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KayEff

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Everything posted by KayEff

  1. GG2 is canon
  2. just read on JBBS that CT has P2 80, 2D in OD is dash cancellable, and that his combo rate is 70% (don't know which of these is true, but i'm tending to believe only the first one)
  3. corner BNB: 5B > 3C > 22C > 236D > 5C > 6A > jc j.214D > 5B > 6A > hjc j.C > j.D > jc j.D > j.214C > 623D >> 236C >> 214D, if j.214C > 5D doesn't work
  4. noticeable features so far: - ground blood scythe is techable on aerial hit - crush trigger followup-able with 5C - 2B > 3C > 22C > dc 5B > 6A > j.214D > 5B > 6A > hjc j.C > j.D > jc j.D > j.214C > 5D > 623D >> 236C >> 214D roughly 3.1k - seems like 214A still has quite a bit of untechable, 214A > 5A on aerial hit still works - 2D still does ground bounce on CH yesssssssss - 6C > 214D seems to cross up at close ranges, acts much like 6C > dc - 5D(1) > 214B doesn't seem to work anymore, 5D(1) probably has less untech now - straight punch P2 less strict now? 2B > 3C > 623D >> 236C >> 236C > 22C > dc 5B > 6A > j.214D > 5B > 6A > hjc j.D > j.214C > 5D > stuff works - D inferno divider has repeat proration - CH 5B > 5B works, maybe CH 5B > 214D will? - blood scythe has repeat proration between ground and air, but the instant tech effect doesn't apply for some reason - cross up ID > j.214D works, you could probably add j.D in between
  5. http://www.ustream.tv/channel/game-carnival showcasing ragna right now
  6. people could always gatling 6B with 2D, which is safe. just saying. i wouldn't advise using ground blood scythe as an overhead. it's hella slow and characters with DPs can easily react to it. i don't know how effective the aerial version will be though.
  7. oops, i got the wrong tweet here's the tweet
  8. famitsu article showcasing izayoi i'd translate this myself but i feel like i'm gonna butcher it i'll leave it to hakimiru EDIT: also be sure to watch the player's guild site, apparently izayoi has been updated onto the pages according to mori's tweet. the site is currently in maintenance, so it's not available right now. however, this means the special moves and such will be available once maintenance is done.
  9. lol is this faggot serious
  10. #15 is P4A color ragna is yu hazama is naoto jin is yosuke
  11. YOU’RE NOTHING SPECIAL
  12. updated
  13. asdf
  14. DID's properties seem to have changed a bit, i noticed that after j.A > j.C > jc j.C > j.D it landed 2 hits. either its hitboxs have been moved around or it's actually three hits now
  15. the poster isn't certain whether you can use RC to follow up or not, it's a question asking about that
  16. i'd give you advice but then i remembered you play plat
  17. updated, but it's got nothing new
  18. asdf
  19. because it's stupid for discussion
  20. i just noticed this, but why isn't this being discussed in the BBCP topic? moving all BBCP related posts to that thread
  21. i guess i might as well put my 2 cents in when nirvana whiffs an attack, you can attack her in order to reduce her gauge. i wouldn't suggest doing anything else otherwise, since you leave yourself open for carl to counter your approach. however, if you plan on doing that, make sure you end in either 6A or 3C, since both are jump cancellable. 6A is preferable, as the hitbox is better for if carl tries to airdash in while you're attacking nirvana. in general, you'll want to respect carl's neutral. brio can become your worst enemy if you're not careful about your space control. also be wary of 4D, as it's perhaps one of carl's better defensive tools in his arsenal. once you get in carl's space and go offensive, make sure he respects your pressure. the only invincibility carl has lies in his vivace, which is only body, head, and projectile invincible, which means it's susceptible to lows. if you notice carl using vivace a lot to escape your offense, start using 2C. if you ever find yourself caught in carl's rhapsody, keep in mind that if you IB each hit, you can create space for you to ID through. most carls tend to forget this fact, but just be careful of those who are aware of it. this matchup is probably in favor of carl (slightly at best). if either character is able to sway their momentum to their advantage, they end up winning. however, ragna's options not being beneficial most of the time against carl, so he has a harder time going in than carl.
  22. whoops lemme go recheck EDIT: so i conclude that while the sentence itself doesn't make it clear, the context behind it implies more that it refers to the dash cancel. it makes a lot more sense if it were the case too.
  23. to confirm, there is actually another loketest happening, to test out the network system. the length is from 11/7 to 11/13.
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