ragna's best range if they do neutral tech, and can catch them rolling with falling jC. granted it's nowhere near 22c oki but it's a lot better than doing 236C and putting them in a half screen distance where you can't even pressure them.
  22. I must be too used to CT health gain still, that looked like about 2k to me, but if it is 3k extra that scaling is weird.
  23. OH THEM FATALS 7.5k for 100% heat, not bad, it's a shame it didn't net that much overall health gain though. now to find an 8k loop and we'll have some srs bznz combos
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