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KayEff

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Everything posted by KayEff

  1. stuff
  2. keep in mind that what wolfcrimson is posting is a collection of posts, so it's not from just a single person.
  3. well this has certainly piqued my interest.
  4. ラグナ端コンはD昇竜>横>着地3C>まだお>ダッシュキャンセルB~っぽいな。 ragna corner combo (route): 623D >> 236C >> 236C > 3C > 22C > dc 5B or whatever
  5. seems like everyone's trying to figure out what to do after 6C.
  6. i'm watching you you fucker
  7. http://www.youtube.com/watch?v=0R11ouHn28Y noticeable things: 5B > 5C > 5D: roughly 2k damage, damage looks buffed in general 5D(2) recovery is definitely shorter air combos look janky as fuck 6D > blood scythe works, so it seems like 6D still has its large untechable forward throw doesn't wallbounce anymore
  8. blah
  9. judging from what these people say, i can definitely say this much: dead spike's recovery will probably be less than dash cancel. this is assuming that the fact that it's safe on block is still preserved. 5D repeat proration removed, if true, means more combo options to mess with blood scythe maybe has a higher ground bounce in BK, i'm assuming 5D in BK is still relatively slow dead spike > dc is gonna be useless in pressure if it remains at least -5. blood scythe air dash cancelling is gonna be incredibly lulzy if i'm translating this right. i'm somewhat interested in how they're changing ragna's playstyle to be in the final product. there's not a lot of implication stating that his damage potential is getting nerfed, so he just might end up the same character more or less?
  10. you can punish that with most of ragna's moves, but only fast moves like 5B will result in a CH, so you won't be able to get a whole lot off of that certain punish. if you block mami late enough in its active frames, then nothing will result in a CH, so all in all it's just better to use 5B to punish.
  11. these are loketests; try to refrain from making any large claims. as for nerfing ragna, he was "top tier" in extend, so the nerfs were just inevitable. from what i've seen, they're just simply nerfing his combo options, but they're doing that with everyone, so we'll see how the whole outlook turns out.
  12. BKI gets longer at around 20~30% health raw crush trigger>5B works 6C's weird recovery on hit is gone (must have been an issue with the previous loketest). feels that you can hit with 2B two times (yes, that's what it really says) 623C >> 236C will not work unless 623C hits at its tip, but you'll get used to it right away. 5B+C > 214B works, but 214B >> 214D will not work no matter how much delay you use ragna's normals don't seem to have any changes otherwise blood scythe travels about half the distance as GH. startup is roughly around GH speed. aerial blood scythe's startup seems to have gotten faster DS seems a lot like gunflame now (i laughed). combo options and frame advantage feel the same 6A > jc j.C > j.D > jc j.C > j.D will not work due to not launching high enough corner 5B > 6A > jc j.C > j.D > j.214C > 5D > 214D > 214A >> 214D does 3.4k (unsure)
  13. paami = permutation,n,r
  14. so i watched this video and i can note a couple things: - 6C is way faster and launches lower - CH ID floats lower (probably pertains to regular ID as well) - Blood Scythe seems really slow but relatively safe due to its absurdly short recovery this was probably already mentioned by someone somewhere, but it doesn't hurt to repost about it.
  15. judging how much of an improvement adding special cancels after throws was in extend, i highly doubt they will remove that cancel.
  16. i've been playing persona. anything wrong with that?
  17. it's really not against most characters.
  18. if you need to kill someone, there ya go.
  19. according to jinjya, hirentotsu loops don't work anymore.
  20. because they were far from perfect. teching by tapping buttons was a real issue since people can just uncombo from that. particular distortions were incredibly stupid (i'm looking at you FRKZ). gold bursts were pretty stupid in that they were safe and invincible. giving certain characters an advantage via system mechanic, intentional or unintentional, isn't going to be good towards character balance. and let's not forget the SMP glitch. i could go on if i wanted to. thinking that EX to be a near perfect game or even anywhere close to that is pretty outlandish. in my honest opinion, EX was going in a direction where if the game didn't get any major changes, its "kusoge" elements would start to shine and it'd become quite the stupid game.
  21. i don't wanna be rude but i'm incredibly lazy you mind citing your source here?
  22. CT > CS had more major alterations than this. if you were around since CT this kind of update shouldn't surprise you.
  23. keep posts relevant to the loketest/translation information please.
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